3.N – Codex Gigas
(Nonsi’s complete 3.5 Revision)





    INTRODUCTION
  Entry #1    



Question: Why bother creating/using house rules in the first place ?

The reasons are numerous.

Too many classes: There are dozens of base classes and hundreds of PrCs, most of which are clones of other classes (and that's without even mentioning class-dipping). Unfortunately about 70% of those were worthless trash that left you crying when the wizard in your party learned how to play (I mean, when you can singlehandedly gate in a monster that by itself can TPK the whole party – then you know something's seriously wrong – and that's far from being the only game breaking spell). The worst part is most of those meant if you picked things on flavor you practically shot yourself in the foot – twice over.

Rigid Characters: Very few character options, once created. I mean, you can't even send a group of fighters to explore an elaborate dungeon without a single magical effect in it, hoping they'll make it to the other side and back alive.

Rolling for stats/ HP being considered standard. (too many fudged rolls - way too easy to abuse).

Missing Rules: Too many situations the rules don't address.

The spell-system: Fire Everything… Fire & Forget / Knowing all class-spells… etc

Too many added mechanical principles: MoI, ToB, ToM, XPH…

Over Feating: Too many options covered only with certain feats that should be available to everyone.

Senseless "biomechanical" limitations: Standard action vs. Full Round actions, or the flawed rationale of spell memorization, for instance.

Uber Gear Dependency: Back in 2e, a +3 sword that did +1d6 fire damage was a good weapon, now weapons that don't do +3d6 are considered weak. It's hard to work around if you use the 3e CR and wealth guidelines, since they are hardwired into an expected equipment amount per level. In my view, level-appropriate-gear is a parameter that shouldn't exist. You get by with what you've got - magical gear is just an added bonus.

Game Mastery: Since there isn't a single class that's decently designed "out of the box", the only effective way to partially handle the above issues is to get to memorize as much as possible from as many D&D books as possible. Take the Beguiler for instance. A very interesting concept, but confront it with constructs, undead, mindless or godlike INT opponents and it's totally useless (unless you happen to have read the right books and know the right draconic feats). This leads to another major issue…

Game Breaking Loopholes: The number of ways to break the game is too great to count. By learning which classes, skill, feats, spells and items (from which books) scale, one can produce totally ludicrous stats. These, however always amount to specific aspects, leaving you with one-dimensional characters that are quite vulnerable / useless on other aspects.

Combat Prep Time: This is perhaps the single most time consuming in-game factor of the game. As levels accumulate, spellcasters have more and more daily spells and all characters have more and more ready-to-use magical items – all available to them for instant burn. The desire for spell-effects-combo optimization with the need for power conservation leads to disproportionate time waste, due to the required calculations & comparisons.

Retreat & Regroup as a symptom: One of the symptoms that have always really bugged me about D&D throughout its different incarnations is that when your resources are exhausted you’re compelled to retreat to buy equipment, replenish supplies or lick your wounds. While I admit this scenario should be a possibility here & there, it should definitely not be routine - and it's not supposed to be up to the DM to force a sotoryline that will make such strategy a non-option.
The option to retreat is not always available or a good Idea.
- Bad guys NPC should seek (and sometimes find) a way to come after a retreating party.
- Monsters can also refuel (and bring in reinforcements via various means)
- The BBEG they were trying to stop from [raising an army / summoning a demon / raining fire from the skies] might have already succeeded and now the PCs are left to face the consequences.
- The PCs could simply come back to an empty dungeon / castle.
Inaction should have its own consequences.
The more the characters are versatile and capable, the less it is probable that this should occur on a regular basis.

Also, see some more incentives detailed by Aelryinth and by navar100, which are also taken into account within these house rules.


I remember way too many situations in which, due to rules-inconsistency, the DM had set the challenges and eventually spoon-fed us with the solutions (and I'm not even addressing the plot aspect), or miscalculated the challenges and had to stitch last moment changes that plain simple felt awkward (e.g. providing magical gear to open an otherwise dead-end road, and destroying it two sessions later because of the imbalance it caused). Some situations resulted in the entire party's demise and took away the momentum from the players for several months/years - again, all because of flawed rules (e.g. an 8th-level average group destroyed by 2 Bodaks).
The way things are, I see no real practical solution to prevent the above issues from surfacing once in a while.

Question: Why should I use 3.5 as a baseline ?

There are lots of things that 3.5 did right:
- The ability scores and modifiers
- The number of levels
- Iterative attacks (the concept at least)
- Saving throws
- Skills mechanics
- Feats mechanics
- Combat in general (needs some additions and modifications, but the baseline is wonderful)
- Conditions
- Special attacks (they listed most of them, anyway)
- Most class features

Question: What exactly distinguishes these house rules from others ?

1. These house rules are the result of a very long process of exploration. They sum up my personal game experience and countless of insights I've collected from others.
2. I've been toying with house rules ever since OD&D and my suggestions, when accepted, were always found contributive.
3. I've been doing my homework in reading enormous amounts of houserules suggestions and taking all the replies into account.
4. A lot of ideas I came up with (long before OD&D's Rules Cyclopedia came out) were eventually implemented as the editions progressed:
- Fort-Ref-Will saves
- Fixed HP, similar to the 4e implementation
- Uniformity between the player races and no level cap for humanoids
- Rolling initiative once and cycling in-order
- Ability scores that have no mechanical cap
- Scaling skill ranks
- 'Thief' abilities are skills
- Skill variations: new uses for old skills & skill-tricks
- Weapon groups
- BAB-related hit rolls & multiple attacks
- TWF
- Combat maneuvers such as Bull Rush, Grapple, Overrun, Sunder, Trip etc
- Critical hits
- Multiclassing
- Good - Evil alignment axis
- Armor hindering one's movement and skills
- Resistances (damage/energy/spells)
- Reversing corruptive effects (energy drain / aging / ability drain . . .) at a more reasonable level of power
- Retraining
- Monsters as PCs
(and this is just a partial list)
5. I'm addressing all issues without any preferences for certain classes over others.
6. Rules that are born to address the need of the moment usually give a partial remedy to the problems and often create new problems. With each modification in these rules, everything else was taken into account, so the chance of actually messing things up diminishes substantially.


Notes:
• This is NOT an attempt to boost the core game's power level. None of what you'll see here can scale to some optimized multi-classing builds I've seen on the various discussion boards. It is, however, an attempt to increase versatility and self sufficiency of each base class (and of each character as a result). This, of course, would have quite a dramatic effect on PrCs, and as a thumb rule the guidelines are that PrCs are NOT meant to be more powerful than other classes, but rather more capable on other aspects.
• It is true that "all classes should be balanced vs. each other". However, balance has many aspects outside of frontal combat. Different characters have different goals and different classes have different roles.
• My basic guideline is this: Don't reinvent the wheel; use all the core mechanics everyone knows and enjoys plus whatever official supplemental mechanics you require - and build around them. OTOH, don't let tradition and sacred cows hold you down.

Basically, I'm attempting to...

1. Simplify the ever inflating rules resulting from adding more and more base/prestige classes and mechanics, and offer a dramatic decrease in management (i.e. no XPH, MoI, ToB, or any other added game mechanics), while increasing the fun factor – without resorting to overpowering.

2. Enhance the "real feel" when it comes to "biomechanics" and minimize the "marvel" feel & touch of the non-magical abilities (e.g. the Monk no longer receives wacky movement).

3. Eliminate the need for Game Mastery and Metagaming. This means, to redefine and re-balance the base classes in a way that would make all of them VERY worth while taking the full 20-levels stretch - and make each of them decently built "out of the box", even for players with very poor background in character design.

4. Try to set things to better reflect the atmosphere of medieval folklore and fantasy literature.

5. Plug the loopholes that allow ridiculously powerful character builds that revolve around boosting hit/damage/AC stats.

6. Create a tangible balance (purely on the mechanical level), where one can truly feel the indecision between any two classes / class-combos, freeing players to focus on the theme and leave the time consuming character-optimization aside. However, even the classes that are toned down in power will actually increase in versatility.

7. Make a dramatic power shift from magical gear to the characters themselves and drastically reduce the routine impact of gear on the power level of characters. One of the main incentives behind my house rules was to kill the sham known as “WBL”. At the higher ends of the level-spectrum, there shouldn’t exist a specific item that frequently makes the difference between everyone’s survival and TPK. The DM having to intervene on a regular basis to keep the WBL equation is plain simple bullshit. Furthermore, equipment can be lost, stolen, damaged, confiscated, given, reclaimed, repaired and so on – and it’s all part of any reasonable campaign. Having to go through hulahoops to maintain WBL is counter-intuitive to the storyline, non-credible and counterproductive to the campaign and the group. Coping with this obstacle requires even an arbitrary party of adventurers to be way less dependent upon magical gear to serve as solution to otherwise dead-end situations. As levels go up, magical gear should gradually shift from life-saving to a collection of nice-to-have add-ons.

