D&D 3E/3.5 3E D&D Aurelia setting & houserules material (now with magic items!)

Arkhandus

First Post
Celestri, Planetouched Humans Of Positive Energy

Celestri

[sblock]Appearance: Celestri stand between 5 and 5-1/2 feet tall, having an average weight of about 100 pounds, with slender, elegant features, and smooth skin of a pale golden hue. Their hair is always a vibrant color like bright purple, crimson, silver, dark gold, deep blue, turquoise, bright green, or stark orange. Celestri eyes are always an engaging sky blue with violet speckles, and have no pupils nor irises. The voices of Celestri are warm, rich, and pleasant. Most Celestri dress in comfortable but semi-formal robes of the Mentari style, but easily adopt local garb when living amongst others, for the sake of at least attempting to respect local customs.

Personality: Celestri are mostly of good alignment, with only a few evil individuals amongst them, by virtue of their outsider heritage from the Positive Energy Plane. They feel a closeness to all things living and growing, and are naturally inclined to preserve and guard life. Some even fight with righteousness and tenacity to ensure the safety of life, though most Celestri abhor violence or at least have a preference for settling matters without bloodshed.

Celestri enjoy speech and friendly debate, discussing matters of scholarly import or just humorous gossip. They are especially fond of storytelling and poetry, admiring individuals with knowledge of great tales or poems. They enjoy song, dance, art, and honest work, but also tend to seek out peace and quiet for meditation and supplication to deities. Celestri tend to be very pious when they take up the worship of a deity, pantheon, spirit, or ideology, and most choose to venerate noble religions and philosophies, shunning evil creatures and distrusting them.

They value honesty, sincerity, conviction, patience, and respect as their most treasured ideals, their path to honor, enlightenment, and ascendance. Celestri are rarely evil in alignment, and they tend more towards law than chaos, believing in the need for some amount of order in life to keep creatures focused and united. Nonetheless, mischevious, playful, or free-spirited Celestri aren't rare.

Background: Descended from the first generation of the Human species, the Mentari, and various extraplanar positive energy creatures which allied with them. Most of the Mentari race was destroyed by the gods long ago and replaced with newer, more refined Humans, but even those were eventually replaced once or twice. However, the Mentari who had bonded with elemental creatures or outsiders were spared, for they were relatively few in number and were changing, becoming less of a threat or nuisance to the gods.

The Mentari tribes who befriended positive energy outsiders eventually left the other Mentari nations and settled in an extensive series of secluded valleys, eventually producing half-outsider offspring from the good relations with those positive energy creatures. Over time, as fewer outsiders joined these Mentari tribes, that part of the race became what it is now, the Celestri, altered Humans with distant positive energy outsider ancestry. Celestri have never been the most numerous of the Mentari descendants, rather more like the least numerous, as the outsiders who befriended them had only chosen the most noble and benevolent Mentari tribes, taking them under their care and helping them achieve a peaceful existence.

After several centuries of this alliance, the outsiders began to grow tired of dealing with other Material Plane creatures, fighting off invaders and constantly bartering with others to provide the Celestri with mortal allies to trade with. The outsiders also found that access to the Positive Energy Plane, their home, to be getting more difficult and infrequent, so most of the outsiders returned there and left the Celestri to rule themselves and maintain their own civilization. After this, the Celestri were forced to deal more with other mortals and started to spread out, exploring more and settling a few colonies outside their homeland.

Now they generally try to stay out of wars, moving whenever trouble comes into their area. They know that evil creatures and greedy men will continue to assault their rich and fertile homeland, so many of them are now nomadic, while others take up a militant philosophy and fight off any who assail their valleys. Their homeland is the valleys of Tenkaido, simply named after its council. The Celestri valleys are ruled by a council of 10 elected tenkai, provincial governers that each rule for a 10-year term, with each tenkai allowed to rule for up to five terms. Tenkai terms are staggered such that every fifth year holds an election for half the council. Each tenkai is served by numerous hatamoto, advisors who each govern a single city, town, or outpost.

Citizens of Tenkaido vote on matters of importance to the community and the local hatamoto delegates such procedures, but the hatamoto has greater voting power and also votes with their fellows on matters that concern an entire region. Like their superiors, hatamoto are elected and serve the same terms, each hatamoto serving one tenkai for 5 years and then serving the next tenkai for 5 years. Tenkai and hatamoto have the authority to overrule civilian decisions, but can be voted out of power by a majority of citizens, hatamoto, or tenkai if they seem to abuse their power. The system is far from perfect, but the Celestri prefer to have some freedom along with order, and like to believe that their elected officials will serve them honestly and rightly.

Various nomadic Celestri communities tend to emulate this form of government, but with different degress of strictness. As for religion, Celestri tend to be quite pious in whatever faith they follow, but most adhere to animism and believe in the divinity of spirits within all things, venerating them for making life possible. Celestri society also recognizes a variety of benevolent, righteous, and nature deities as well, and is fairly tolerant of most other faiths, except those that promote evil, greed, or warfare. Nomadic communities or particular cities may practice a particular religion and exclude others, however.

Classes: Celestri count many Clerics, Druids, Shamans, and Shugenja amongst their ranks, particularly Druids and Shamans. Militant Celestri, though not common, have a fair number of Paladins, Samurai, and Sohei amongst them too, who prove to be amongst the most devout and steadfast of their kind. Sorcerers and Bards are the most numerous arcane spellcasters in Celestri society, though not quite as common as divine magic users, but Wizards and even Wu Jen are not unheard of.

Monks are quite common amongst Celestri, as their people have numerous monasteries and monastic orders, seeing the lifestyle of a Monk to be quite enlightened and respectable. Celestri also find the discipline and piety of monkhood to be quite natural for them, just as they find the bardic study of music, art, and obscure lore to be quite fulfilling and pleasant.

Celestri do not find psionics to be difficult, but have no social inclination or tradition of practicing them, so Psions and Psychic Warriors are not altogether rare but neither are they common by any means. Barbarians, Fighters, Rangers, and Rogues are quite rare though amongst Celestri, who do not favor such martial or selfish lifestyles.

Relations: Celestri try to get along with nearly everyone, but many creatures try to take advantage of their trusting nature or to conquer their lands, which hold practically untouched resources in valuable minerals, trees, spices, and cloth. Celestri lands also contain many rare and exotic creatures that the Celestri have worked to protect and preserve, from unicorns and pegasi to pseudodragons and gem dragons. Celestri generally get along well with most good-aligned creatures, and are often allied with Elves, Halflings, Gnomes, and Aquari. The only creatures Celestri typically hate or fight with are evil creatures and races that are typically evil, so they often do battle with Orcs, Draegi, Gnolls, goblinoids, fiends, and the like.

Miscellaneous Details: Celestri, like Humans, reach adulthood at 15 years of age, then attain middle age at 30 years, old age at 50 years, and venerable age at 65 years. Their maximum age is reached 2d20 years after becoming venerable. An elderly Celestri finds his or her hair turning gray, and flecks of gray begin to spread across their skin, its luster fading, but they show no other outward signs of aging.

The Celestri of Tenkaido name their children with a Mentari given name, but use a family name of the Celestial tongue that denotes which Positive Energy Plane native is their most honored ancestor. As with other Mentari cultures, they place their family name before their given name, usually addressing each other by their family names, as use of just a given name is considered informal and disrespectful, if not close relatives or close friends. Outside of the Tenkaido lands, many Celestri communities and nomads use purely-Mentari names. Most Celestri favor somewhat-short given names in Mentari, since Celestial family names are longer on average.

Some of the common Mentari names given to Celestri men are Rikaro, Ashitora, Siru, Hanagi, Eisu, Taro, Osaki, Rikkon, Coru, Mintaka, Okusho, Asaan, and Izuka. Common female names in the Mentari tongue, amongst Celestri, are Lien, Akari, Panako, Issa, Goma, Mashu, Sihama, Occa, Rimi, Asuka, Tsuki, and Ayako. Celestial family names number in the dozens, but a few include Iradajia, Olurae, Simmariel, Eishallar, Daroshim, and Tianueviar. Some Mentari family names used by Celestri outside Tenkaido include Ebuki, Lasantaru, Akashinore, Zunnashi, Tsumakura, Panari, Ichinomo, Onnokari, and Junatta.[/sblock]


Outsider: Celestri 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, Celestri 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. Celestri 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. Celestri do not have Darkvision like other Outsiders do. They are mortal and need to eat, drink, breathe, and rest like Humans do, aging at the same rate too.

Celestial Soul: A Celestri cannot use, prepare, cast, manifest, or activate any effect with the Evil descriptor or utilizing negative, unholy, or profane energy. Celestri with a class or feat that allows the channeling of either positive or negative energy must always choose positive energy, othewise they do not gain that channeling ability at all. Celestri also cannot possess, gain, or be affected by any templates, spells, powers, or effects which would grant them the Evil subtype or descriptor. Celestri that belong to any class with a set of spells, powers, or abilities specifically described as being linked to evil or negative, unholy, or profane energy, cannot learn, utilize, or specialize in such effects from the evil or negative energy, unholy energy, or profane energy elements. Celestri cannot acquire the Death, Destruction, Evil, or Grave domains.

Size: Celestri are Medium-size creatures.

Speed: Celestri have a base speed of 30 feet.

-2 Strength, -2 Constitution, +2 Wisdom, +2 Charisma: Celestri are insightful and intuitive, and tend to be easy-going and kind, so are well liked. However, they are also somewhat weak and frail physically.

Spell Resistance: Celestri have Spell Resistance equal to 3 + their character level. In order for a spellcaster to affect them with a spell, the spellcaster must roll the Celestri’s Spell Resistance or higher on 1d20 + caster level. Spell Resistance is an extraordinary ability.

Accelerated Healing: Due to their inherited link to the Positive Energy Plane, the Celestri heal at a slightly faster rate than most humanoids. Each day, in addition to any other natural healing (regardless), a Celestri naturally heals 1 hit point per character level, generally when they get up in the morning or whenever they sleep (or would normally sleep, if not sleeping). At the same time, they naturally heal 1 extra point of temporary ability damage, if any. Since this is regardless of other natural healing, it does not matter how active the Celestri is, so they receive this extra healing regardless of rest or no rest.

+2 Racial Bonus on Balance, Diplomacy, and Perform Checks: Celestri are somewhat graceful like their celestial ancestors, while their easy-going nature makes others more likely to trust their word. Celestri also have quite a talent for art and music.

Sacred Energy Affinity: Celestri suffer only half the effect from harmful or weakening Good effects and positive, holy, or sacred energy effects, and from all harmful or weakening attacks or effects with the Good descriptor or utilizing positive, holy, or sacred energy. If such an effect does not cause a numerical amount of damage, penalties, and so on, then instead simply reduce the effect's duration upon the Celestri to one-half, rounded up, if applicable. If the effect does neither, then the Celestri simply gains a +3 racial bonus on saving throws against the effect. Furthermore, Celestri add +1 to the DC of saving throws against any Good or positive energy spell, power, spell-like ability, or supernatural ability they use, and Celestri also add +1 to their effective caster level or manifester level for purposes of resolving such effects.

Profane Energy Vulnerability: Celestri suffer double the effect from harmful or weakening Evil effects and negative, unholy, or profane energy effects, and from all harmful or weakening attacks or effects with the Evil descriptor or utilizing negative, unholy, or profane energy, unless they make a successful saving throw (if applicable). If such an effect does not cause a numerical amount of damage, penalties, and so on, then instead simply double the effect's duration upon the Celestri if applicable. If the effect does neither, then the Celestri simply suffers a -3 racial penalty on saving throws against the effect.

Automatic Languages: Celestial and Mentari.

Bonus Languages: Celestri may choose Abyssal, Aquan, Auran, Draconic, Ignan, Infernal, or Terran as bonus languages from a high Intelligence score.

Favored Class: A Celestri chooses either Bard or Monk, at character creation, as their favored class for purposes of multi-classing benefits and penalties.
 
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Arkhandus

First Post
Draegi, Planetouched Humans Of Negative Energy

Draegi

[sblock]Appearance: The Draegi stand between 6 and 6-1/2 feet tall, with an average weight of about 150 pounds, and somewhat stocky but not bulky features. Draegi skin is mottled black and scarlet, with a few patches of thin, dark-gray scales. A Draegi's ears are slightly pointed and curved, while bony ridges run along their brows, sweep around their ears, and partially down the back of their cheeks.