8. Make the base classes live up to "The Philosophy of Class Design" as much as possible (though some exceptions will be made).

9. Give each class distinct shticks that would elevate it in its field of expertise above all others.

10. Make a dramatic cut-down in the game's routine "Prep for Battle" factor. You have your class-features / Spell-Options / Equipment / combat experience... now you can do things on-the-fly (things will become clear and evident along the way).


Important Note: If at any time someone's under the impression these rules blindly enhance character power or enable the creation of broken characters, he/she should first do the following:
(I) Open the "Redefined Game Mechanics" spoiler and view the following topics:
- AC
- Casting Defensively
- Damage Multipliers
- Evasion
- Force Effects DON'T have infinite HP
- Omitted Mechanics
- Pounce
- Simultaneous magical effects
- Undead Spawns
- X-modifier to Y-stat-bonus
(II) Try to Understand the content of the following spoilers:
- "Spellcasting based on Strain & Tolerance"
- "Omitted Feats", "Modified Feats" - entry #2
- "Spells" and its sub-spoilers - entry #3
(III) Go through the "Prestige Classes" entry.

If things still seem imbalanced after that, please let me know.

I will do the following…

1. Redefine some of the game mechanics for simplification, rebalancing, expanding game options and enhancing the realistic feel (to what extent it can be in fantasy settings).
2. Add 2 new ability-scores – Agility (AGI) and Perception (PER) – and redistribute the skills more rationally among 8 ability attributes.
3. Introduce my own perspective regarding spell casting, based on Strain & Tolerance.
4. Redefine / rebalance / retool the base classes, which by core are grosely underpowered, hopelessly broken or plain simple boring.
5. Remove some of the base classes, for various reasons detailed below.
6. Define solid rules for PrCs and display several sample PrCs, for illustration.


And as a result of the above, the "casualty" base classes (and why) would be:

Already Covered (more or less) by a given revised class / class-combo:
• Barbarian – Savage Warrior
• Beguiler – Mage-Rogue mix
• Dread Necromancer – A priest heavily focused on necromancy & undead.
• Favored Soul – War Priest (see Priest Variants)
• Knight – Warrior wearing full plate (see Armor Mastery feat) and having a royal title
• Ninja – Rogue-Monk mix
• Ranger - Warrior-Druid mix
• Samurai – Warrior wielding a Katana and wearing the proper armor
• Scout – Rogue-Warrior mix
• Swashbuckler – Unfettered Warrior
• Warmage – A Mage focused on blasting
• Woo-Jen – A Mage focused on elemental effects
Unnecessary with these game rules:
• Sorcerer – The revised Warlock is in my eyes the true should've-been-Sorcerer, so "Sorcerer" would be the revised Warlock's new and more appropriate name.
Non-viable by these game rules:
• Archivist - No spellcasting method grants access to all spell effects.
• Artificer - Every spellcaster has the item categories it can create. There's no class that can create all types of items.
• Spirit Shaman – Too much unnecessary added mechanics. Moreover, it has no unique spell list of its own, its spellcasting category is impossible to define with these game rules and all of its abilities are easily replaceable with spells.
Lame concept & poor execution:
• Dragon Shaman - See the redefined Dragonfire Adept base class (entry #6)) for more details.
• Marshal – The Bard, Warlord and Paladin of these house rules more than cover anything it might have to offer and make it redundant (other than granting move action, which is no longer necessary, thanks to some redefined Actions rules presented in entry #5).
Redefined as a PrC:
• Duskblade - See the Spellblade
• Paladin

Note: Other base/prestige classes can be added to the ones given below (and are welcome), but a new class should come along with many characteristics that don't resemble any of the other classes' and should allow enough customization for filling several roles, but without adding significant mechanics to the game.




    Abilities, Races, Skills and Feats
  Entry #2    




A more rational ability distribution

One part of D&D's stats that has always seemed odd to me was that DEX measured both speed and coordination. I think the two are loosely tied (much like STR and CON are loosely tied), there are examples of people who have one but not the other. A marksman is undeniably dexterous, but he may be "un-agile" (it is beneficial to have fast reflexes, but your reflexes don't make you a better shot). Similarly, WIS encompassing your senses as well as your mental resilience seems odd. I can see some correlation between the two (insane people often have what could be considered a sensory disorder), but I don't think the two are directly linked. Someone could have a lot of experience but still be imperceptive.


Strength
This is a measure of a character's physical power. You add your STR modifier to:
• Damage rolls when using a melee weapon, a thrown weapon, or a composite bow.
• STR checks for breaking objects through force, not an attack (such as bursting chains or bending an iron bar).
• Grapple, Trip, Overrun, and Bull Rush checks (both to perform and to resist).
Your STR score also determines your carrying capacity, and the size of weapons you can wield without penalties (see the weapons entry below).
STR and damage modifiers:
- Offhand attack: No STR-mod
- 1H attack: normal STR-mod
- 2H attack: double STR-mod

Dexterity
This is a measure of a character's hand-eye coordination. You add your DEX modifier to:
• Melee and Ranged attack rolls (also see "STR-score and Weapon Sizes" in the "Weapons (groups, speed and more)" entry)
• Ref saving throws.
• Disable Device*, Fly, Hide*, Move Silently, Ride, Sleight of Hand and Use Rope checks.

Agility
This is a measure of a character's energy level, his reflexes and his athleticism. You add your agility modifier to:
• Dodge AC.
• Balance, Climb, Escape Artist, Jump, Swim and Tumble* checks.
• If higher than your STR, checks to resist Bull Rush, Trips and Overruns.
• For each +3 AGI-mod (rounded down), increase movement by 5ft.
Note: All "quick" creatures with high DEX - using these rules, they gain agility bonus instead.

Constitution
This is a measure of a character's ability to withstand injury and resist poison and disease. You add your CON modifier to:
• Hit ponts per level.
• Forte saving throws.
• Concentration checks.
• Endurance checks to resist fatigue, exhaustion, and damage from environmental effects.

Intelligence
This is a measure of a character's memory and ability to learn, as well as a character's common sense. You add your INT modifier to:
• The number of bonus languages a character knows at 1st level.
• The number of skill points gained each level.
• Appraise, Decipher Script, Knowledge and Spellcraft checks.

Wisdom
This is a measure of a character's mental resilience, mental health and application of experience to a variety of tasks. You add your WIS modifier to:
• Will saving throws.
• Autohypnosis*, Craft, Heal*, Lucid Dreaming (Manual of the Planes; p.203), Signaling* and Survival*.

Perception
This is a measure of a character's senses and awareness to details. You add your perception modifier to:
• Initiative checks.
• Listen, Read Lips*, Search, Sense Motive, and Spot checks.
• PER Can also replace AGI for AC purposes, for characters with UD class feature (player's choice).

Charisma
This is a measure of a character's force of personality. You add your charisma modifier to:
• Bluff (& taunt), Diplomacy*, Disguise, Gather Information, Handle Animal, Intimidate* and Perform* checks.
• Certain saves that are checked with CHA modifier.


* A new / modified skill specified below.


Notes

- There was a lot of thought behind this particular distribution. For instance, if I wish to role someone who's extraordinarily agile, then I wish it to be agile without it necessarily having to do with him being a candidate for the world's strongest man, or a master sharp shooter. Likewise, If I want to serve as the party's sentinel, it means I need to have incredible perceptive capabilities - i.e. exceptionally powerful visual & auditory processing - not necessarily someone with a contemplative mind. The 3.Xe skill distribution does not allow one to embody a specific aspect, emphasizing a single ability.
- Whenever an ability-score modifier/value is mentioned within these rules in regards to periodic #uses or as a prerequisite, the numbers are always derived from the unmodified (permanent) ability score.
- Temporary ability-score enhancements don't boost permanent stats (such as uninjured-HP or SkPts).

Reservations

This adaptation requires a bit of a mind-switch, and quite a lot of work, if one insists on keeping monsters concurrent with the rules (something I find unnecessary, since they're disposable, so it isn't necessary to nail the stats to the decimal).
However . . .:
1. It shouldn't be too difficult to compile the appropriate AGI according to a monster's given STR and DEX scores.
2. Anyone who finds it too much of a burden should ignore this spoiler and regard AGI as DEX and PER as WIS throughout these house rules.


Races: Non-Classed Characters and Racial-Paragons

According to the PHB, an individual belonging to a character race has no existence without picking a class (even a commoner is considered a class). This, of course, is ridiculous.
Here's an attempt to define typical 0-level characters of the classic character races, and apply 2 racial-paragon levels.
- Each character starts with BAB and all saves at +0 (not counting racial modifiers, of course).
- Paragon levels grant 4 + INT-mod SkPts each (5 + INT-mod for humans). Racial level Zero (being just an adult specimen) grants the same amount times 4 (i.e. 16 / 20 + 4*INT-mod), separated from skills gained from class levels. This takes care of the 1st level SkPts-multiplication absurdity.
- Zero-level player races have a skill-rank-max of 3, but not all SkPts must be used prior to taking 1st class level, so a 1st level character still has skill-rank-max of 4 (5 for humans).
- Each race has skills (racial skills) that count as class skills regardless of the class the character progresses in. In order to avoid hardwiring each race to a specific class (skill-wise), zero-level SkPts are not subject to the retraining constraints of class-levels (see "Retraining" in the "Redefined Game Mechanics" spoiler) and may be fully assigned to the 1st class a character progresses in (meaning each 1st-level character has both class-skills and racial-skills among which to distribute his SkPts as he sees fit).
- Divided Ancestry is a racial trait of half-human races from the get go. One does not need Paragon levels in his half-race to progress Paragon levels in any of his parent races.
- Any paragon ability that's not detailed / commented here is taken as is from UA.
- Unlike level advancement of a base/prestige class, taking a paragon level requires no training and is effective immediately (see "Character Creation & Advancement" in the "Redefined Game Mechanics" spoiler).
- At character creation, the player starts as an adult of his chosen race and may choose his 1st class level. This level can be of one of the base classes or a racial paragon level.
Note: I deliberately omitted spellcasting progression from Paragon levels, since it is too much counter-intuitive to presume spellcasting to be an inherent racial trait, plus it's inconsistent, since you might not get it – and then you get nothing in exchange).

Dwarf
HP: 8 at Zero level; 5 at paragon levels
Class Skills: Appraise, Balance, Concentration, Craft, Disable Device, Knowledge (architecture and engineering / dungeoneering).
Racial Traits changes: Ability modifiers are: CON +2 / AGI -2. Also, dwarves can't tumble while wearing heavy-armor - unless they take heavy armor mastery (see the new feats below)). Dwarves possess Lowlight Vision rather than Darkvision.
Paragon Levels (BAB: good ; Good Saves: Fort)
1st: Improved Infravision (+30 ft.), Improved Stonecunning
2nd: Ability boost (Con +2), Save Bonus *
* Change to +4.

Elf
HP: 6 at Zero level; 4 at paragon levels
Class Skills: Climb, Hide, Listen, Move Silently, Search, Spot and Survival.
Racial Traits changes: Ability modifiers are: CHA & DEX +2 / STR-2. Elves never age beyond "Old" category. They're immune to magical aging and have an unlimited lifespan. Elves are also immune to non-magical diseases. Auto-detection of secret doors is omitted.
Paragon Levels (BAB: average ; Good Saves: Ref)
1st: Elfsight *, Ability Boost (INT +2)
2nd: Resist Enchantments, Ability Boost (CHA +2)
* Change the skill bonuses to +4

Gnome
HP: 6 at Zero level; 4 at paragon levels
Class Skills: Appraise, Bluff, Craft, Diplomacy, Listen, Perform and Spot.
Racial Traits changes: 120ft Darkvision (Gnome – originally "Genomos" – means "earth-dweller") and Lowlight vision as potent as that of dragons. Speak with Animals is replaced with the Whisper Gnome's Silence (Whisper Gnome doesn't exist), which makes you qualify for Silencing Strike and Extra Silence feat (RoS). The other spell-like abilities are not CHA-score dependant.
Physical appearance: Well, the physical appearance of Gnomes was never fully established in D&D. Personally, I prefer to see them in a more folklore-oriented manner. Gnomes are similar to dwarves, with larger ears, potato noses and spark in their eyes. In terms of height and physical build, they’re somewhere between dwarves and Halflings.
Paragon Levels (BAB: average ; Good Saves: Fort & Will)
1st: Keen Senses *, Bonus Feat: Piercing Sight (RoS)
2nd: Eyes of the Underdark, Ability boost (CHA +2)
* Spot is also modified.
- Eyes of the Underdark: The Gnome can now see in the dark as well as in broad daylight, but with no colors distinction. He can also pierce 60ft of magical darkness around him, through which he sees as well as a human in low lighting conditions.

Half-Elf
HP: 8 at Zero level; 5 at paragon levels
Class Skills: Bluff, Decipher Script, Diplomacy, Gather Information, Intimidate, Knowledge (local) and Sense Motive
Racial Traits changes: Gain +2 competence modifier to ALL racial skills (offsets them having no societies and being somewhat outcast).
Paragon Levels (BAB: average ; Good Saves: Ref)
1st: Elven Vision, Bonus Feat
2nd: Persuasion *, Ability Boost (+2)
* Diplomacy and Gather information gain an inherent +2 bonus. All other CHA-based skills gain an inherent +1 bonus.

Half-Giant
HP: 10 at Zero level; 6 at paragon levels
Class Skills: Craft, Intimidate, Jump, Knowledge (architecture and engineering / dungeoneering), Survival and Swim.
Racial Traits: Powerful Built (as detailed for the RoS Goliath), Lowlight vision, STR +2, CON +2, DEX-2, INT-2, WIS+2, CHA -2.
Paragon Levels (BAB: good ; Good Saves: Fort)
1st: STR +2, CON +2, Imp. Grapple
2nd: Large, Throw Boulders, STR +2.

Half-Orc
HP: 10 at Zero level; 6 at paragon levels
Class Skills: Climb, Handle Animal, Intimidate, Jump, Ride, Swim and Survival.
Racial Traits changes: Also gain +2 to CON, +3 on all Intimidate checks and +2 to all Survival checks. Half-Orcs possess Infravision rather than Darkvision.
Paragon Levels (BAB: good ; Good Saves: Fort)
1st: Bonus Feat: Rage, Monstrous Mien
2nd: Improved Infravision (+30 ft.), Ability Boost (STR +2)

Halfling
HP: 6 at Zero level; 4 at paragon levels
Class Skills: Climb, Disable Device, Escape Artist, Hide, Move Silently, Ride and Use Rope
Racial Traits changes: Base land speed is set to 25. Halflings also gain a +2 competence bonus to Balance and Ride.
Paragon Levels (BAB: average ; Good Saves: Ref)
1st: Thrown Weapon Mastery, Athletic Prowess *
2nd: Ability Boost (DEX +2), Save Bonus
* The bonus increase is assigned to Balance, Climb, Jump and Swim (which better represent athleticism).

Human
HP: 8 at Zero level; 5 at paragon levels
Class Skills: Any 7 skills
Racial Traits changes: Also has +1 skill-cap at all levels compared to other races, and gets +2 to an ability score of choice (but not to the point of exceeding racial limit 18).
Paragon Levels (BAB: average ; Good Saves: Will)
1st: Bonus Feat: Any, Bonus Feat: Able Learner
2nd: Skill Supremacy, Ability boost (+2)
- Skill Supremacy: The Human-Paragon's skill-cap limit is stretched by +1 (+2 for human, +1 for half-human).

//--

Orc Paragon Levels (BAB: good ; Good Saves: Fort)
1st: Greater Infravision (+60ft), No light sensitivity.
2nd: Elf Slayer *, Ability Boost (STR +2)
* The Orc paragon gains Signature Enemy (Elf) as a bonus feat (see the "New Feats" spoiler), even if he doesn't meet the prerequisites.

Drow (Dark Elves) and Half-Drow:
Basically, Drow and Half-Drow have the same traits of their above-ground counterparts, but with the following differences:
• Darkvision 60ft + Light Sensitivity
• +3 racial bonus on Spot checks (this benefit is lost while exposed to bright light).
• Automatic Languages: Elven and Undercommon.
• “Elfsight” and “Elven Vision” paragon-level features are both replaced with “No Light Sensitivity”.


//--

The following modified/new races harbor unique iconic features and don't have paragon level progression.

Killoren (RotW)
Racial Skills: Climb, Jump, Handle Animal, Heal, Ride, Survival, Swim.
HP: 6 at Zero level; no paragon levels.
• Low-Light Vision is 4 times farther and more accurate than humans’.
• May switch the chosen Aspect of Nature with an uninterrupted 10min meditation.
Aspect of the Destroyer: Instead of smiting, a Killoren manifesting this aspect treats any "foes of nature" (aberrations, constructs, humanoids, oozes, outsiders and undead) as a Favored Enemy (see the "New Feats" spoiler) and gains a continuous +2 STR increase and +2 to all Intimidate checks. Starting at characters level 12, a Killoren may choose any specific group among "foes of nature" as a Signature Enemy (see the "New Feats" spoiler). With each level beyond 12th, a Killoren may choose another Signature Enemy among "foes of nature".