Their hair is either black, dark blue, dark green, or some shade of gray. Draegi eyes are always empty black voids with neither pupils nor irises. Their voices are harsh and creepy at the same time. Draegi wear clothing of the Mentari style but altered to suit fiendish affectations, generally in hues of red, gray, and violet, with black and navy blue integrated as well. Brighter colors are disdained. Some Draegi like to adorn themselves with chains, spiked collars, and similar accoutrements.

Personality: The Draegi have very strong natural tendencies towards evil alignment, with a delight for cruelty and a penchant for striking fear and despair into others. Draegi love to cause trouble and stir up violence, as well as having a fondness for terrorizing and harassing other creatures. While Draegi do not usually perpetuate such violence and harassment against each other, they will do so when no other suitable victims are about.

Draegi are somewhat more likely to be chaotic than lawful in alignment, with greater preferences for wanton violence, pranks, and terrorizing. However, they do typically favor a little bit of order for the sake of preserving themselves, and many of them enjoy acting within the law to cause mischief that cannot be easily handled by their rivals. Draegi are usually relatively loyal to the Nega Imperium and to their species as a whole, but not as loyal to their own kind as Dwarves are to Dwarvenkind, for instance.

Each Draegi tends to follow a few self-imposed rules for conduct that serve to improve the Draegi's chance for survival and their chances of completing any personal goals. Draegi have a craving for power, control, and wealth, always striving to improve their station in life. They are not generally pious, but some do think they can gain power and prestige by venerating a strong deity and rising high in the clergy. Others simply think in the same vein as a particular deity's philosphy and just take up the banner of that deity out of mutual interests and respect.

Background: Descended from the first generation of the human species, the Mentari, and various extraplanar negative energy creatures which allied with them. Most of the Mentari race was destroyed by the gods long ago and replaced with newer, more refined humans, but even those were eventually replaced once or twice. However, the Mentari who had bonded with elemental creatures or outsiders were spared, for they were relatively few in number and were changing, becoming less of a threat or nuisance to the gods.

The Mentari tribes who befriended negative energy outsiders to further their power were quickly forced away from the other Mentari tribes, before they could capitalize on their frightening new allies, and these exiled Mentari fled underground for a time, eventually producing half-outsider offspring from relations with those negative energy creatures. Over time, as fewer outsiders joined these Mentari tribes, that part of the race became what it is now, the Draegi, altered humans with distant negative energy outsider ancestry.

The progenitors of the Draegi made frequent attempts to conquer the other Mentari tribes on the surface, until the gods destroyed the majority of the Mentari people. Afterwards, the Draegi lived upon the surface but still held many strongholds deep beneath the ground, in the borderlands alongside the Negative Energy Plane. The Draegi now live in various large strongholds and a few sprawling farm communities near those, with nearly all Draegi settlements belonging to the singular Nega Imperium.

This government encompasses the sparse underground communities along the Negative Energy Plane borderlands, and also various surface territories held by the Draegi and their few allies. The Draegi have had several centuries, perhaps a couple of millenia even, to build and secure their surface strongholds, and have been slowly growing in number and influence during that time. They have brought several orcish tribes, giantish clans, Gnoll clans, corrupt Dwarven delves, and others into their Imperium as subjects and slaves.

The Nega Imperium built by the Draegi is now the strongest power in the subterranean realms, and is strong enough on the surface not to be trifled with. Still, the Draegi were never as numerous as the other common races, so they still don't represent any serious threat, and likely won't for a few more centuries to come. Nonetheless, they have gained allies and slaves for their empire, and are at least a dire threat to a few individual surface kingdoms.

The Draegi build their structures to be sturdy and long-lasting, with resilient and strong materials and often a gothic appearance. While the Draegi are relatively barbaric and cruel, their civilization is functional and not entirely oppressive. The Nega Imperium has many slaves who are treated poorly and cruelly, but citizens are allowed to do nearly anything they like without punishment, though Draegi military sentries patrol the Imperium settlements regularly and in great numbers. Citizens who do act against the interests and loose laws of the Imperium are quickly noticed, tortured, and slain by sentries, without trial.

However, the ranks of the sentries are carefully monitored and chosen, so most Imperial sentries do not just commit wanton violence. Draegi are generally loyal to the Nega Imperium and its Imperator, but those who feel neglected, left out of important battles or duties, treated unfairly, or wronged by the Imperial leaders may sow dissent occasionally and try to overthrow the Imperium, though such rabble-rousers are quickly ferreted out and dispatched. A fair number of Draegi live outside the Imperium however, living amongst other races and trying to be accepted.

Classes: Many Draegi are Barbarians, Fighters, or Psychic Warriors, as they enjoy battle and carnage a great deal, and have varying amounts of discipline. Many favor the savagery of the Barbarian, but others enjoy the flexible tactics and effective techniques of the Fighter, while others are mentally gifted as well as physically, taking up the path of the Psychic Warrior.

Draegi are more likely than other Mentari descendants to pursue psionics, as they have acquired a few psionic traditions and regimens from other races, such as from the few Illithidkin they have recruited into the Nega Imperium. So Draegi who are mentally gifted often pursue the Psion or Psychic Warrior paths as they learn to empower themselves or dominate their enemies.

Draegi have only minor traditions remaining from their days as Mentari, possessing only a few Monks, Samurai, and Sohei amongst their people, especially since only a few Draegi are disciplined enough to take up such paths and stick with them. The Ebon Fist is their monastic order of contemplative martial artists, teaching not only Monks and Sohei but also a few Fighters and Rogues, as the Ebon Fist trains and leads the Imperial assassins.

Rogues are so common amongst the Draegi that thievery, mugging, and battery is expected by Imperium citizens all the time, so altercations between Rogues and citizens occur on every street at least a few times each day. There are no Imperium laws forbidding such activities, so Rogues thrive.

Bards, Rangers, and Druids are almost never seen in Draegi settlements, as the Draegi have no love for song, poetry, or nature, though a rare few happen to enjoy simple and primal music from drums and the like, and Draegi loners are not terribly uncommon in the world at large. A few Draegi do respect nature's wrath however, so Druids and Rangers aren't unheard of.

Most priests amongst the Draegi, of which there aren't very many, tend to be Clerics or Shamans worshipping evil spirits and despicable deities, and the Nega Imperium allows its citizens to venerate whatever or whomever they wish, although assassins may come for anyone who is treacherous enough to openly venerate a benevolent or righteous deity. Draegi temples are few but large, built in the same sturdy but gothic style as their fortresses.

A Draegi Paladin is an anachronism, and there has never been any reports of such an individual, although it is not necessarily impossible for a Draegi of rare worth to actually become a Paladin, though they would certainly find many Paladin abilities barred to them. Also, a Draegi's innately evil nature would render most magic weapons favored by Paladins to be nonfunctional for them, regardless of their personal mindset and desires.

Only a few Draegi venerate the elemental spirits in particular, gaining the power of a Shugenja, and hardly any choose to focus on the element of water since it utilizes too many positive energy spells that they cannot use and wouldn't want. Arcane spellcasters amongst the Draegi, though uncommon, are often Wizards or Wu Jen since Draegi have little talent for other varieties of arcane magic. Draegi favor destructive magic of course, and also magic that tricks, confuses, or frightens enemies, while rarely ever learning more than a few defensive or utilitarian spells.

Relations: Draegi are constantly warring with other races, and the very purpose of their Nega Imperium is to conquer all other creatures. They do battle most often with Elves, Dwarves, Aquari, and Endari on the surface, while also waging war with the Illithidkin and their forces underground. Most other subterranean races despise the conquest-obsessed Draegi, as do most surface-dwellers, so only Orcs, Gnolls, various Giants, and the like tend to ally with the Draegi, and even then the Draegi tend to conquer them and force them into a submissive role in the Imperium.

Draegi actually respect the Firagi and do not fight with them much, except to test their mettle against a strong rival, while the Firagi themselves share a similar lack of aggression towards Draegi. Halflings and Gnomes generally avoid Draegi and live far away from them, but harbor little or no aggression towards them, merely fearing for their safety and freedom.

Humans have mixed relations with Draegi, so their opinion varies from one Human nation to the next. Many fiends join forces with Draegi mages, priests, and armies, as the Draegi are quite comfortable in dealing with the extraplanar fiends, so much so that half-fiendish Draegi offspring aren't particularly rare. Lone Draegi are usually treated with suspicion by most other races, but the other races know that Draegi usually travel and attack in groups, so a lone Draegi is often assumed to be either a spy, a scout, or an exile.

Miscellaneous Details: Draegi, like Humans, reach adulthood at 15 years of age, then attain middle age at 30 years, old age at 50 years, and venerable age at 65 years. Their maximum age is reached 2d20 years after becoming venerable. Draegi, in their old age, begin to see their skin turning brown in shade, their bone ridges yellowing, and their voices growing harsher and grating on the ears.

Draegi name themselves, and are only given a temporary name by parents or guardians until they reach maturity. Each Draegi only has a personal name, with no surname or other attachments, though some acquire or choose informal titles as well. Any who possess a title of office within the Nega Imperium tend to flaunt it, insisting on its use every time their name is spoken or written.

Certain organizations within the Imperium have a tradition of giving each member a unique nickname to be used instead for formal matters, such as the signing of contracts, or for other purposes. The Ebon Fist, for instance, gives one or two-word nicknames with a slightly poetic, ironic, or threatening meaning, to be used for all purposes related to the organization.

Draegi are almost as likely to choose names from the Abyssal or Infernal tongues as they are to choose them from the Mentari language. Some Mentari names used by Draegi men include Azali, Kohiro, Mirukal, Kassai, Tsumagorath, Isshin, Hakkal, Unzo, and Hirugan, while a few fiendish names used by them include Bakkesh, Szath, Vreth, Tlurgaal, Krinsh, and Paruzubal. Mentari names used by some Draegi women include Kahina, Sarhala, Zelhu, Dranha, Tsuli, Ganshiba, and Parassun, while fiendish names amongst them include Calhareth, Nurazthiel, Anzaral, Sheth, Lurseth, and Zrthaai.[/sblock]


Outsider: Draegi 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, Draegi 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. Draegi 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, breathe, and rest like Humans do, aging at the same rate too.

Fiendish Soul: A Draegi cannot use, prepare, cast, manifest, or activate any effect with the Good descriptor or utilizing positive, holy, or sacred energy. Draegi with a class or feat that allows the channeling of either positive or negative energy must always choose negative energy, othewise they do not gain that channeling ability at all. Draegi also cannot possess, gain, or be affected by any templates, spells, powers, or effects which would grant them the Good subtype or descriptor. Draegi that belong to any class with a set of spells, powers, or abilities specifically described as being linked to good or positive, holy, or sacred energy, cannot learn, utilize, or specialize in such effects from the good or positive energy, holy energy, or sacred energy elements. Draegi cannot acquire the Community, Exorcism, Glory, Good, Healing, or Inquisition domains.

Size: Draegi are Medium-size creatures.

Speed: Draegi have a base speed of 30 feet.

+2 Strength, -2 Charisma: Draegi are muscular and resilient, but tend to be barbaric, ugly, and self-absorbed.

Darkvision: Draegi can see in the dark up to 120 feet. Darkvision is black and white only, but it is otherwise like normal sight, and Draegi can function just fine in no light at all.

Burly: Being somewhat larger and tougher than their Human ancestors, Draegi are a bit more resilient but less jumpy at signs of danger. They get a +2 racial bonus on Fortitude saving throws, add +2 to their maximum hit points, and suffer a -2 racial penalty on Reflex saving throws.

+4 Racial Bonus on Bluff Checks: The Draegi are conniving, diabolical, and natural liars.

-2 Racial Penalty on Animal Empathy and Handle Animal Checks: Animals and their ilk tend to be unsettled and uncomfortable around Draegi, who themselves tend to be rough and unintuitive handlers. Their scent, appearance, and similar factors also contribute to this unease in animals and beasts.