Xeph (XPH)
Racial Skills: Autohypnosis, Balance, Climb, Escape Artist, Jump, Swim, Tumble.
HP: 6 at Zero level; no paragon levels.
• Ability Scores: +2 AGI & WIS; -2 STR. Xeph are very agile and have a tranquil and analitical mind, but their small physique renders them a bit weaker than humans.
• Blind Sense 60ft and Blind Sight 30ft. Xephs have an inexplicable ability of sensing everything that is in their recent vicinity, provided it’s within their line of effect. Xephs’ Blindsense/Blidsight require triggering (see the features’ descriptions).
• +2 racial bonus on saving throws against spells, spell-like and supernatural effects. Xephs have an innate resistance to magic.
• Burst of Speed (Su): 3 times per day, a Xeph can enter a state that enables him to gain short bursts of speed. For a number of rounds equal to [3 + ¼ HD], a Xeph may enhance one of his movements in a given round (be it considered a move, standard or full round action) by 10ft. This speed enhancement increases to +20ft at 5th level and +30 at 9th level. These bursts of speed are considered a competence bonus to the xeph's base speed.
• Automatic Languages: Common, Xeph. Bonus Languages: Draconic, Elven, Gnoll, Goblin, Hin and Sylvan.
==
LA: +1

Undermountain Dwarf
unlike their cousins, the hill dwarves, undermountain dwarves are truly the iconic folklore types. They actually do look like the PHB drawings present dwarves – like walking tin-cans (and usually heavier than the average human).
Racial Traits:
Racial Skills: Same as Dwarf.
HP: 10 at Zero level; no paragon levels.
• Ability scores: STR +2, DEX -2, AGI -2, CON +2, CHA -2
• Live underground/in mountains: Darkvision 60ft
• Incredibly tough: Endurance & Toughness
• Incredibly hardy: +2 to Fort saves
• Incredibly stubborn: +2 to Will saves (+4 when saving vs. fear) and +4 to oppose any and all CHA-based skill checks.
• Stability: +4 to Balance and vs. maneuvers when on steady ground (a sailing ship is not a steady ground).
• At one with the earth: Stonecunning, +2 to all stone/metal/Gem related skill checks (which include Appraise, Craft etc).
==
• Slow: speed 20.
• Earth Bound:
-- Takes -4 to Balance checks when not standing on steady ground.
-- Takes -4 to all Climb, Jump, Swim & Tumble checks.
==
LA: +1

Vulcan
Vulcans physically resemble a crossbreed between an Indian (native american) warrior and an elf. They're slender, as tall as humans and have small pointy ears and an ever tan skin. They originate from a volcanic land with radical weather shifts, frequent earthquakes, toxic fumes and other natural disasters.
Vulcan aging stages are twice as long as as human's.
Racial Traits:
HP: 8 at Zero level; no paragon levels.:
Racial Skills: Autohypnosis, Concentration, Craft, Heal, Lucid Dreaming, Knowledge (choose one) and Survival.
Ability scores: * STR +2, INT +2, WIS +2, CHA -2. Vulcans are exceptionally strong. They have exceptional memory and an analytical mind. This stems from their recluse nature, which hinders their force of personality.
• Vulcan base land speed is 30ft.
• Cold & Heat Resistance: 5
• +2 to save vs. mind affecting effects. Vulcan's have strong minds.
• +2 to save vs. magical sleep. Vulcan's can go without sleep for [1 + CON-mod] days.
• +2 to resist fear, poison & disease.
• +2 to Autohypnosis and Concentration. Vulcans are exceptionally contemplative and can easily recuperate from mental strain, distractions and physical pain.
Bonus Feat: A vulcan chooses one of the following feats to start with: Alertness, Blind Fight, Great Fortitude or Iron Will.
Automatic Languages: Vulcan, Common. Bonus Languages: Any.
==
Instability: Inherently, vulcans have much more intense emotions than any other species. During their
adolescence they develop their recluse nature to keep their emotions under control. However, they never totally overcome this weakness. While enraged, a vulcan is automatically confused (no save). They stop being confused as soon as their rage dies out. Such condition is always accompanied with a sense of guilt that results in a -2 penalty to initiative and Ref saves for 24 hours.
==
LA: +1

Skills

Omitted Skills

Forgery
Folded into the study of Languages (see below).

Open Lock
Folded into Disable Device (see below).

Speak Language
See "Skills and the study of Languages" spoiler below.

Use Magic Device
An item either requires spell-completion or not (see the "Redefining Magical Items' Creation" spoiler in entry #3 for more details).


Modified Skills

Craft (WIS)
The following classes don’t get Craft as class skill (don't remember ever seeing an official class that doesn't have this one):
- DFAs: Their entire being revolves around honing their natural facilities.
- Druids: They utilize whatever nature has to offer – which is more than enough for them.
- Ghostknives: They shape their own equipment by the power of their minds.
- Rogues: They don’t build stuff, they just take what they need and improvise when a specific item is not at hand. Whatever they do require that’s associated with Craft, they can do with C-C level of expertise just fine.
- Sorcerers: Their defensive and offensive capabilities come from within and are not dependent upon mundane gear – certainly not to a point that requires master craftsmanship.

Craft (alchemy) (INT)
Except for Everburning Torch & Holy Water, Special Substances And Items don't require any spellcasting background.
Also, all alchemical substances detailed in CSco and RoS are also viable for creation by non-casters.
The creation time for alchemical gear is measured vs. silver pieces, not copper - making them 10 times faster. This makes an adventuring alchemist a viable concept, but without allowing one to always be prepared with limitless supply of arsenal (which would've been the result of measuring preparation time vs. gp).
And here's an interesting approach for speeding up alchemy results with particularly successful checks (however, I don't subscribe to the possibility of noncasters producing magical items/substances).

Diplomacy (CHA)
Redefinition: http://www.thealexandrian.net/creations/advanced-rules/diplomacy.html
Motivation: http://www.thealexandrian.net/creations/advanced-rules/diplomacy-design.html
Note: Diplomacy is ineffective in combat, unless you know something of relevance to your target that would make it pause & think.

Disable Device (DEX, Trained Only)
Disable Device and Open Lock boil down to single skill - Disable Device. The DC for un/locking a lock is always +5 to the given value. This actually makes locks a lot harder to handle properly than just jamming an arbitrary device. The DC for jamming a lock is actually -5 to the given value. Jamming a lock is relatively easy.

Hide (DEX)
Hiding is not just a matter of being totally out of sight – it's also about timing and positioning (e.g. going behind someone's back, or passing when no one's looking at your direction) – people actually do such things IRL. However, in the absence of cover, it's much more difficult to hide successfully, and when observed, you must really be a wizard at hiding to escape someone's notice. Therefore, the following options are open to anyone who's "good enough" at hiding:
Camouflage: There's no terrain requirement, but you must beat the best Spot check by 10 points or more.
Hide in Plain Sight: HiPS is a skill-trick that requires 12 ranks in Hide and 5 ranks in Bluff & Sense Motive. To successfully benefit from HiPS, you must beat the best Spot check by 15 points or more

Profession (siege engineer) (WIS)
Each rank is attributed to a different siege weapon.
5 ranks cover them all (Ballista, Heavy Catapult, Light Catapult, Ram & Siege Tower)

Search & Survival (PER & WIS respectively)
Track feat uses Search skill rather than Survival (you're searching for discrepancies in the landscape)
You need at least 1 Survival rank in a given terrain (including urban) in order to track

Tumble (DEX, Trained Only)
- Tumbling in a threatened area: Roll once. The DC is 10 + BAB of the threatening opponent(s). Evaluate separately against each opponent. It's more realistic that you usually manage to elude some and some still get a crack at hitting you (and DC 15 gets way too easy at higher levels)
- Moving through occupied space: DC = [20 + BAB + DEX-mod]
- Avoiding an AoO: A swift action. DC = [the "to-hit" result]


New Skills

Autohypnosis (WIS, Trained Only)
This skill is described here: http://www.d20srd.org/srd/psionic/sk...tohypnosis.htm
Autohypnosis is a class skill for the Monk & Ghostknife.

Fly (AGI, Trained Only)
Use the PF rules (at last something they got right) as given. They’re wonderfully detailed and easy to use, and they make a lot of sense.

Perform (mimic) (CHA, Trained Only)
As a standard action, you can imitate almost any sound (footsteps, a door opening or closing, or two people fighting). You cannot simulate anything louder than a shout or duplicate the sound of any magical effect like a banshee's wail. Use the Perform skill opposed by the audience's Listen skill to be convincing

Read Lips (PER, Trained Only)
You can understand what others are saying by watching their lips. You must be able to see them speak and understand the speaker’s language. The base DC is 10. Add +5 to the DC for complex speech, an inarticulate speaker and for each 10ft distance.
You have to concentrate on reading lips for a full round before making the skill check, and you can’t perform some other action during this minute. You can move at half speed but not any faster, and you must maintain a line of sight to the lips being read. If the check succeeds, you can understand the general content, but you usually still miss certain details. If the check fails, you can’t read the speaker’s lips. If the check fails by 5 or more, you draw some incorrect conclusion about the speech.
Read Lips is a class skill of Bards and Rogues.

Signaling (WIS, trained only) (smoke/lights/mirrors/tapping...)
This skill uses the same mechanics given for Innuendo (see the "New Feats" spoiler), except both sides need to be successful for the message to get through and the communication cannot be concealed from someone who can read the signs
Signaling is a class skill to Bards, Disciples of the Elements (Priest variant), Druids, Rogues and Witchs.


Skills and the study of Languages

It's no secret that the language systems in D&D are bluntly degenerated.
The problem with the study of language is that it doesn't fit well to any of the game mechanics. Also, using common sense, Decipher Script and Forgery are actually language-dependant abilities.
Detailed below are the rules that I believe will fully flesh out the different lingual skills in different languages. At first glance, it would seem like a heavy toll, but given all characters gain quite a bit more SkPts and quite a bit more class skills, I view this toll as more than worthwhile for RP's sake.



You may develop the basic training in verbally using a given language by investing 1 to 3 SkPts, in the order given below:

Rudimentary conversation with a limited vocabulary [INT 3+]
You're able to convey basic intentions, or obtain very common and straightforward information. Make a DC 14 intelligence check to understand general meaning of another conversation.

Casual conversation with an average vocabulary [INT 6+]
You're able to communicate effectively regarding common matters, generally understandable and able to understand conversation. Incur a -2 competence penalty to attempting to pass as a native speaker or debate or understand things of an unusual or obscure nature (such as matters requiring a Knowledge (the planes) skill).

Complete fluency [INT 9+]
You're able to speak the language as any native speaker.



Below are additional things you can learn regarding a language, other than using it verbally, by investing 1 SkPts for each.
(some primitive languages have no associated alphabet, so the language rules below don't apply for them)

Literacy [Rudimentary conversation, INT 7+]
You're able to read, write and understand grammatical rules as well as you can speak your selected language.

Extensive vocabulary [Complete fluency + Literacy, INT 13+]
Your vocabulary is impressively extensive, and your understanding and command of the language enables you to flawlessly communicate with all speakers of the given language.

Mastery [Extensive vocabulary, Decipher Script (see below), INT 16+]
You have mastered this language, including obscure or ancient forms of it. Gain a +2 competence bonus on all checks associated with this language.

Decipher Script & Forgery are skill-like language-dependant abilities. Once their requirements are met and a single SkPt is invested in either/both, each invested rank in a given language counts as ranks in both so-called skills and applies to that language.
Forgery requires casual conversational skill + literacy. Forging scripts in unfamiliar languages raises the DC by +10. Once you can forge without penalties in 3 languages, the DC for unfamiliar languages is +5.
Decipher Script requires extensive vocabulary. Once you can decipher scripts in 3 languages, you can attempt to decipher scripts in unfamiliar languages with +10 DC. Once you can decipher scripts without penalties in 5 languages, you can attempt to decipher scripts in unfamiliar languages with +5 DC.

Note: SkPts' investment in the study of a language has the same limit as skills. You can't invest more SkPts on a language than on any other skill. This limit is not applied to literacy, Decipher Scrip or Forgery and they themselves are not counted as language ranks.



Character build & advancement, and further lingual expansion:
- Characters start the game with the highest level of verbal fluency that their INT score allows in all of their automatic languages.
- Without any SkPts investment, any bonus language starts 1 verbal fluency level below that.
- Spells such as Comprehend Languages and Tongues grant the equivalent of 2 temporary ranks in all languages to their recipients.
- Elves start out literate in their native tongue.
- Dregonfire Adepts gain Draconic as automatic language.
- Class-related bonus languages:
. Bard: Any
. Hexblade: Abyssal.
. Mage: Abyssal, Celestial, Draconic, Infernal.
. Priest: Abyssal, Celestial, Infernal.
. Witch: Abyssal, Celestial, Draconic, Infernal.
Bards, Mages, Priest & Witches are literate with all of their 'startup' languages. Other characters need 2 SkPts to gain literacy in a chosen language.

Note: For any language related advancement beyond character creation, Bards consider language studying as class skill (1 point per level). All others consider language studying as C-C skill (1 point per 2 levels).

New Uses for Old Skills

Note: This section is an expansion of the CAdv sub-chapter of the same name... unless the rules conflict, in which case the ones below take precedence.


Diplomacy: Combat Diplomacy
You can make a Diplomacy check in combat as a full-round action by accepting a +10 modifier to the DC. Opponents in combat with you are considered hostile.
If successful, after the end of combat, you may make another Diplomacy attempt.
The validity of both checks is subject to the DM’s approval, according to his/her assessment of the circumstances.

Disable Device: Hide Tampering
If you add +5 to your DC, you can conceal any tampering with a device. Anyone who inspects the device must make a Spot check against your Disable Device check result to notice your tampering. On a failed check, it goes unnoticed.

Escape Artist: Conceal Efforts
In exchange for a +5 to the DC, you can conceal your efforts to escape. Anyone who inspects your bindings must make a Spot check with a DC equal to your Escape Artist check result. If the check fails, they do not notice your efforts to escape. So, for example, you could leave your bonds apparently in place so a villain doesn't realize that you're actually free.

Handle Animal: Obey Master Only
You can teach an animal to obey only you. Teaching an animal to only obey you counts as a trick (in terms of how many tricks the animal can learn). It does not require a check; however, it increases the DC of all tricks you teach the animal by +5. Any person other than you who attempts to make the animal perform a trick takes a -5 penalty on his Handle Animal check. If the animal already knows any tricks, you must retrain it (with the +5 DC) in order to gain this benefit. If you increase the DC of the tricks you teach an animal by 10, you increase the penalty others take on their Handle Animal checks to -10.

Heal: Draw Poison
In order for this technique to be effective, you must perform it after the target has ingested or inhaled poison but before the saving throw against the secondary effects of the poison.
With a successful Heal skill check against a DC equal to the saving throw DC of the injected poison, a character can suck the poison from his own wounds, or from the wounds of another and negate the poison’s secondary effects from taking place.
In order for this skill use to have an effect, it must be applied before the victim is required to save versus secondary effects.
This skill use requires a full round to complete – one standard action to prepare the wound and a move action to draw forth the poison.
Draw poison can only be used to treat non-magical injected poisons.
Try Again: Draw Poison cannot be tried again, as the healer will not know whether his attempt was successful until the time when the victim must attempt his secondary save against the poison’s effects have passed.
Special: A healer’s kit applies to attempts to draw poison.

Heal: Heal Self
Taking a -5 penalty on your check, you can use the Heal skill on yourself to provide care, or treat disease or poison.

Intimidate: Power Intimidate
For each +5 you skill check exceeds the minimum required result, you increase the penalty you inflict by another -1.

Jump: Long and High Jump
Normally, when a character makes a Jump check, he must either decide to jump for height, or for distance, not both, meaning it is difficult for a character to leap across a pit and onto the top of a low hanging wall.
Using this optional new use, however, it is possible for a character to both leap forward and upwards.
When performing a long and high jump, the DC of the check is equal to the sum total of the standard DCs for distance to be leapt and height to be reached.
So, for example, a character who wishes to leap across a 20ft gap and grab the edge of a 4ft high stone wall on the other side would have to succeed vs. DC 20 + 16, or 36. Likewise, to leap across a 5ft gap and grab a branch 6ft above the character’s head, he would require a successful Jump check vs. DC 5 + 24, or 29.
A long and high jump can be performed from a standing position but the DC of the check is doubled as normal, so it will be a nearly impossible maneuver for all but the most skilled adventurers.
Failure to successfully complete a long and high jump can be disastrous. On a failed Jump check, the character lands directly at the foot of the high object he was attempting to grab; if the character was leaping across a chasm, this means he will fall, potentially to his death.

Sense Motive: Evaluate
You can use Sense Motive to make an assessment of a social situation. With a successful check (DC 20), you can get a feeling when something is wrong. You can also tell if someone is trustworthy and honorable (or not) with an opposed Sense Motive against their Bluff check. For every +5 you top the DC of your Sense Motive check, you learn one fact about the situation at hand when evaluating a situation or individual. The DM may tell you things like someone's apparent goal(s), the nature of an interaction, and so forth.