Profane Energy Affinity: Draegi suffer only half the effect from harmful or weakening Evil effects and negative, unholy, or profane energy effects, and from all harmful or weakening attacks or effects with the Evil descriptor or utilizing negative, unholy, or profane energy. If such an effect does not cause a numerical amount of damage, penalties, and so on, then instead simply reduce the effect's duration upon the Draegi to one-half, rounded up, if applicable. If the effect does neither, then the Draegi simply gains a +3 racial bonus on saving throws against the effect. Furthermore, Draegi add +1 to the DC of saving throws against any Evil or negative energy spell, power, spell-like ability, or supernatural ability they use, and Draegi also add +1 to their effective caster level or manifester level for purposes of resolving such effects.

Sacred Energy Vulnerability: Draegi suffer double the effect from harmful or weakening Good effects and positive, holy, or sacred energy effects, and from all harmful or weakening attacks or effects with the Good descriptor or utilizing positive, holy, or sacred energy, unless they make a successful saving throw (if applicable). If such an effect does not cause a numerical amount of damage, penalties, and so on, then instead simply double the effect's duration upon the Draegi if applicable. If the effect does neither, then the Draegi simply suffers a -3 racial penalty on saving throws against the effect.

Automatic Languages: Mentari, and either Abyssal or Infernal.

Bonus Languages: Draegi may choose Abyssal, Aquan, Auran, Celestial, Draconic, Ignan, Infernal, or Terran as bonus languages from a high Intelligence score.

Favored Class: A Draegi chooses either Barbarian or Rogue, at character creation, as their favored class for purposes of multi-classing benefits and penalties.
 
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Arkhandus

First Post
Martial Arts Talents preview

A preview of monkish Martial Arts Talents.

I'm still working on finishing up the full descriptions of each MAT, so their descriptions in my notes are currently only rough expansions on these short-hand descriptions. I'm also still working on figuring out the MATs for the water, wind, and wood paths. Once all this is done, I'll have just a few last monkish abilities to complete the details for, then the Aurelian monk will be finished.

With 30 talents in each path, the ability to learn talents from more than one path (though most of the talents have prerequisites), and 12 talents learned by the standard monk (ascetics learn 15, kensei may learn 6, and pugilists learn 5), Aurelian monks will be pretty flexible in their fighting styles and special abilities.

[sblock=Preview]Martial Arts Talents: Starting at 3rd-level, a monk develops a special technique harnessing martial arts or ki. He develops another special ability at 4th-level, then again at 6th, 7th, 9th, 10th, 12th, 13th, 15th, 16th, 18th, and 19th-level, in a pattern of gaining two such abilities in a row then skipping a level. These special talents are chosen from amongst the following, each of which may only be gained once, and some of which have prerequisites noted in their description.

The Martial Arts Talents represent different martial arts disciplines, styles, and philosophies, and they are categorized by particular elements that represent general types of martial arts, though a monk does not have to stick to any particular element for these purposes, nor do they have to gain these abilities in any specific order, so long as they meet the prerequisites for each Martial Arts Talent they choose. These elemental categories are the flame path, metal path, water path, wind path, and wood path.

Martial Arts Talents related to the flame path are focused on harnessing ki in ways that are very outwardly noticeable and direct, particularly for travel and attack purposes.

.....Abundant Step (Sp): Occasional dimension door ability. Flame.
.....Body Heat Moderation (Ex): You gain cold and fire resistance 5. Flame.
.....Burning Ki Strike (Su): Confers the flaming burst quality to ki strikes. Flame.
.....Crescent Moon Kick (Su): Spinning upwards kick shines with bright ki. Flame.
.....Diamond Guard (Su): Use focused ki barrier as a momentary shield. Flame.
.....Diamond Ki Blade (Ex): Ki-hardened hand chop, Int bonus to damage. Flame.
.....Diamond Ki Rush (Ex): Charge and strike with ki force, +3d4 damage. Flame.
.....Diamond Soul (Su): 5 + monk level SR, high prereqs. Flame.
.....Diamond Will (Su): Add wis + cha mods to SR of diamond soul. Flame.
.....Empowered Ki Strike (Su): Increase ki strike by +1, ignore 5 hardness. Flame.
.....Empty Body (Sp): Temporary etherealness. Flame.
.....Flash Step (Su): Dash forward a fair distance, almost instantly. Flame.
.....Focused Ki Strike (Su): Ki strike deals d6 or d10 damage per bonus. Flame.
.....Heart's Tempered Fury (Ex): Short charge, full attack, heat +1 damage. Flame.
.....Heart's Thundering Pulse (Su): Sonic attack 1/day, resembles shout. Flame.
.....Intelligence Of Fox (Ex): Inherant +4 to Intelligence score. Flame.
.....Intelligence Of Hannya (Ex): Inherant +2 to Intelligence score. Flame.
.....Intelligence Of Naga (Ex): Inherant +5 to Intelligence score. Flame.
.....Intelligence Of Rat (Ex): Inherant +3 to Intelligence score. Flame.
.....Intelligence Of Tiger (Ex): Inherant +1 to Intelligence score. Flame.
.....Ki Balance (Su): Faint aura of ki lends you balance and maneuverability. Flame.
.....Ki Deflection (Su): Use Deflect Arrows feat to deflect some energy. Flame.
.....Ki Flare (Su): Your power manifests briefly, +4 Strength, Dexterity. Flame.
.....Ki Pulse (Su): Ranged touch attack 3/day, bludgeoning and fire damage. Flame.
.....Menacing Stance (Su): Your display makes foes cower or hesitate. Flame.
.....Overpowering Gaze (Su): Gaze attack paralyzes foes with terror. Flame.
.....Shining Ki Strike (Su): Doubles a burning ki strike, and may blind foes. Flame.
.....Snap Kick (Ex): Sudden, upward kick and ki flash surprises the enemy. Flame.
.....Spiritual Ki Strike (Su): Increase ki strike with +1 and ghost touch. Flame.
.....Thundering Ki Strike (Su): Confers thundering and sonics to ki strike. Flame.

Those related to the metal path focus on harnessing the monk's body and willpower to enhance their resilience, health, and strength.

.....Constitution Of Bear (Ex): Inherant +4 to Constitution score. Metal.
.....Constitution Of Dragon (Ex): Inherant +5 to Constitution score. Metal.
.....Constitution Of Ox (Ex): Inherant +3 to Constitution score. Metal.
.....Constitution Of Puma (Ex): Inherant +2 to Constitution score. Metal.
.....Constitution Of Wolf (Ex): Inherant +1 to Constitution score. Metal.
.....Diamond Body (Ex): Immunity to mundane poisons. Metal.
.....Diamond Fist (Su): Changes ki strike to an actual enhancement bonus. Metal.
.....Diamond Heart (Su): Diamond body becomes immunity to all poisons. Metal.
.....Diamond Nerves (Ex): Immunity to paralysis and holding magic or psionics. Metal.
.....Dragon-Tail Kick (Ex): Jumping and cork-screwing drop-kick. Metal.
.....Falling Hammer Kick (Ex): Jumping downward-kick. Metal.
.....Hardened Vitals (Su): Gains light fortification. Metal.
.....Iron Flesh (Ex): Extra HP and better stabilization chance. Metal.
.....Iron Heart (Ex): Improves carrying capacities, grants endurance effect. Metal.
.....Iron Mind (Ex): Immunity to stunning, dazing, and nausea. Metal.
.....Iron Muscle (Ex): Temporary strength boost. Metal.
.....Monolithic Fortitude (Su): Gains heavy fortification. Metal.
.....Pressure Point Strike (Ex): Improves and expands use of coup de grace. Metal.
.....Purity Of Body (Ex): Immunity to mundane diseases. Metal.
.....Purity Of Heart (Ex): Purity of body becomes immunity to all diseases. Metal.
.....Purity Of Spirit (Ex): Immunity to ability drain. Metal.
.....Quivering Palm (Su): Deadly unarmed attack. Metal.
.....Shattering Palm (Ex): Special unarmed attack. Metal.
.....Spiritual Reinforcement (Su): Gains moderate fortification. Metal.
.....Strength Of Bear (Ex): Inherant +4 to Strength score. Metal.
.....Strength Of Dragon (Ex): Inherant +5 to Strength score. Metal.
.....Strength Of Ox (Ex): Inherant +3 to Strength score. Metal.
.....Strength Of Puma (Ex): Inherant +2 to Strength score. Metal.
.....Strength Of Wolf (Ex): Inherant +1 to Strength score. Metal.
.....Thundering Palm (Su): More powerful quivering palm. Metal.

A monk who learns Martial Arts Talents of the water path will acquire heightened awareness, intuition, meditative focus, patience, focused application of ki, and relentlessness.

.....Spirit Projection (Su): Like clairaudience/clairvoyance. Water.
.....Wisdom Of Carp (Ex): Inherant +1 to Wisdom score. Water.
.....Wisdom Of Crow (Ex): Inherant +3 to Wisdom score. Water.
.....Wisdom Of Ki-Rin (Ex): Inherant +5 to Wisdom score. Water.
.....Wisdom Of Mantis (Ex): Inherant +4 to Wisdom score. Water.
.....Wisdom Of Toad (Ex): Inherant +2 to Wisdom score. Water.
***add 8 attacks, 8 defenses, and 8 other talents

Martial Arts Talents belonging to the wind path instead emphasize mobility, freedom, speed, and reflexes, often through erratic ki channeling.

.....Dexterity Of Hummingbird (Ex): Inherant +5 to Dexterity score. Wind.
.....Dexterity Of Kappa (Ex): Inherant +3 to Dexterity score. Wind.
.....Dexterity Of Snake (Ex): Inherant +2 to Dexterity score. Wind.
.....Dexterity Of Spider (Ex): Inherant +1 to Dexterity score. Wind.
.....Dexterity Of Wasp (Ex): Inherant +4 to Dexterity score. Wind.
.....Elusive Breeze (Ex): Escape artist enhancement bonus. Wind.
.....Evasion (Ex): No damage on successful Reflex save. Wind.
.....Improved Evasion (Ex): Half damage on failed Reflex save. Wind.
.....Leap Of The Clouds (Ex): No limit, and adds tumble ranks to jump checks. Wind.
.....Leap Of The Stars (Ex): Jump enhancement bonus. Wind.
.....Quick Escape (Ex): Free action escape, double dex bonus on escape artist. Wind.
.....Sky's Embrace (Su): Add 40 feet to speed of sky's grasp, and +2 rounds. Wind.
.....Sky's Grasp (Su): Fly 3 rounds at perfect maneuverability, speed 20 feet. Wind.
.....Slow Fall I (Ex): Works up to 40 feet. Wind.
.....Slow Fall II (Ex): Works up to 80 feet. Wind.
.....Slow Fall III (Su): Works up to any height. Wind.
.....True Freedom (Su): Freedom of movement for 1 round/2 levels per day. Wind.
***need to add 7 attacks, 3 defenses, and 8 other talents

Lastly, the wood path involves ki growth for greater vigor, stamina, tenacity, defensive fighting, and harmony with the surrounding environment, which yields adaptability, stealth, and influence.

.....Charisma Of Bisan (Ex): Inherant +5 to Charisma score. Wood.
.....Charisma Of Crane (Ex): Inherant +2 to Charisma score. Wood.
.....Charisma Of Lion (Ex): Inherant +3 to Charisma score. Wood.
.....Charisma Of Scorpion (Ex): Inherant +1 to Charisma score. Wood.
.....Charisma Of Tengu (Ex): Inherant +4 to Charisma score. Wood.
.....Elemental Balance (Su): Heals ability damage like wholeness of body. Wood.
.....Vital Spirit (Su): Easier healing with wholeness of body. Wood.
.....Wholeness Of Body (Su): HP healing. Wood.
***need to add 5 attacks, 10 defenses, and 7 other talents[/sblock]
 
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Arkhandus

First Post
Aurelian Feats Preview

I'm going to temporarily place a preview of some Aurelian feats here. Some are new, others are just tweaked versions of feats from printed 3rd Edition books by Wizards of the Coast. Some are left just as they were in the books, but clarified. In most (perhaps all) cases, I have such a designation within the feat description, for reference (this is so throughout my pages upon pages of Aurelian Feats documents; as the list grew, I split it into separate text documents).

It is important to keep in mind that I use 3.0 rules as my base, so while a few of my feats may have the same name or theme as 3.5 feats, mine are not based on any 3.5 feats. Similarly, regarding Martial Weapon Proficiency, note that in 3.0 rules, weapon size had nothing to do with the size of the character intended to wield it (so for instance, greatswords and daggers aren't considered 'medium-size' weapons in 3.0, unlike 3.5). Refer to the online 3.0 SRD if any confusion arises. Click the spoiler button to open the sblock and view the feats.