Sense Motive: Combat Evaluate
As a full-round action, you study a single opponent to understand his fighting style, current disposition, and combat plans. This target must be within 30ft of you. Make a Sense Motive check opposed by your target's attack bonus. If you succeed, you gain a +1 to your hit rolls and AC against that target. If you fail your check by 5 points or more, you read your foe incorrectly. For the rest of the encounter, you suffer a -1 penalty to your combat bonus against her. In return for a -5 penalty to your skill check, you increase the bonuses provided by the combat evaluate use of Sense Motive by +1. You can increase the penalty to -10 to increase the bonuses by +2. The penalties you suffer for a check that fails by 5 points or more do not increase.

Sense Motive: Notice Influence
You can make a Sense Motive check to notice someone acting under supernatural influence. The DC is 10 + the power's equivalent spell-level.

Sleight of Hand: Misdirection
You can use exaggerated movement to misdirect the attention of an opponent away from someone or something else. As a full–round action, make a Sleight of Hand check opposed by your target’s Spot check. You gain a +5 bonus to this check if your target wants to believe you. If you succeed, you gain a bonus to your next Sleight of Hand check (next round only) equal to the amount by which you beat the target’s Spot check. A successful check also creates enough of a diversion to allow others to attempt Hide or Move Silently checks in regards to your target. Your target must be able to see you in order to use this skill to distract them.

Sleight of Hand: Mass Misdirection
In return for a –5 penalty, you can misdirect everyone within 30ft. If you increase the penalty to –10, you can misdirect everyone within 100ft.

Swim: Rescuing
Rescuing another character that cannot swim (for whatever reason) requires 2 successful consecutive Swim checks at DC+5, and allows both of you to remain afloat.


New Skill Tricks

Catfall [Jump 8, Tumble 12]
Your ability to survive falls has become so extraordinary as to seem supernatural.
When using the Tumble skill to reduce the effective distance of a fall, for each 10 points you beat DC 15, you reduce the effective distance of a fall or throw by an additional 10ft.

Combat Balance [Balance 5, Concentration 4, Spot 2]
You move with such grace and agility that you are no longer flat-footed when balancing.

Combat Climb [Climb 10, Concentration 5, Tumble 2]
You’re not flat-footed while climbing. Also, you do not have to make a Climb check to maintain your position if you take damage. You climb in such a way as to brace yourself for any attacks.

Delayed Sabotage [Disable Device 5]
You can set an object to break after a certain amount of use.
When making a Disable Device check to sabotage an item, you can spend an extra full-round action to gain greater control over when it breaks.
You can set the item to break after a set number of usages (up to 100) or to break after a set amount of time (up to one week).

Eyes on the Prize [Appraise 8, Spot 5]
You have trained your eyes to pick out valuable items out with but a cursory glance.
As a full-round action, you can make a DC 20 Appraise check to recognize the single most visibly valuable item within your range of sight (disregarding unseen factors such as most magic) and of which other items are visible worth at least 100 gp.
The precise value of items is not revealed in this way.

Face in the Crowd [Disguise 1, Hide 5]
You gain a +5 circumstance bonus to your Hide checks when within a crowd.

Haggler [Diplomacy 5, Negotiator]
You can talk others into making more profitable transactions, at least for yourself.
As a full round action, you can make a DC 15 diplomacy check against an indifferent, friendly, or helpful merchant.
If you succeed, you may increase the amount that you sell a single item for or decrease the amount that you buy a single item for by 1d6 gp + 1d6 gp for every 5 points by which your check exceeded the DC.
If the item is worth at least 1,000 gp, multiply this result by 10. If the item is worth at least 10,000 gp, multiply this result by 100.
You may not increase or decrease the price of any item beyond 75% of its market price in this way.
You can use this skill trick on a given merchant once per day.

Kangaroo Leap [Jump 5, Athletic]
You can use the inertia from one jump to make another
If you have jumped at least 10ft within the past round, you may spend a swift action to avoid doubling the DCs of Jump checks made without running starts for a single round.
If you do make a running start, you gain a +4 bonus to the check.

Leaping Crane [Climb 4, Jump 5, Tumble 2]
Normally, when a high jump is successfully attempted, the jumper is left holding onto the ledge or the branch that he leapt up to grab, and must pull himself onto the object with a Climb check and a move action.
With powerful legs and more than enough control, you simply bound to the top of the object you wish to scale, by increasing the DC of your Jump check to five times the height of the jump, rather than four times, thus forgoing the need for another move action and a Climb check.

Master Tracker [Search 8, Survival 5, Track]
You have seen hundreds of tracks before, allowing you to identify them on sight.
As a swift action, you may make a Search check in place of a knowledge check to identify what kind of creature left a set of tracks (though no other information is provided in this way).

More You than You [Disguise 12, Diplomacy 8]
You can trick others into thinking the one you impersonate is the imposter.
If both you and a creature you disguise as are visible in the same place and at the same time, you may spend a swift action to make a disguise check opposed by the original’s diplomacy check with a +10 bonus. If you succeed, all creatures who haven’t pierced through your disguise assume that the original is the fake (though future evidence may place this in doubt).

My Own Creation [Craft (SOMETHING) 7, Spot 3]
You made the sword. Of course you're good with it.
You gain a +1 modifier in your favor on all numeric values and checks associated with all objects of your selected Craft skill (+1 to attack, damage and maneuvers for weaponsmithing; +1 to AC & Max-AGI and -1 ACP for armorsmithing; +1 on all Perform checks with a musical instrument or lock picks etc).
Note: You must be proficient/trained in the use of the item you're creating and the result must be a masterwork item for this benefit to take place.

Resuscitation [Heal 5]
You can save the life of a suffocating creature.
As a full-round action, you can make a DC 20 Heal check against a suffocating creature. If you succeed, and the target is in an environment where it can breathe, it stops suffocating.
Note: If the drowning creature was previously below their current hit points before they started drowning, this skill trick has no effect on them. Nice try, though.

Roll with it [Jump 6, Tumble 4]
When falling, you take damage as if the fall were 20ft shorter than it actually is.

Split-Second Forgery [Literacy, Forgery, Sleight of Hand 5]
You can forge a short note, message, or memo with the greatest of ease.
As a full-round action, you may make a Forgery check with a –5 penalty to write down a short message with up to one word per rank in Forgery you possess.

Tend to the Many [Heal 12]
You can provide medical care to a great many people.
By spending an extra eight hours tending to the sick, you can provide long-term care for up to one person per rank of Heal that you possess, rather than just for 6 individuals.
You can use this skill trick once per day.

Uncanny Awareness [Search 8, Spot 5, Investigator]
You have a knack for spotting the hidden, even when not actively trying to.
As a swift action, you can make a single Search check as if searching all squares within 20ft line of sight, learning as much as if you had taken 10.
This does not enable you to notice details obviously hidden from your immediate line of sight (such as writing written on the underside of a table).

Skill Synergies

In addition to the +2 Synergy bonus at 5 ranks, for each additional 5 ranks you increase the Synergy bonus by +1 (e.g. at 15 ranks the Synergy bonus would be +4).

New Skill Synergies

- Bluff syn. to Innuendo (fool others)
- Craft (locksmithing) syn. to Disable Device
- Diplomacy syn. to Gather Information
- Heal syn. to +K HP to all healing spells, where K = [Synergy value * Spell-Level]
- Perform (acting) syn. to Bluff.
- Perform (dance) syn. to Balance & Tumble
- Perform (oratory) syn. to Diplomacy & Intimidate
- Profession (herbalist) syn. to Heal
- Profession (sailor) syn. to Use Rope & Balance (in unstable ground)
- Sense Motive syn. to Innuendo (deliver message to target)
- Sleight of Hand syn. to Use Rope.
- Survival syn. to Searching for tracks in the specified area (also makes Survival viable for granting synergies in multiple landscapes)

Skill Modifiers by Size

It always seemed too simplistic to me that exactly one skill is affected by size. I find the following adjustments to be realistic (and they'd serve another balancing factor for smaller characters vs. larger characters):
- +1/-1 to Disable Device and Sleight of Hand.
- +2/-2 to Balance, Climb, Listen, Move Silently, Spot and Tumble.
- The usual +4/-4 to Hide remains the same.

Missile Devices and Skills

Missile devices are cumbersome and hinder movement.
When equipped, Shortbows and light Crossbows apply a -2 ACP, and Longbows and Heavy Crossbows apply a -4 ACP.
Note: I urge all readers who find this rule to be an unnecessary nuisance to attemp any ACP-associated skill usage with a Crossbow equipped (let me know what happenned).

Skills for the other 3 senses

Smell (PER)

Code:
Smell DC 	Task
15		Notice (but not identify) a distinct and obnoxious smell, such as ghast’s stench. No action required.
20		Identify a familiar smell.
20		Locate a particular scent when actively sniffing for it. Requires 1 minute. No retry.
25		Identify a known distinct and obnoxious smell, such as ghast’s stench. No action required except on 			retries (which requires a move action).
25+spell level	Identify a potion. Requires 1 minute. No retry.
25+spell level	Smell the lingering effects of a magical spell with material components. Requires 1 minute. No retry.
30		Identify a semi-familiar smell.
30		Notice a particular scent without actively sniffing for it. No action required.
30		Determine if a particular creature is diseased. Requires 1 minute. No retry.
40		Determine the type of infliction a diseased creature has. Requires 1 minute. No retry.
Check: The DCs for Smell checks relating to various tasks are summarized on the table above.
Action: Varies, as noted above.
Try Again: See above.
Special: If you have either the Assimilate or Connoisseur feat, you get a +2 bonus on smell checks.
If you have Resonance Hound and/or Resonance Sniffer feats, you may use the smell skill instead of the appropriate skill listed with the feat.
Creatures with the scent ability gain a +8 racial bonus to all smell checks related to noticing and identifying a particular non-magical scent not including magical potions, spells or diseases.

Taste (PER)

Code:
Taste DC 	Task
5		Identify the type of food or drink being consumed. No action required.
10		Determine if some food or drink is spoiled.
20		Determine if some food or drink is poisoned. Requires a full-round action. No retry.
25+spell level	Identify a potion. Requires 1 minute. No retry.
30		Determine the type of poison within food or drink. Requires a full-round action. No retry.
Check: The DCs for Taste checks relating to various tasks are summarized on the table above.
Action: Varies.
Try Again: Yes.
Special: If you have either the Assessor or Connoisseur feat, you get a +2 bonus on taste checks.

Touch (PER)

Code:
Touch DC 	Task
10		Recognize a familiar face.
15		Recognize a word in a hand-written text. 1 Round
20		Recognize an unfamiliar face.
20		Notice fine cracks, scrapes or dents upon a hard surface
25		Find hidden writing on a piece of paper or parchment
30		Recognize a word from a printed text. 3 Rounds
Check: The DCs for Touch checks related to various tasks are summarized on the table above.
Action: Typically 1 minute.
Try Again: No.
Dwarves receive their stonecunning bonus when the hard surface is rock or stone.


Enhanced Senses & Skills

Code:
Scent:		+8 to all Smell checks (canines receive an extra +4 racial bonus, and bears receive +8).
Echolocation:	+8 to all Listen checks (-2 to saves vs. sonic attacks, unless noted otherwise).
Tremor Sense:	+4 to all Touch checks


Sense-Skills as Class-Skills

Code:
Smell	-	Bard, Druid, Rogue, Witch
Taste	-	Bard, Druid, Witch
Touch	-	Bard, Monk, Rogue, Ghostknife


More Skill-Synergies

Code:
Smell	-	Craft (herbalism)
Taste	-	Craft (herbalism)
Touch	-	Craft (all hand-made items)


Using craft to create awesome weapons without magic

Every now and then stories appear about extraordinary weapons of unusual quality & traits that don't show any (Su)/(Sp) properties (Siegfried's starmetal sword (Ring of the Nibelungs), Excalibur, etc).
Here's an attempt to define rules for creating such legendary items without the assistance of magic:

Code:
Weapon Trait				Ranks	DC	Materials		Prices
==========================================================================================
Stainless, Lightness *			5	20	Mithril			material value
Masterwork quality			5	20	–			as normally given for Masterwork weapons
Legendary quality (+1 hit / +2 dmg)	8	30	–			Masterwork value * 10
DR breaching				5	20	< Adamantine / alchemical-silver / cold-iron >
Composite DR breaching			7	25	2 Special Materials	5 * [2 material values]
Complex DR breaching 			12	35	3 Special Materials	10 * [3 material values]
Keen					6	23	–			2nd SL emanating power
Vorpal					10	30	Adamantine		5th SL emanating power
* Lightness means that any weapon made of Mithril Can be treated as a weapon of one speed category lighter than normal whenever it would be convenient to do so.

Note: When combining 2 or more traits (except encompassing traits), the prices stack and the DC equals the highest, plus 5 for each additional trait. For instance, the most exquisite of all weapons would have the following properties: Stainless (DC 20), Legendary quality (DC 30), Complex DR breaching (35), Vorpal (30). The DC for creating such a legendary weapon would amount to 35+5+5+5 = 50. The prices for all traits stack.


Note: Every time a skill name appears within these house rules with a number attached, the number indicates a skill rank.


Feats

Omitted Feats

By Categories

Extra Slot: Inappropriate mechanics according to these rules.

Faith Feats (CDiv): No faith points under these rules.

Luck feats: Any feat that increases/adds stats/rolls based on luck/karma/watchful spirits/divine intervention.

Metamagics Reducers (CA): No. just plain simple NO. This is no more than a cheap minmaxer's tool.

Multi Class-Feature advancement (e.g. Ascetic Mage): Multi-Class-Feature advancements are done via PrCs.

Sudden Metamagics (CA): No need anymore. Automatic Metamagic (see the new feats below) covers them all neatly now.

Reserve feats (CM): These house rules provide all the spellcasting versatility one might need.

Spellcasting feats: Feats that let you cast spells from spell-levels beyond your CL. This restriction does not include feats that grant spell-like abilities.

PHB I

Brew Potion: See the Witch class's "Secrets of the Bubbling Cauldron" feature (entry #6).

Combat Expertise: I never liked anything about this feat (the mechanic doesn’t make sense, it’s an annoying prereq for so many feats that seem to have little to no relevancy to it, etc). There are more than enough means it these rules to acquire defensive knack without the need for this one.

Dodge: Plain simple a scrap feat.

Great Cleave: See the modified Cleave.

Heighten Spell: See the Spellcasting entry

Improved/Greater TWF: See the redefined TWF rules.

Improved Critical: See the modified critical-hit rules in the "Redefined Game Mechanics" spoiler.

Improved Initiative: Add base Ref-save bonus to initiative instead.

Improved Feint: You gain +4 to all opposed Feint checks - both to execute and to resist (see the redefinition of Feint option in the “Redefined Game Mechanics” spoiler)

Natural Spell: See the Druid's "Spellcasting" details.

Point Blank Shot: PBS is plain simple targeting something within 1st range multiplier distance.

Quicken Spell is GONE.
Anyone who wishes to cast swift spells should take spells with swift-action for casting time.

Scribe Scrolls: Not a feat. It's available to priests and Mages automatically, but to no other base class presented here.

Silent/Still Spell: See the Mage base-class spoiler.

Simple/Martial/Exotic Weapon Proficiency: see the Weapons' entry below.

Spring Attack: See "Multiple Attacks and Movement" in the "Redefined Game Mechanics" spoiler.

PHB II

Adaptable Flanker: Complicates the combat scene and gameflow.

Bonded Familiar: This type of bond never exists under these rules.

Combat Acrobat: Plane simple unnecessary (there are skill feats that do it better).

Combat Focus: See the Warrior's 2nd-level class feature.

Combat Strike: See the Warrior's 16th-level class feature.

Crushing Strike: See Lightning Mace (weapon style).

Fiery Fist: See Ki Reinforce.

Ki Blast: Crappy feat.

Leap of the Heavens: You don't get momentum bonus when you have no momentum.

Lunging Strike: See "Multiple Attacks and Movement" in the "Redefined Game Mechanics " spoiler.

Mad Foam Rager: This kind of effect requires supernatural abilities (see the revised Monk below).

Robilar's Gambit: The Warrior class (see the classes entry) already gains this ability at no penalty.

Short Haft: This is how Polearms function, they just cannot be used in confined spaces.

Telling Blow: SA II automatically counts as critical.

Tumbling Feint: Tumbling to avoid AoOs… to augment feint… to augment Attack roll(!) Way too complicated.

TW-Pounce: This is already covered by the revised TWF rules.

CAdv

Brutal Throw: STR is not used for hit rolls

Danger Sense: Natural perception capabilities don't have #uses.

Dual Strike: See "Multiple Attacks and Movement" in the "Redefined Game Mechanics" spoiler.

Lingering Song: See Arcane Accompaniment (PHB II) below

Versatile Performer: Just because it makes no sense (why should oratory skills have any bearings on how you play the violin?).

CArc

Chain Spell: All feats that affect spellcasting itself are omitted. Each spellcasting class in these house rules has different means of dealing with the drawbacks of conventional spellcasting.