3-24-07 Edit: Now updated with a few more feats, and I slightly revised the wording and bonuses of a few feats.
Quick Other Edit: Didn't realize right away that the change to Toughness and Improved Toughness made GT and ST kinda weak for their prerequisites and all, so I slightly bumped up the extra HP given by them for each Toughness feat possessed.
4-11-07 Edit: Added a handful of other feats. Also, in Aurelia, I've revised the Summon Monster and Summon Nature's Ally spells to have a slightly longer duration, primarily to make them actually useful at 1st-level and 2nd-level. The Nature's Augmentation feat boosts the duration for SNA, so I'm mentioning this for reference. I'll get my revised versions of SM and SNA posted sometime soon most likely, but without the fully expanded creature lists for them (that'll have to come later).
5-16-10 Edit: Removed the General feats from this list, since last year I posted the General feats of Aurelia on the last few pages of this thread. Also removed the Special feats from this preview, since I just posted them and other Special feats at the end of the thread today. So now this preview just holds some Psionic feats......but I'll remedy that later.

Aurelian Feats Preview

[sblock]Body Fuel (Psionic)
You can expand your power point total at the expense of your health. This is a similar but slightly different version of the feat from the Psionics Handbook.
Prerequisites: Inner Strength, Talented.
Benefit: You can “burn” ability points as power points on the basis of 1 power point per ability score point burned. Burning ability points for power points is a free action, which can be performed at any time; you could burn more than 1 ability score point to gain several power points with each free action. However, you may only burn a maximum number of ability score points per day equal to your character level. Treat reduced ability scores as temporary ability damage.

Hide Power (Metapsionic)
You can manifest powers without a telltale display. This is a similar but slightly different version of the feat from the Psionics Handbook.
Benefit: A psionic power can be manifested without one associated display characteristic chosen by you when you begin to manifest the power, either auditory, material, mental, olfactory, or visual. The hidden power costs a number of power points equal to its standard cost plus 2. You may apply this metapsionic feat to a power multiple times, each time negating one display of the power and increasing the cost in power points by another 2.

Improved Psychic Impact (Psionic)
Your potent mind has adapted well to the use of the Psychic Impact ability. This is a new feat.
Prerequisites: Int or Wis or Cha 15+, Psychic Impact class ability.
Benefit: Add your Intelligence, Wisdom, or Charisma modifier, whichever is higher, to the attack and damage bonus granted by your Psychic Impact ability, and then add a further +1 to that total. This effect is just an increase to the attack and damage bonuses of Psychic Impact, so it follows the same restrictions.

Inner Strength (Psionic)
You have more power points than normal. This is a similar but slightly different version of the feat from the Psionics Handbook.
Benefit: You gain +1 power points.
Special: A character may gain this feat multiple times, each time gaining a number of power points equal to the previous Inner Strength gain plus 2. For instance, if a psion were to take the feat three times, the first time they would receive 1 extra power point, the second time receiving 3 extra power points, and the third time gaining 5 extra power points. However, you cannot have more copies of this feat than you have character levels.

Talented (Psionic)
You can manifest more 0-level powers for free each day, or use your psionic combat modes more efficiently. This is a similar but slightly different version of the feat from the Psionics Handbook.
Prerequisite: Inner Strength.
Benefit: You gain +4 power points, but these do not count towards your power point reserve and they can only be spent on manifesting 0-level powers and psionic combat modes. You may only spend 1 of these extra power points on any given manifestation.[/sblock]
 
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Arkhandus

First Post
Basic Aurelian Houserules

This post will contain some of my miscellaneous houserules regarding campaigns in Aurelia. This will also include a few bits of general info on the setting and its cosmology. For now only a few completed houserule bits will be posted, but I'll try updating this at some point with the rest when they're finished. For instance, my training rules for character advancement (including limits on how many levels can be gained each month or year) are not quite finished, so they'll be added to this post at a later date. My basic description of the Aurelian cosmology will be added soon.

Basic Aurelian Houserules

Favored Classes: For every 10 levels a character gains in his or her favored classes, in total, that character gains a bonus feat of his or her choice. This must be a feat the character meets the prerequisites for, if any.

If a character's race has a specific favored class, and the character begins with that class at the 1st character level, he or she gains 2 extra skill points from that class level. These extra points are not multiplied at 1st-level, nor are they modified by Intelligence. If he or she starts out as an apprentice-level multiclass character, these extra skill points do not apply if the favored class is not his or her main class at apprentice-level.

When determining whether or not a character will suffer an Experience Point penalty for multi-classing, ignore any levels gained in that character's favored class (or classes). Likewise, ignore levels in those favored classes when determining how much of an Experience Point penalty is incurred by multi-classing.


Sleep: A sleeping character can make Listen checks to notice noises nearby, but is considered to have rolled a 5 on the check, plus any modifiers they may have. The character cannot apply any modifiers to this check that require choice or activation of an ability, with the exception of luck modifiers that do not require conscious knowledge of the circumstances (the Luck domain power may be applied if it is possessed, for example), since he or she is not conscious while sleeping.

If the character succeeds at such a Listen check, they hear the noise and are awakened if it sounds like danger or trouble. It takes the character a full round to awaken, and after that, the character can only take a partial action on the next round. In addition, they suffer a -2 penalty to attack rolls, skill checks, Reflex saves, and Will saves for those two rounds.

All living creatures require sleep, except for those whose descriptions note otherwise (such as inanimate plants, and stationary plant creatures like violet fungi and shrieker fungi). Humans and other Medium-sized creatures require eight hours of sleep each day in order to function normally, and begin to suffer penalties if they remain awake for more than 16 hours in a day. After 16 hours without sleep, the creature suffers a -2 penalty on all checks, saving throws, and attack rolls, as well as a -2 penalty to Armor Class (this AC penalty only applies when they would be allowed a Dexterity bonus to AC, since it is a result of their dulled reflexes and weary muscles while tired).

These penalties are doubled every additional hour, until the creature receives at least 2 uninterrupted hours of sleep (remember that two doublings in the d20 System is a tripling, three doublings is a quadrupling, and so on and so forth). A Constitution check may be attempted at the start of each such hour (including the first), against DC 10, to prevent the penalties from increasing for that hour (so that hour effectively does not count for purposes of gaining or increasing the penalty). The Endurance feat applies to this Constitution check, if the creature has that feat.

Every 2 uninterrupted hours of sleep will reduce this penalty by 2 points, until the penalty is gone, but this does not interrupt the accumulation of further penalties for sleep deprivation, unless the creature has received at least 8 uninterrupted hours of sleep. At that point, the creature has slept enough to be fully rested, and the 16-hour timer resets. Natural healing of hit points and ability damage does not occur each day until the character is fully rested, though subdual damage heals normally (Fast Healing and Regeneration are also unhindered).

Elves and certain other creatures require less sleep than normal or no sleep (elves in particular require only a short meditative trance, to avoid sleep deprivation penalties). Assume all other living creatures to require 8 hours of sleep unless noted otherwise in their descriptions. Nonliving creatures, such as constructs or undead, have no need for sleep and suffer no penalties for avoiding it (in fact, they cannot sleep at all).

As long as a creature is not fully rested, that creature becomes fatigued after 20 hours without sleep, and exhausted after 24 hours without sleep. Fatigue and exhaustion from sleep deprivation do not cease until the character receives at least 4 hours of uninterrupted sleep (or two separate periods of 2 hours uninterrupted sleep), at which point the exhaustion ends. Another 8 hours without sleep makes the exhaustion return. The fatigue does not end until the character is fully rested.


Clobbered Status: Any time that a single blow deals damage to a creature equal to half or more of its current hit points, that creature is clobbered until the end of its next turn. As long as a creature is clobbered, it is limited to taking only a partial action on its turn, as well as a 5-foot-step if applicable. Extra actions from feats, spells, powers, items, or other effects cannot be used while the creature is clobbered, except for free actions. Nonliving creatures cannot become clobbered, nor may any other creatures who are not subject to critical hits.


Massive Damage: If any creature suffers damage from a single blow that equals or exceeds 50 points, that creature may perish immediately from the physical shock and grevious injury. The stricken creature must roll a Fortitude saving throw to resist this death by massive damage; this saving throw's Difficulty Class is 15, +1 for every 10 points of damage dealt beyond the creature's massive damage threshold. If the creature fails its saving throw against massive damage, that creature dies immediately, regardless of its current hit points (and regardless of any abilities or effects that may otherwise keep it alive at negative hit points).

Death by massive damage is not considered a death effect; it does not carry the Death descriptor, and is effectively similar to dying of hit point damage. The massive damage threshold of 50 points is adjusted by the creature's Constitution modifier; for instance, a creature with Constitution of 18 has a +4 Constitution modifier, and a massive damage threshold of 54 as a result. Only normal damage incurs the risk of death by massive damage; subdual damage and ability damage does not count towards massive damage (though Constitution damage can still lower the threshold). Nonliving creatures are not subject to death by massive damage, nor are any other creatures who are not subject to critical hits.


Magic & Psionic Item Creation: Magic and psionic items are relatively uncommon in Aurelia, and the secrets of creating them are only known by a lucky few. Thus, as an extra prerequisite to learning an Item Creation feat, even when gaining it as a bonus feat from a class, the character must spend an amount of gp on research equal to 100 times the required caster level for the feat. Thus, if an Item Creation feat has a prerequisite of caster level 5+, then it costs the character 500 gp in research expenses in order to learn that feat.

In addition, for each 100 gp they would have to spend on researching the proper techniques for the Item Creation feat, the character must spend 1 month performing research prior to gaining the feat. This time spent researching doesn’t need to be done all at once, and can be spread out among several periods of research. However, the character must spend at least 1 full week at a time researching in order for that time to count towards this required research, and while researching the character cannot perform any activities that they couldn’t perform when actually creating a magic or psionic item.

In addition, due to the relative rarity of magic and psionic items in Aurelia, compared to mundane items, they cost more to purchase and make, and thus the market price of any given magic item or psionic item is different from the original printed version of that item. The exact new prices of items are shown elsewhere, along with the new magic items available in Aurelia.

Returning From The Dead: In Aurelia, raising and resurrection aren’t simple and common. In order to get a person raised or resurrected, a powerful priest must be found who is willing to cast the spell, and such high-level priests are quite uncommon. In addition, a priest will usually only raise or resurrect someone of the same faith or an allied faith, though some priests will raise or resurrect someone of a faith neither allied nor opposed to their own.

Before performing a raise or resurrection, the priest will typically cast spells such as Detect Lies, Zone of Truth, Speak With Dead, or Commune to learn whether or not the deceased is worthy of a raise or resurrection, according to the priest’s personal and religious standards. Then, to perform the raise or resurrection, whoever requested the spell will have to pay for not only the raise or resurrection, but also any other spells the priest cast to determine if they should perform the ritual or not, as well as paying an extra cost for any experience the priest may have had to spend in casting the spells (generally 5-20 gold pieces for each experience point spent). Then, after returning the deceased character to life, the priest will typically give the character a quest, using the Geas/Quest spell, and will expect the character to perform some task as further payment for the gift of renewed life.

Alternatively, if the deceased character has an ally who can raise or resurrect them, they may not need to pay any costs, or they may have to perform different favors for the one who brought them back. A divine spellcaster may lose their divine gifts if they repeatedly return life to people or creatures whom the divine caster's patron deity or spirits dislike. Thus, most priests are reluctant to return life to any individual not devoted to the same faith or allied to it.


Training: Characters must train before learning new skills, gaining ranks in skills already known, gaining a level, gaining a level in a new class, learning new spells or increased spellcasting ability, learning new class abilities, or gaining new feats, among other things. Thus, characters must spend a certain amount of time and money training every so often.

The training rules are almost finished, and will be added once they are complete.
 
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Arkhandus

First Post
Elven Bladesinger Prestige Class

The Elven Bladesinger

Elves esteem the arts, and think of both magic and swordplay as arts themselves, often combining the two with the art of singing. This combination is called the 'bladesong' style of fencing, and those who practice it are given the title 'bladesinger'. Only Elves and their Half-Elven kin are taught this particular art of fighting, an ancient tradition carefully kept out of the hands of non-Elves. The bladesong style is a very effective method of combining spells with swordsmanship, improving one's accuracy, grace, and magic all at once.

Bladesinging utilizes arcane magic, often sorcery since Elves are naturally gifted with that talent, as well as a particularly dancelike and swift fencing style. Elves, even Half-Elves, universally possess greater reflexes and swiftness of muscle than Humans do, which the bladesong style takes full advantage of. This provides a bladesinger with a pronounced advantage in the speed of his or her strikes and parries. Bladesong fencing is adaptable to use with the longsword and the Elven leafblade, as well as the more traditional rapier, which Elves favor. This style combines exceptional grace and speed with powerful strokes of the blade.

Elven bladesingers are typically colorful folk, wearing bright or fanciful garments and often decorated, as well as having varied quirks and personalities. Many are flamboyant or dramatic, while a few try and emphasize their dangerous presence instead. Few bladesingers are without either charm, wit, or sheer force of personality, so they are often very influential people who leave a lasting impression wherever they go. Although some bladesingers are very serious about their lineage, duties, nobility, and religion, most are good company and reliable comrades even so.

Whatever their drives or background, every bladesinger is an active force, employing their swordsmanship, arcana, and wit towards one goal or another, never content to wait or stand by the wayside. While a bladesinger may enjoy revelry and games as much as any other Elf, he or she never lets a quest or task go unfinished for long. Others may wait for situations to resolve themselves, or for time and patience to win out, but a bladesinger acts.

Bladesingers may be good or evil, lawful or chaotic, or even neutral in outlook, but they always have goals, and are trained in the bladesong style precisely because they will not let it go to waste. While some crusade against the enemies of Elvenkind or the enemies of Nature, others strive merely to protect their homeland from monsters or political plots. Many are just wandering adventurers, swashbucklers, pirates, or highwaymen. Some serve only to further the goals of their family within Elven lands, being champions of the family's honor and prestige.

A few may be mercenaries for a time, in the pursuit of some grander treasure or vengeance. In a few cases, bladesingers may even be sneaky and heartless assassins, furthering personal goals, family goals, or Elven goals through villainy and murder, rather than honest or valorous actions like most Elves would. A slight majority of bladesingers are Chaotic Good, Chaotic Neutral, or Neutral Good, with personalities much like a common bard only more martial.

Most bladesingers are fighter/sorcerers or fighter/bards, but some are fighter/wizards or even fighter/wu jen. A rare few, in the history of bladesingers, have been zealot/wizards, zealot/sorcerers, zealot/wu jen, or zealot/bards. A slightly greater number, although still few, are samurai/wizards or samurai/sorcerers. It is possible, albeit extremely unlikely, that a bladesinger may have been a psychic warrior/bard, psychic warrior/sorcerer, psychic warrior/wizard, or psychic warrior/wu jen before entering this prestige class. They may even have multiclassed into psion briefly, but such cases are as yet unheard of.

Since Elvenkind has few psionic individuals, psychic warriors are almost never bladesingers; most Elves who pursue psionics are striving to escape tradition rather than embrace it. The fastest path into this prestige class is 3 levels of the zealot variant cleric with 3 levels of wizard or wu jen, combined with the Skill Versatility feat to gain Perform and Tumble as class skills and thereby meet the rank prerequisites early, though the feat is unnecessary for wu jen. Only slightly slower is the path of taking 4 levels of fighter and 3 levels of wu jen, selecting Perform and Tumble as the extra wu jen class skills, or taking 3 levels of zealot and 3 levels of wizard as well as 1 level of rogue.
Hit Die: d6.


Requirements
To qualify to become an Elven bladesinger, a character must meet all the following criteria.
Race: Elf or Half-Elf.
Base Attack Bonus: +4.
Concentration: 6 ranks.
Knowledge (arcana): 6 ranks.
Perform: 6 ranks, must include Dance and Singing.
Spellcraft: 6 ranks.
Tumble: 6 ranks.
Feats: Combat Mystic, Weapon Focus (Elven leafblade or longsword or rapier), Weapon Specialization (Elven leafblade or longsword or rapier).
Special: Ability to cast arcane spells of at least 2nd-level, must be significantly trained by another bladesinger for at least a year at some point prior to gaining this prestige class.

Class Skills
The Elven bladesinger’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Jump (Str), Knowledge (arcana) (Int), Knowledge (local) (Int), Knowledge (nobility & royalty) (Int), Listen (Wis), Perform (Cha), Scry (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), and Tumble (Dex).
Skill Points Per Level: 4 + Int modifier.


Class Features
All of the following are class features of the Elven bladesinger prestige class.

[sblock]Weapon and Armor Proficiency: An Elven bladesinger gains no extra proficiencies.

Spells: At every other Elven bladesinger level, the character’s spellcasting ability (spells per day, spells known, caster level, etc.) increases, as though he had gained a level in an arcane spellcasting class that he already possessed levels in before becoming a bladesinger. He does not, however, gain any of the other benefits from advancing a level in that class, such as improved familiar abilities, bonus feats, base attack bonus increases, and so on. When the character first becomes a bladesinger, he must choose a single arcane spellcasting class that his bladesinger levels will improve spellcasting for. He may not change his choice later.

Songblade (Ex): Each bladesinger favors a single, particular weapon and forms a minor bond with that weapon. This is too basic a bond to be considered magical, but it is something more than natural in any case. The bladesinger's chosen weapon may be referred to as a songblade, but most bladesingers just call it their favored weapon or special weapon.

This weapon is either an Elven leafblade, a longsword, or a rapier, the same type as whatever weapon they choose to apply their Bladesong Style with. To be chosen as a songblade, the weapon must have been in the character's possession for at least a year, the weapon must be magical, and the character must practice frequently with that particular weapon. A different weapon may be designated as the character's songblade once the bladesinger has possessed that weapon for at least a year and practiced extensively with it, but time spent bonded to a previous songblade does not count towards this.

The bladesinger may only be bonded to a single songblade at a time, and may permanently sever his or her connection to that songblade at any time, but never unwillingly (except when the songblade is destroyed). A destroyed songblade loses its connection to the bladesinger. When his or her songblade is destroyed, or its connection is otherwise permanently severed, the bladesinger suffers 1 point of damage per hit die he or she possesses. However, a songblade is somehow toughened by its connection to the bladesinger, gaining 1 extra hit point and +1 to Hardness per bladesinger level possessed by its master (maximum +10 HP and +10 Hardness).

The songblade gains a modicum of sentience and awareness, but only to a limited extent, and is not considered a true intelligent magic item (unless it already was an intelligent magic item beforehand, of course). The songblade and bladesinger may communicate empathically when in physical contact, transmitting emotions and similar feelings to one another. The songblade's proto-sentience resembles an animal's mind, and possesses no skill ranks or modifiers (though it may still attempt purely-mental skill checks, such as Listen and Spot checks, but not Search or Wilderness Lore checks for example), unless it was already an intelligent magic item. Bladesingers do not relinquish or replace their songblade lightly; they are generally reluctant to abandon it, and will usually strive to acquire greater enhancements for their songblade rather than replace it with a better weapon.

The Bladesong Style, Superior Focus, Superior Specialization, and Superior Critical features of this class only apply with the songblade itself.


Bladesong Style (Ex/Su): The Elven bladesinger learns to fight quite effectively with the Elven leafblade, longsword, or rapier. At 1st-level, the bladesinger must choose one of those weapons to gain this ability with, and it must be a weapon with which he already has both Weapon Focus and Weapon Specialization. When unarmored and wielding that weapon in one hand, holding nothing in the other hand (except material spell components or spell foci) and using no shield, the bladesinger gains a +1 bonus to attack and damage rolls with that weapon, and also gains a +1 dodge bonus to AC; he loses the dodge bonus to AC whenever he would lose a Dexterity bonus to AC. The dodge bonus improves by +1 at 2nd-level, and improves by another +1 at every fourth bladesinger level beyond that.

However, the bladesinger must apply his dodge bonus at the start of his turn each round in combat, applying each point of the Bladesong Style's dodge bonus against a particular enemy; the dodge bonus does not apply in full against all enemies, it can either be applied entirely against one foe or divided to apply in parts against multiple foes. Whenever an opponent goes unconscious, dies, or disappears, the bladesinger may reassign any points of his dodge bonus that were applied against that foe, at the end of his turn. The dodge bonus of the Bladesong Style does not apply against traps.

In addition to the aforementioned benefits, when fighting in the manner of the Bladesong Style, the Elven bladesinger adds his Intelligence modifier, if positive, as a supernatural Insight bonus to AC; he loses this AC bonus whenever he is denied his Dexterity bonus to AC. Lastly, when fighting this way, the bladesinger may choose to use his Dexterity modifier instead of his Strength modifier for purposes of determining his melee attack bonus with that weapon, as if using the Weapon Finesse feat, but without that feat's restriction on useable weapons. This henceforth counts as the Weapon Finesse feat for purposes of meeting any prerequisites for feats, abilities, prestige classes, or the like.


Spellsongs: Bladesingers learn to cast their spells through song, avoiding most of the usual words and phrases of incantations, instead inserting a few key pieces of an incantation into their lyrics as they sing and cast. The benefit of Spellsong only applies with the arcane spells of the class chosen at 1st-level as a bladesinger, that being the same class which will improve in spellcasting ability at every other bladesinger level.

When casting an arcane spell from that class, the bladesinger replaces the usual verbal component, if any, with a brief song that incorporates bits and pieces of the normal incantation, mixed in with ordinary lyrics; this still counts as a verbal component to the spell, but it adds +4 to the Spellcraft DC of any checks for identifying which spell is being cast, since other spellcasters trying to identify the spell have to notice and recognize the few key bits of incantation mixed with the song. Also, the usual somatic component, if any, is replaced by only a few delicate hand gestures and dancelike body movements, which adds a further +2 to the DC of the aforementioned checks when applicable. This still counts as a somatic component for the spell, and it does not circumvent or reduce any Arcane Spell Failure chances.

Other Elven bladesingers ignore half of the total DC increase mentioned above, such that an Elven bladesinger only treats the Spellcraft DC of a Spellsong spell with both verbal and somatic components as being +3 greater than normal, rather than +6, as bladesingers are more adept at identifying spells cast with the aid of a Spellsong. Additionally, the mystical power of music enhances any spell cast with the aid of the Spellsong ability, so any such spells enjoy a +2 bonus to the DC of any dispel checks attempted against them. Spellsong essentially makes the spells of a bladesinger more difficult to identify and thus counterspell. Use of the Spellsong ability is optional with each spell, but should be assumed unless the player specifies otherwise.


Improved Critical: At 3rd-level, the Elven bladesinger gains the Improved Critical feat with either the Elven leafblade, the longsword, or the rapier, as a bonus feat. He does not need to meet the normal prerequisites for the feat, however, as a special requirement he must have both Weapon Focus and Weapon Specialization with that weapon. Also, if the Elven bladesinger did not already have Improved Critical with the weapon chosen for his Bladesong Style, then this Improved Critical feat must be applied to that weapon.

Extend Song: An elven bladesinger of 3rd-level learns a metamagic trick to enhance the duration of his spells, at least occasionally. Up to twice per day, the bladesinger may cast a spell as though it had the benefits from one application of the Extend Spell metamagic feat. The spell must be one he casts with the benefit of his Spellsong ability, and the spell must also have a range of Personal or Touch; if the range is Touch, then that spell must be cast only upon the bladesinger himself, his songblade, and/or his familiar.

Extend Song stacks with the effects of any other Extend Spell applications on the spell cast in this manner. Also, Extend Song may be applied even to a spell that is not cast spontaneously, such as a prepared wizard spell, and the use of this ability is still determined at the time of casting, not when spells are prepared. Lastly, the application of Extend Song does not affect the level of spell slot needed, nor does it increase the casting time. However, Extend Song cannot be applied to a spell that is normally, in and of itself, unable to benefit from the Extend Spell metamagic feat.


Bardic Talent: Elven bladesingers acquire some minor bardic abilities at 4th-level, which improve at every fourth bladesinger level beyond that. At 4th-level in this class, the bladesinger gains the Bardic Knowledge and Bardic Music abilities of the bard basic class, if not already possessed. However, the bladesinger has only limited ability with these, unless they already had such capabilities. Thus, the bladesinger's effective bard level for purposes of Bardic Knowledge and Bardic Music is equal to one-quarter their level in this prestige class, rounded down.

If the bladesinger already possessed any of these capabilities beforehand, or if they later gain levels in a class with such capabilities, they merely stack their effective bard level from this class with their actual level in the other class that grants Bardic Music and/or Bardic Knowledge, as appropriate. Thus, for instance, a 5th-level bard/4th-level fighter/4th-level bladesinger would have Bardic Knowledge and Bardic Music abilities as per a 6th-level bard.


Superior Focus: At 5th-level, the bladesinger further improves his accuracy with the Elven leafblade, longsword, or rapier. He must choose the same weapon for this ability as he did for his Bladesong Style, and he must have the Improved Critical feat with that weapon. With that weapon, he gains double the normal benefit from Weapon Focus. This only applies with the character's songblade, and represents both great skill and great familiarity with the weapon.

Endure: A bladesinger adds +3 to his or her maximum hit points at 5th-level in this class, and again at 10th-level in it, as extensive combat training finally improves his naturally-poor Elven constitution.

Superior Specialization: At 7th-level, the Elven bladesinger further improves his skill and expertise with the Elven leafblade, longsword, or rapier. He must choose the same weapon for this ability as he did for his Bladesong Style. With that weapon, he gains double the normal benefit from Weapon Specialization. This represents great speed and power in striking with the songblade, and only applies with that weapon.

Superior Critical: At 9th-level, the bladesinger further improves his finesse with the Elven leafblade, longsword, or rapier. He must choose the same weapon for this ability as he did for his Bladesong Style. With that weapon, he gains double the normal benefit from Improved Critical, thereby tripling the weapon's threat range instead of doubling it. Bladesingers are able to use their great Elven reflexes and keen senses to strike telling blows more often than a Human might, at least with their songblade.


Quicken Song: Once an elven bladesinger reaches 9th-level in this class, he learns another metamagic trick for his spells. Up to twice per day, the bladesinger may cast a spell as though it had the benefits of the Quicken Spell metamagic feat. The spell must be one he casts with the benefit of his Spellsong ability, and the spell must also have a range of Personal or Touch; if the range is Touch, then that spell must be cast only upon the bladesinger himself, his songblade, and/or his familiar.

Quicken Song may be applied even to a spell that is not cast spontaneously, such as a prepared wizard spell, and the use of this ability is still determined at the time of casting, not when spells are prepared. Lastly, the application of Quicken Song does not affect the level of spell slot needed, nor does it increase the casting time, and Quicken Song may even be applied to spells from a class that, normally, cannot quicken any of its spontaneous spells. However, Quicken Song cannot be applied to a spell that is normally, in and of itself, unable to benefit from the Quicken Spell metamagic feat.[/sblock]

Code:
[B][COLOR=Red][U][I]The Elven Bladesinger:[/I][/U][/COLOR]
[COLOR=Blue]Class	Base	Fort.	Ref.	Will
Level	Attack	Save	Save	Save	Special				Spellcasting Ability[/COLOR][/B]
1	+0	+0	+2	+2	Bladesong Style, Spellsongs
2	+1	+0	+3	+3	Dodge +1			+1 level of existing class
3	+2	+1	+3	+3	Improved Critical, Extend Song
4	+3	+1	+4	+4	Bardic Talent			+1 level of existing class
5	+3	+1	+4	+4	Superior Focus, Endure +3
6	+4	+2	+5	+5	Dodge +1			+1 level of existing class
7	+5	+2	+5	+5	Superior Specialization
8	+6	+2	+6	+6	Bardic Talent			+1 level of existing class
9	+6	+3	+6	+6	Superior Critical, Quicken Song
10	+7	+3	+7	+7	Dodge +1, Endure +3		+1 level of existing class
 
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Arkhandus

First Post
Design and balance notes for my version of the Elven Bladesinger (click the button to view):

[sblock]This prestige class has gone through two or three iterations on my part, over the past several years, but changed relatively little; at one point or another I had it with 6 skill points per level, or d8 hit dice, and I only added the Bardic Talents, Dodge bonuses, Songblade, and Spellsongs in the most recent iteration, making it final.

Initially, I just felt the Bladesinger prestige class from WotC's Tome & Blood supplement was just too weak for a prestige class and didn't adequately represent the elven fencers I had read about previously in Forgotten Realms novels and some old 2nd Edition material. So I tweaked the basic stats of the class a little, replaced its personal spell list and such with just advancing the spellcasting of a previously-acquired class every other level, and added the Bladesong Style at 1st-level.

I then decided it was still too weak at the later levels, so I added Superior Focus and Superior Specialization, and at some point I determined that it also deserved Improved Critical and Superior Critical. Before finishing the flavor text and posting the class, a few months ago when I had originally intended to do so, I also decided to give it Bardic Talents, Dodge bonuses, and the Songblade feature, as well as the Spellsongs feature to make it more flavorful and a little better as a caster (even though they still won't be nearly so good as a pure Bard, Sorcerer, Wizard, or Wu Jen, they at least have an easier time averting counterspells and dispels against their spells). Then I finished the last of the flavor text.


Balance-wise.....

I determined the entry requirements to make it a kinda tough class to qualify for (no jumping in at 4th, 5th, or 6th level), but entirely reasonable for elves and half-elves advancing in a relatively traditional elven style, but definitely emphasizing the fact that bladesingers are masters of the elven art of fencing, so they need to be pretty well qualified with an appropriate weapon already just to qualify (Weapon Focus and Specialization, plus a decent BAB).

They're also at least dabblers in mixing arcana with swordplay, so they need to be at least a little more than an apprentice mage (2nd-level spells and the Combat Mystic feat). They're acrobatic and dance-like fighters, so they needed appropriate skills for that too, on top of their magic-oriented skills and their singing skills (which reminds me, after this post I'm going to edit the PrC requirements to ensure that it requires Dance and Singing amongst the character's learned performance types through the Perform skill).


Compared to a standard (and even) bard/fighter multiclass, the bladesinger has a few advantages and disadvantages, but overall comes out on top. Normally the multiclass combo (even moreso with fighter/sorcerer, fighter/wizard, or fighter/wu jen) would be rather sub-par (armor and shields interfere with arcana, yet armor and shields are one of the fighter's strengths, and neither class really complements the other well in skills/feats/combat ability as a multiclass combo). The bladesinger compensates for this, and I'll be tweaking the Spellblade prestige class from Tome & Blood (and others) to fit for other races wanting to be capable warrior-mages.

The bladesinger makes an effective swashbuckling mage and adventurer, but is rather dependant on several ability scores, depending on their multiclass combo prior to the PrC. A fighter/bard will need good Dex, Int, and Cha, and at least decent Con (preferably average Str, while Wis is a dump stat for them). A fighter/wizard or fighter/wu jen will need good Dex, Int, and Con (with average Str, but Wis and Cha both dump stats). Multiclassing into the zealot variant cleric (rather than fighter) will allow slightly faster entry into the PrC, but will make Wisdom and Charisma more important scores to emphasize (lest they give up on their minor zealot spellcasting and undead-turning capacity, which would at least be useful at lower levels).


The Bladesong Style makes Dex and Int very important (though a bladesinger could just go for lower AC and more damage with good Str, but given their melee focus and d6 hit dice, that's not a good idea). With the PrC's low HD, they need a decent or good Constitution, unless they maximize their Armor Class through Dex, Int, spells, and magic items. Dipping a few levels into rogue could provide them with Evasion (making their strong Reflex save from multiclassing provide virtual immunity to the most common offensive magic/psionics), but it would slow their bladesinger advancement a bit.

The Weapon Specialization feat requirement, along with the Improved Critical bonus feat and the Superior Specialization/Critical abilities make up for a bladesinger's typical poor Strength, at least for the most part, so they aren't pathetic at dealing damage. But of course, those abilities only really help with the Songblade, not with other weapons, like a composite longbow. Bladesingers are good fencers, but likely no better than a standard bard (maybe even a little worse sometimes) when it comes to ranged combat. Their spells can make up for this at least somewhat, since they continue to slowly advance their spellcasting ability from a previous class (whether bard or something else). Still much weaker than a full caster's ranged offense.

Bladesingers have lower average hit dice and HP compared to bard/fighters, and lower skill points on average too (Aurelian bards get 6 sp/level, and Aurelian fighters get 4 sp/level), but they get improved durability for their Songblade as well as the benefits of their Spellsongs (tougher for enemies to identify and counter or dispel their magic). Their class skill selection is inbetween that of a bard and a fighter in broadness, so they're a little disadvantaged in that regard too perhaps.

But bladesingers get more benefit from Intelligence than a bard would, so they're more encouraged towards a high Int (and thus more skill points). They also get several little boosts to AC, thus improving their survivability a little compared to a bard or wizard (and without needing to rely entirely on spells for AC, nor relying on armor which would make some spells fail). The Bladesong Style's attack and damage boosts help give more accuracy/striking power as well, to help balance out the lower versatility.


Their bonus feat and Superior Focus/Specialization/Critical abilities help make up for the reduced feats, Bardic Music, and Bardic Knowledge prowess of a bladesinger compared to a standard bard/fighter multiclass. They also make up somewhat for the reduced HP of the prestige class, and the lack of advancement in the Aurelian bard's number of daily uses for miscellaneous class features and the Aurelian fighter's miscellaneous abilities too (and the Aurelian fighter's access to a few more exclusive feats between 8th and 12th level).

All in all, I may even end up editing the class later, just maybe, to give them a boost to skill points (to 6/level) or hit points (to d8/level), and perhaps a small Leadership Score boost (like a +2 boost to LS at 1st-level merely from the 'prestige' of being an actual, bona-fide bladesinger, not just some average elf), but I haven't had a chance yet to playtest an Aurelian half-elf bard/fighter/bladesinger alongside/versus an Aurelian half-elf bard/fighter to see just how well they really stack up in combat (the bladesinger is intentionally a bit less focused on noncombat talents, but still capable with them).

Soon I may just put together a set of example stats for two such characters, munchkinized, to see how they compare 'on paper' so to speak, at least. In any case I am utterly certain that my version of the Elven Bladesinger is both superior to the Tome & Blood bladesinger, and nowhere near overpowered (multiclassing normally sucks, especially when it involves giving up access to high-level spells, and I'm making sure to provide nice benefits for the upper levels of most classes). If anything it's balanced, or a little underpowered in overall playability (though more likely it's just balanced).


As for the last paragraph of the PrC's description before its stats.... It provides a variety of options to the player for how to enter the prestige class, without having to wrack their brain and figure out what'll work and how well, so they don't have to feel like their bladesinger MUST be a fighter/bard like everyone else and nothing special or unique. Certainly a psychic warrior/wu jen bladesinger would be a lot more colorful and, ahem, unique, individual to play.

Just not as optimal (couldn't enter the PrC until 12th level) and rather quirky (plus not really in a good position politically/socially with the rest of elvenkind; but still a possible combination that would not necessarily been inappropriate from a roleplaying POV). The last paragraph also shows that, yes, I am familiar with power-gamers and am sorta one myself, so you won't slip anything past me that steals the spotlight from everyone else at the table.

Despite my tendency towards optimization, it's usually optimization with sub-par or unusual combinations for the sake of fun and 'doing something different' (and I usually still end up the most useless party member when I do that, because I don't focus on raw character power; I prefer versatility over singular potency). Elven and half-elven zealot/wu jen/bladesingers have their own problems, even if they are the quickest route into the prestige class, with the least amount of feats/abilities wasted. More on that will be apparent whenever I get the Zealot variant Cleric posted, and the Aurelian version of the Wu Jen posted.

Also, for reference, elven samurai are kinda rare in Aurelia, and have a slightly different code of honor than human samurai (being fey-related Nature guardians), different 'ancestral daisho' weapons, and some different fighting styles from which to choose samurai bonus feats. They arose some time after the first conflicts between elves and the Mentari human culture of yore, before the pure Mentari were destroyed by divine wrath and their hybrid descendants gained any significance in the world. Elves adopted a few aspects of the Mentari samurai tradition out of respect for their foes' honor and valor in those days, learning from a few ronin who disliked the Mentari conquer-and-spread-humanity's-dominance mentality. But turned more towards traditional elven 'guard Nature's dominion and sanctity' goals.[/sblock]
 
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Arkhandus

First Post
Preview of 0-2nd Level Aurelian Spells

Custom Aurelian Spells, Levels 0-2


Spell List

0-Level:
Conjuration
...............Ray of Acid (Sor/Wiz, Wuj)
...............Ray of Flame (Shu-Fire, Sor/Wiz, Wuj)
Evocation
...............Ray of Dissonance (Sor/Wiz, Wuj)
...............Ray of Sparks (Sor/Wiz, Wuj)
Transmutation
...............Taurion’s Fleeting Alacrity (Brd, Sor/Wiz)

1st-Level:
Abjuration
...............Arcane Aura (Brd, Sor/Wiz, Wuj)
Conjuration
...............Chromatic Ray (Sor/Wiz)
Divination
...............Fate Shield (Brd, Clr, Sor/Wiz, Wuj)
Evocation
...............Force Spike (Sor/Wiz, Wuj)
...............Glimmer Beam (Clr, Dru, Shu-Fire, Sor/Wiz)
...............Static Orb (Dru, Sor/Wiz, Wuj)

2nd-Level:
Abjuration
...............Repellent Aura (Brd, Sor/Wiz, Wuj)
Evocation
...............Acid Bolt (Sor/Wiz)
...............Flame Bolt (Shu-Fire, Sor/Wiz)
...............Force Weapon (Sor/Wiz)
...............Frost Bolt (Sor/Wiz)
...............Shock Bolt (Sor/Wiz, Wuj)
...............Shocking Aura (Sor/Wiz, Wuj)
...............Thunder Bolt (Sor/Wiz, Wuj)
Transmutation
...............Aeridion’s Accelerated Rapidity (Brd, Sor/Wiz)
...............Aura of Luck (Brd, Clr, Sha, Sor/Wiz, Wuj)
...............Mystic Fortitude (Brd, Shu-Earth, Sor/Wiz)
...............Taurion’s Arcane Reinforcement (Brd, Sor/Wiz)
Universal
...............Loroche’s Spell Enhancer (Brd, Sor/Wiz)


Spell Descriptions

[sblock]Acid Bolt
Evocation (Acid)
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 action
Range: Long (400 ft. + 40 ft./level)
Effect: Ray
Target: One creature or object
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
Acid Bolt projects a short stream of acid at a single target creature or object within range, briefly smiting them before the acid becomes inert. As a ray spell, you must succeed at a ranged touch attack against the target in order to successfully affect them. Acid Bolt deals 1d10 acid damage to the target, and also 1d6 acid splash damage to all other creatures and objects within a 10-foot-diameter area centered upon the target. The damage increases by +1 per caster level, to a maximum of +10, but this bonus damage is halved against everything besides the target. If you miss with the ranged touch attack, no splash damage is dealt, and the bolt dissipates harmlessly. The material component for this spell is a small chunk of pumice, about three inches wide, which is worth 1 silver.


Aeridion's Accelerated Rapidity
Transmutation
Level: Brd 2, Sor/Wiz 2
Components: V, S
Casting Time: 1 full-round action
Range: Touch
Target: Creature touched
Duration: 5 rounds/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
This spell was developed by the obscure sorcerer Aeridion, who is only known through a few scattered tales and a single spellbook of his, which was discovered some time after his demise and contained several custom spells, which are now common knowledge amongst mages. Why and how a sorcerer wrote a spellbook is anyone's guess. Aeridion's Accelerated Rapidity grants one subject a +5 enhancement bonus to Initiative, a +3 enhancement bonus on Reflex saves, a +2 dodge bonus to AC, and a +1 unnamed bonus on attack rolls. The Initiative bonus will change their current Initiative if applicable, but will not give them an extra turn this round if they have already acted in this round. The dodge bonus to AC stacks with other dodge bonuses, and is lost whenever the subject is denied a Dexterity bonus to AC.

Once this spell's effect ends, the subject is fatigued (-2 Strength and Dexterity, cannot run or charge) for 1 minute afterward. Aeridion's Accelerated Rapidity does not stack with any Haste or Slow effect, and such effects override Aeridion's Accelerated Rapidity for their duration, but they only suppress it rather than dispelling it. Aeridion's Accelerated Rapidity does not stack with Taurion's Fleeting Alacrity and overrides that spell's effect, for the duration of Aeridion's Accelerated Rapidity. Haste, Slow, or Mass Haste may be used to counter Aeridion's Accelerated Rapidity. Aeridion's Accelerated Rapidity may be used to counter Taurion's Fleeting Alacrity.


Arcane Aura
Abjuration (Force) (Light)
Level: Brd 1, Sor/Wiz 1, Wuj 1
Components: V, S, F
Casting Time: 1 full round
Range: Personal
Target: You
Duration: 1 minute (D)
Saving Throw: None
Spell Resistance: No
This spell causes you to glow faintly with blue light, and grants you a +6 armor bonus to AC, as waves of protective magical force emanate from you. The light generated is equivalent to a candle in brightness. Unlike mundane armor, an Arcane Aura entails no armor check penalty, arcane spell failure chance, or speed reduction. Since an Arcane Aura is made of force, incorporeal creatures cannot bypass it the way they do normal armor. The focus for this spell is a tiny, flat, bronze ring, with a four-pointed star in the middle.


Aura of Luck
Transmutation
Level: Brd 2, Clr 2, Sha 2, Sor/Wiz 2, Wuj 2
Components: V, M
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 minute/level (D)
Saving Throw: None
Spell Resistance: No
When cast, this spell grants you a +1 luck bonus to AC, attack rolls, and damage for every 4 caster levels, to a minimum of +1 and a maximum of +4. The damage bonus only applies with weapons, natural weapons, unarmed strikes, and grapple checks, but is multiplied normally if a critical hit is scored. Creatures who see you in action (even through blindsight) sense that you seem to be rather lucky, though this spell does not produce any normally-visible aura. Things just seem to go fortunately for you in combat. The material component for Aura of Luck is any small gem or precious stone, worth at least 12 gold.


Chromatic Ray
Conjuration (Creation) (Acid, Cold, Electricity, Fire, or Sonic)
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 full-round action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None, or Fortitude partial, or Fortitude negates (see text)
Spell Resistance: Yes
The Chromatic Ray spell projects a beam of light at one target creature within range, and the light rapidly fluctuates as it switches from one color of the rainbow to another. As a ray spell, you must succeed at a ranged touch attack to affect the target. If you hit, you must roll 1d6 to determine what color the ray was when it struck, as this determines what effect the ray has. The ray is blue on a 1, green on a 2, yellow on a 3, orange on a 4, red on a 5, or violet on a 6.

If the ray is blue when it strikes, the target suffers 1d6 cold damage and must attempt a Fortitude save, which causes them 1 point of temporary Strength damage if they fail the save. If the ray is green when it strikes, the target must attempt a Fortitude save, or else be poisoned and suffer 1d2+1 points of temporary Dexterity damage as the poison's initial effect, and if the first save is failed, they must attempt another Fortitude save 1 minute later or suffer 1d2+1 points of temporary Dexterity damage as the poison's secondary effect. If the ray is yellow when it strikes, the target must attempt a Fortitude save and, if it fails, they suffer 1d4 electricity damage and are stunned for 2 rounds. A stunned creature drops anything they are holding, cannot act, and loses any Dexterity bonus to AC, while attackers get a +2 bonus on attack rolls against a stunned creature.

If the ray is orange when it strikes, the target suffers 2d4 acid damage. If the ray is red when it strikes, the target suffers 1d3 fire damage, while any nonmagical flammables and combustibles upon the target's person will ignite, and the character suffers 1 more fire damage each round afterward that such materials burn on them, until they extinguish the flames or remove the burning items. If the ray is violet when it strikes, the target suffers 1d6 sonic damage and must succeed at a Fortitude save or else be deafened for 5 rounds.

This spell has the Acid descriptor if the ray is orange on impact, the Cold descriptor if the ray is blue on impact, the Electricity descriptor if it is yellow on impact, the Fire descriptor if red on impact, or the Sonic descriptor if violet on impact. The initial hit point damage of this spell, if any, receives a bonus of +1 per 2 caster levels (multiplied normally if a critical hit is scored), to a maximum of +10 damage at 20th-level. The DC of saving throws against this spell, if any, increases by +1 per 5 caster levels, to maximum of +4 to the DC by 20th-level. The Strength damage of the blue ray increases by 1 point at 10th-level. The initial and secondary Dexterity damage from the green ray each increases by 1 point at 10th-level.[/sblock]
 
Last edited:

Arkhandus

First Post
Spells preview, continued

Spells preview, continued (F-M)

[sblock]Fate Shield
Divination
Level: Brd 1, Clr 1, Sor/Wiz 1, Wuj 1
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. +5 ft./2 levels)
Target: One creature
Duration: 10 minutes/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
This spell grants the chosen creature a +2 insight bonus to AC, and a +1 insight bonus on Reflex saving throws. The insight bonus is lost whenever the target is immobilized. The creature feels brief, powerful instincts regarding how to dodge each attack, but only at the last second. They are very vague, instinctual impulses, and it seems to the spell recipient that fate is on their side.


Flame Bolt
Evocation (Fire)
Level: Shu 2 (Fire), Sor/Wiz 2
Components: V, S
Casting Time: 1 action
Range: Long (400 ft. + 40 ft./level)
Effect: Ray
Target: One creature or object
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
Flame Bolt projects a short blast of flame at a single target creature or object within range, scorching them briefly. As a ray spell, you must succeed at a ranged touch attack against the target in order to successfully affect them. Flame Bolt deals 1d12 fire damage to the target, and also 1d8 fire splash damage to all other creatures and objects within a 10-foot-diameter area centered upon the target. The damage increases by +1 per caster level, to a maximum of +20, but this bonus damage is halved against everything besides the target. The heat is too brief to ignite most flammables, but combustible materials within the area or on the target will ignite. If you miss with the ranged touch attack, no splash damage is dealt, and the bolt dissipates harmlessly. The material component for this spell is a small cone-shaped piece of copper, about three inches long, which is worth 1 silver.


Force Spike
Evocation (Force)
Level: Sor/Wiz 1, Wuj 1
Components: S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
You point a finger at one target within range and, with a brief series of gestures, unleash a powerful, dart-sized needle of force at them. As a ray spell, you must succeed at a ranged touch attack in order to affect the target. On a hit, the target suffers 2d4 piercing damage, plus 1d4 damage per 5 caster levels, to a maximum of 6d4 piercing damage at 20th-level. As a special quality of Force Spike, this ray has a threat range of 18-20. Thus, it threatens a critical hit on a natural attack roll of 18, 19, or 20. As a force effect, this spell may strike incorporeal or ethereal creatures, and without the usual 50% chance of no damage against such targets.


Force Weapon
Evocation (Force)
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 action
Range: Personal
Effect: One weapon composed of magical force
Duration: 2 rounds, +1 round/level
Saving Throw: None
Spell Resistance: No
This spell creates a magical weapon of solid force energy, of up to Large size. When casting the spell, the mage makes a Craft (weaponsmithing) or Craft (bowmaking) check (as appropriate) to create the type of weapon he wants; if the mage does not possess Craft (weaponsmithing) or Craft (bowmaking) (as appropriate), then they instead make an Intelligence check at DC 15 for a simple weapon, and cannot create martial or exotic weapons with the spell; the caster need not possess the proper tools and materials, since the weapon is made of pure, magical force, shaped by their will, but they do need to make the check in order to correctly shape the magical energies.

If used to create ammunition, the spell creates 10 arrows or bolts if a Craft (bowmaking) check was made, or 10 bullets if a Craft (weaponsmithing) check was made. On a failed check, the caster can only create a dagger or 10 bullets (if they failed a weaponsmithing check), or 10 bolts or arrows (if they failed a bowmaking check). This spell cannot create masterwork weapons. All force weapons have a +1 enhancement bonus or better, depending on the level of the caster. At 8th-level onward, the caster creates force weapons with a +2 bonus. At 12th-level onward, he creates them with a +3 bonus. At 16th-level onward, he creates them with a +4 bonus. At 20th-level onward, he creates them with a +5 bonus. Due to the nature of force weapons, they ignore the 50% chance of not affecting incorporeal creatures, since they are composed entirely of magical force, like a Magic Missile, only they remain in existence slightly longer.

Force weapons are treated just like ordinary weapons of their type, for all intents and purposes, except that they fade away after a short while, are made of magical force, have 30 hit points, have a hardness of 10, and cannot be melted, heated, frozen, broken, set ablaze, or affected by anything else that would only affect a material object, though they can still be destroyed by suffering damage or by any effect that would destroy a sustained magical force; also note that force weapons count as magical weapons, so other weapons may only damage them if they have an equivalent or higher enhancement bonus. A force weapon is treated like a magical weapon for purposes of being able to make saving throws, and it’s Fortitude, Reflex, and Will save bonuses are all 3 + it’s enhancement bonus (usually +1). A force weapon may be given to an ally or taken by an enemy, just like a normal weapon, until it fades away; the caster need not use it himself.


Frost Bolt
Evocation (Cold)
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 action
Range: Long (400 ft. + 40 ft./level)
Effect: Ray
Target: One creature or object
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
Frost Bolt projects a thin blast of frost-laden wind at a single target creature or object within range, rapidly chilling them before the cold fades. As a ray spell, you must succeed at a ranged touch attack against the target in order to successfully affect them. Frost Bolt deals 1d12 cold damage to the target, and also 1d8 cold splash damage to all other creatures and objects within a 10-foot-diameter area centered upon the target. The damage increases by +1 per caster level, to a maximum of +20, but this bonus damage is halved against everything besides the target. If you miss with the ranged touch attack, no splash damage is dealt, and the bolt dissipates harmlessly. The material component for this spell is a tiny shard of quartz, which is worth 1 silver.


Glimmer Beam
Evocation (Fire) (Light)
Level: Clr 1, Dru 1, Shu 1 (Fire), Sor/Wiz 1
Components: V, F/DF
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Effect: Ray
Duration: Instantaneous
Saving Throw: Reflex partial
Spell Resistance: Yes
The Glimmer Beam spell unleahes a bright, shimmering, blinding ray of light from one of your eyes, striking at a single target creature or object within range. As a ray spell, you must succeed at a ranged touch attack to affect the target. On a hit, the target suffers 1d6 fire damage, +1d6 fire damage per 5 caster levels, to a maximum of 3d6 damage at 12th-level. The fire damage dice are instead d10s if the target is undead, since a small amount of positive energy is channeled in the beam of light, so the maximum damage against an undead creature is 3d10 by 12th-level.

A creature stricken by the Glimmer Beam must succeed at a Reflex save or be blinded for 3 rounds, then dazzled for another 3 rounds after that. Aside from the obvious effects, a blinded creature suffers a 50% miss chance in combat (all opponents have full concealment against the blinded creature), loses any Dexterity bonus to AC, grants a +2 bonus to the attack rolls of others who are attacking them (the attackers are effectively invisible to the blinded creature), moves at half speed, and suffers a -4 circumstance penalty on most Strength- and Dexterity-based skill checks. A dazzled creature merely suffers a -1 circumstance penalty on attack rolls. The arcane focus component for this spell is a large rock crystal worth 10 gold pieces.


Loroche’s Spell Enhancer
Universal
Level: Brd 2, Sor/Wiz 2
Components: V
Casting Time: 1 full round
Range: Personal
Target: You
Duration: 2 minutes or until discharged
Saving Throw: None
Spell Resistance: No
Your next spell successfully cast within the duration of Loroche's Spell Enhancer is significantly improved in potency. The affected spell is cast as though your caster level were 2 higher for all intents and purposes, and you add +2 to the save DC for any saving throws against that spell. Once the duration of Loroche's Spell Enhancer has expired, or once you have completed casting a spell during this spell's duration, Loroche's Spell Enhancer is discharged.


Mystic Fortitude
Transmutation
Level: Brd 2, Shu 2 (Earth), Sor/Wiz 2
Components: V, S, M/DF
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level (D)
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
This spell causes the target’s skin to harden and become more resilient, granting them a +3 natural armor bonus to AC. This is not an enhancement bonus to natural armor, so it does not stack with any existing natural armor bonus; use whichever bonus is higher. The arcane material component is a piece of rare turtle or armadillo shell worth 2 gold.[/sblock]
 
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Arkhandus

First Post
Spells preview, last part

Spells preview, last part

[sblock]Ray of Acid
Conjuration (Creation) (Acid)
Level: Sor/Wiz 0, Wuj 0
Components: V, S, M
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Effect: Ray
Duration: Instantaneous
Saving Throw: Fortitude half (Object)
Spell Resistance: Yes
A roiling gob of sickly yellow acid leaps forth from your fingers, to smite a single target creature or object within range. As a ray spell, you must succeed at a ranged touch attack against the target in order to successfully affect them. Ray of Acid deals 1d4+2 acid damage, but the target is allowed a Fortitude save for half damage. Keep in mind that unattended, nonmagical, nonpsionic, inanimate objects never get saving throws. The material component for this spell is a reasonably-fresh and fairly-rare citrus fruit, which would typically be worth 1 gold.


Ray of Dissonance
Evocation (Sonic)
Level: Sor/Wiz 0, Wuj 0
Components: V, S, F
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: Fortitude negates (Object)
Spell Resistance: Yes
A pulse of disruptive sonic vibration blasts outward from your hand, striking at a single target creature or object within range. As a ray spell, you must succeed at a ranged touch attack against the target in order to successfully affect them. Ray of Dissonance deals 1d4+3 sonic damage. The target is allowed to attempt a Fortitude save to negate the ray's effect. Keep in mind that unattended, nonmagical, nonpsionic, inanimate objects never get saving throws. The focus component is a miniature glass fork.


Ray of Flame
Conjuration (Creation) (Fire)
Level: Shu 0 (Fire), Sor/Wiz 0, Wuj 0 (Fire)
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
A spiraling beam of fire launches from your finger to burn a single target creature or object within range. As a ray spell, you must succeed at a ranged touch attack against the target in order to successfully affect them. Ray of Flame deals 1d4 fire damage, and flammable or combustable objects will ignite if stricken by it.


Ray of Sparks
Evocation (Electricity)
Level: Sor/Wiz 0, Wuj 0
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: Fortitude partial (Object)
Spell Resistance: Yes
A crackling bolt of static electricity jags forth from your hand to zap a single target creature or object within range. As a ray spell, you must succeed at a ranged touch attack against the target in order to successfully affect them. Ray of Sparks deals 1d4 electricity damage, and if the target is a living creature that is not blind, they are dazzled for 2 rounds. A successful Fortitude save reduces the total damage to 1 point and prevents the dazzled status. Dazzled creatures suffer a -1 circumstance penalty on attack rolls.


Repellent Aura
Abjuration
Level: Brd 2, Sor/Wiz 2, Wuj 2
Components: V, S, F
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Single creature
Duration: 1 hour/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
When cast, this spell causes the target to glow with a faint yellow aura, which sheds light as per a candle. It grants the recipient a +1d4 deflection bonus to AC. The focus for this spell is a small steel mirror, worth 10 gold.


Shock Bolt
Evocation (Electricity)
Level: Sor/Wiz 2, Wuj 2
Components: V, S, M
Casting Time: 1 action
Range: Long (400 ft. + 40 ft./level)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
Shock Bolt projects a miniature lightning bolt at a single target creature or object within range, electrocuting them briefly. As a ray spell, you must succeed at a ranged touch attack against the target in order to successfully affect them. Shock Bolt deals 1d12 electricity damage to the target, and also 1d8 electricity splash damage to all other creatures and objects within a 10-foot-diameter area centered upon the target. The damage increases by +1 per caster level, to a maximum of +20, but this bonus damage is halved against everything besides the target. If you miss with the ranged touch attack, no splash damage is dealt, and the bolt dissipates harmlessly. The material component for this spell is a thin rod of iron, about three inches long, and bent three times to appear somewhat like a lightning bolt, which is worth 1 silver.


Shocking Aura
Evocation (Electricity) (Light)
Level: Sor/Wiz 2, Wuj 2
Components: V, M
Casting Time: 1 action
Range: Personal
Target: You
Effect: Flickering aura of electricity around you
Duration: 2 rounds/level (D)
Saving Throw: None
Spell Resistance: No, or Yes (see text)
An aura of flickering, erratic, magical electricity surrounds you for the duration of this spell. This aura sheds light equivalent to a torch. You are unharmed and unhindered by the aura, and neither are any creatures or intelligent items who share an empathic link with you. The Shocking Aura has no effect at all on inanimate objects. The aura deals 1d4 electricity damage to any creature who strikes you in melee, even with melee touch attacks or reach weapons. Your own melee attacks, including melee touch attacks, deal 1d4 electricity damage to any creature stricken, in addition to the attacks' own damage or effect, if any (this electricity damage applies even if your attack does not otherwise deal damage).

Any creature striking you in melee, and any creature you strike in melee, applies his or her Spell Resistance, if any, against this spell. If your caster level check succeeds, that creature does not get to apply Spell Resistance against this particular casting of Shocking Aura, until the duration ends, but if your check fails, then the Shocking Aura has no effect against that creature for the duration of this particular casting. The material component is a small, cube-shaped piece of cobalt, etched with a rune for 'lightning' on each face, generally worth 5 gold.


Static Orb
Evocation (Electricity)
Level: Dru 1, Sor/Wiz 1, Wuj 1
Components: V, S
Casting Time: 1 full round
Range: Medium (100 ft. + 10 ft./level)
Target: One living creature
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes
This spell launches a globe of static electricity at one living creature you designate, homing in on them and applying a shock across their body. Static Orb deals 1d6 electricity damage to the target, +1d6 electricity damage per 6 caster levels, to a maximum of 4d6 electricity damage by 18th-level. The target gets a Fortitude save for half damage. Regardless of the save, they are also dazzled for 2 rounds per Static Orb damage die, if they were not blind when stricken. A dazzled creature suffers -1 on attack rolls as a circumstance penalty, from their eyes being overstimulated by the bright electricity flashed before them. In addition, on a failed save the target is stunned for 1 round, plus 1 round per 2 Static Orb damage dice. A stunned creature cannot act and loses any Dexterity bonus to AC, while attackers receive a +2 bonus on attack rolls against a stunned creature. Also, a stunned creature drops anything they were holding.


Taurion's Arcane Reinforcement
Transmutation
Level: Brd 2, Sor/Wiz 2
Components: V
Casting Time: 1 full round
Range: Personal
Target: You
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: No
The great wizard Taurion was once not so very great, and this spell is one of many he crafted to keep him alive and well as his search for arcane lore continued. Taurion's Arcane Reinforcement grants the caster a +4 resistance bonus on Fortitude saves as well as 1d6 temporary hit points, +1 additional temporary hit point per 2 caster levels, to a maximum of 1d6+10 temporary hit points. These are not extra hit dice, only extra hit points. Temporary hit points are lost before regular hit points, and any temporary hit points from this spell which remain at the end of the duration will fade away.


Taurion's Fleeting Alacrity
Transmutation
Level: Brd 0, Sor/Wiz 0
Components: V
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 hour
Saving Throw: None
Spell Resistance: No
The legendary wizard Taurion designed this spell in his youth, to augment his defense by accelerating dodges in combat. With this spell, the caster gains a +1 haste bonus to AC. The haste bonus to AC is lost whenever the caster is denied a Dexterity bonus to AC. A Slow effect overrides Taurion's Fleeting Alacrity and dispels it, but this does not end the duration of any such Slow effect.


Thunder Bolt
Evocation (Sonic)
Level: Sor/Wiz 2, Wuj 2
Components: V, S
Casting Time: 1 action
Range: Long (400 ft. + 40 ft./level)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
Thunder Bolt projects a thin blast of pounding vibrations at a single target creature or object within range, battering them with concentrated sonic energy that creates ripples in the air. As a ray spell, you must succeed at a ranged touch attack against the target in order to successfully affect them. Thunder Bolt deals 1d10 sonic damage to the target, and also 1d6 sonic splash damage to all other creatures and objects within a 10-foot-diameter area centered upon the target. The damage increases by +1 per caster level, to a maximum of +10, but this bonus damage is halved against everything besides the target. If you miss with the ranged touch attack, no splash damage is dealt, and the bolt dissipates harmlessly. The material component for this spell is a thin rod of glass, about two inches long, which is worth 1 silver.[/sblock]
 
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