Heighten Spell-Like Ability: For the same reason Heighten Spell is omitted. A creature's HD stand for its appropriate CL.

Practiced Spellcaster: I see this feat as a cheap min-max tool. If one so chooses to take levels in other classes for more options or a PrC – it WILL come at the expense of CL. These are the player's calculations to make and decide upon.

Twin Spell: See "Chain Spell".

CDiv

All spellcasting feats associated with Turn Undead: Turn Undead has been modified (see entry #5 for more details) and is no longer valid for modification of spell effects.

CW

Monkey Grip: animatic

Quick Staff (weapon style): Already defined for the quarterstaff.

Shock Trooper: See the redefined Combat Brute.

Spinning Halberd: Use the redefined TWF rules (see below).

TW-Defense: Use the redefined TWF rules (see below).


Modified Feats

By Categories

Skill-Feats
A skill-feat makes the two selected skills class-skills regardless of class. Furthermore, the bonuses granted by skill-feats actually count as skill-ranks for all intents and purposes. Skill-feats never stand by themselves as requirements for anything, as all they do is improve your aptitude regarding the selected skills - it's the ranks that count.

Saving Throw Focus (Fort/Ref/Will)
Choose a save type (Fort, Ref or Will). You get a +2 bonus on all saving throws of that type. This bonus increases by +1 for every +5 to BAB.

PHB I

Blind-Fight
Also add Listen to your list of class skills.

Cleave [BAB +4]
A standard action that doesn't require felling an opponent and is limited by the max #Att you can make in a given round.
You may Cleave after each successful hit, but no more than your #Att/DEX-mod (whichever is higher).
You can only Cleave an opponent who's adjacent to your opponent and is within your regular reach (specialized reach weapons cannot cleave) while Power Attacking.
Cleave is momentum based, meaning piercing attacks deny this option.
When making a normal attack, a character with this feat may Cleave once on a successful critical hit.

Combat Reflexes [base Ref +3]
Allows you to take immediate actions while flatfooted, but you must be aware of your opponent and technically able to react (e.g. a human usually cannot deflect an attack while climbing).
You may also throw a melee weapon or a tossed object you have ready at hand as an immediate action - even out of combat.
You can also make a 2nd AoO at the expense of a standard action in your next combat turm or a 3rd AoO by forfeiting your next turn altogether. You can never make more AoOs than the total number of attacks per round you'd be entitled to while wielding a large weapon (see entry #4 for further details).

Diehard
You also gain +2 increase to all Endurance derived bonuses.

Improved Bull Rush
DOES NOT have PA as prereq, but it DOES require STR 13+.

Improved Disarm
If you have a free hand when you successfully disarm an opponent, you may make a DC 15 Ref save to catch the weapon in your free hand, or cause the weapon to fall into any space adjacent to you.

Improved Trip
Also add Balance to your list of class skills.

Leadership [BAB +6, Diplomacy 4, Sense Motive 4]
Gaining a cohort should be something that’s related to roleplay within the storyline, not some mysterious power to bind someone who’s practically your equal to your cause. Also, there’s no reason to limit to one permanent NPC companion, except for the case of sidekick, which obviously should have less levels than you in any and all of your classes.

Maximize Spell
Damage of area-effects can't be maximized (too many random factors).

Mobility
You add 1/2 your BAB as a bonus to AC vs. all AoOs.

Mounted Combat [Ride 4]
Encompasses Ride-By Attack in it. Protecting your mount is an immediate action, not a free action.

Power Attack [STR 13+]
You may swap DEX-mod for STR-mod when making melee or thrown weapon attacks.
You may also trade this STR-based hit-bonus altogether and gain it as damage bonus.

Precise Shot
Also add Spot to your list of class skills.

Skill Focus [4 skill ranks, there is a case in which the skill allows "take-10"]
This feat makes the chosen skill a class skill for you, for all classes. Furthermore, it grants a +3 bonus to that skill and allows you to take 10 when performing it, even while rushed or threatened.

Spell Mastery [Mage]
A Mage may add [1 spell per spell level] to his permanently known spells. This feat may be taken only once and the benefit persists with level progression.
Writer's note: Taking the already given amount of known spells for the Mage (see the "Mage" spoiler), this modification to the core feat streamlines things up, makes retraining relevant only as far as the selection per-level goes and doesn't cause an irrational leap of memory capacity (taking Spell Mastery at 1st level and retraining again & again up to level 18).

Toughness
Grants 2HP + 1HP per level. Toughness can be taken [1 + BAB/10] times at most.

TWF
You gain one extra attack and can either strike interchangeably, or save the offhand attack for last.
Hitting with both weapons interchangeably equalizes the offhand's attack bonus to that of the primary hand (if you have Ambidexterity, otherwise, the offhand attack takes a -4 hit penalty), penalizing all attacks by -2 to hit.
By saving the offhand attack for last, you don't receive any penalties to your primary attack and you gain 1 extra attack at your second highest attack bonus.
A 20th level fighter with TWF and Ambidexterity that hold 2 small weapons thus has +18/+18 / +13/+13 / +8/+8. The same fighter, saving the extra attack for last, would have the following attack bonuses: +20/+15/+10/+5/+0 / +15 (or +11 without Ambidexterity).
With both methods, if you wield 2 separate weapons, you do not need to make a full round action to gain an offhand attack.
You can refrain from attacking with the offhand weapon and use it to feint, or to “aid self” on your primary attack the same way as aid another works.
Double weapons cannot strike interchangeably, but they also don't require Ambidexterity.
Note I: 2WF is technique based, not DEX based. There's no prerequisite. Ambidexterity just makes it much more effective.
Note II: Improved / Greater Two Weapon Fighting feats are irrelevant with this approach. TWF and Ambidexterity (see below) are practically all there is to say about wielding 2 weapons in combat.
Oversized TWF: Basically (see the exception to this rule in the "Weapon Sizes and Weapon Speed" spoiler of entry #4), when wielding 2 1H/2H category weapons (or 1H/2H in the offhand and not ambidextrous), you gain no bonus whatsoever and lose 1 attack from the larger weapon (and take all TWF penalties).
That's why no one in history has ever wielded 2 bastard swords or 2 war axes in combat - plain simple: too cumbersome.

Weapon Finesse [BAB +3, proficiency with any finesseable weapon]
You may add your DEX-mod to damage when wielding a finesseable weapon, instead of your STR-mod.

Weapon Focus (and WF tree)
See alternative description in the "Warrior" spoiler.

Whirlwind Attack [BAB +6, Balance 4, Cleave, Mobility]
Works according to the SRD, but is inapplicable with piercing damage.

PHB II

Acrobatic Strike [Mobility, Tumble 6]
After avoiding an enemy's AoO using Tumble, if you hit that enemy with an attack before the end of your turn, that enemy must succeed on a Will save (DC [10 + 1/2 BAB + DEX-mod]) or be Confused for 1 round.

Arcane Accompaniment: Renamed "Lingering Song".

Brutal Strike [Str 19+, BAB +6, PA]
Whenever using PA, if your attack hits and deals damage, the struck foe must succeed on a Fort save (DC [10 + 1/2 BAB + STR-mod]) or be Sickened for 1 round.
If you hit a foe twice or more in the same round, a 2nd failure means the target is Nauseated for 1 round and then Sickened for the next round.

Combat Awareness (combat form) [Combat Focus class feature]
This ability's blindsense stacks with blindsense from any other source.

Combat Defense (combat form) [Combat Focus class feature]
+1 dodge AC during Combat Focus for each Combat Form feat taken (including Combat Defense, max +4).

Combat Stability [Combat Focus class feature]
No change except the prereq.

Combat Vigor [Second Wind class feature]
No change except the prereq.

Crossbow Sniper [BAB +3 , Far Shot , Precise Shot , Weapon Proficiency (any crossbow)]
You add your DEX-mod to damage when using a crossbow. If you have SA ability, the maximum range at which you can make such attacks increases to 3 times the weapon's range multiplier.

Driving Attack: Cannot be implemented with Small/Tiny weapons (see the weapons entry below).

Einhander [BAB +6, Tumble 6, Sleight of Hand 4]
When fighting with a Light or One-Handed weapon in one hand and with nothing in the other, you gain the following 3 tactical advantages:
- Narrow Profile: You receive a +2 Dodge bonus to AC when fighting defensively or using Total Defense.
- Off-Hand Balance: You receive a +2 bonus on Tumble checks.
- Off-Hand Swap: If you also possess the Ambidexterity and TWF feats, you may, as part of a full attack, feint once as a free action.

Melee Weapon Mastery: Renamed "Weapon Mastery" and applicable to the selected weapon's group (melee/range), not damage type.

Penetrating Shot: Limited to 1 target per STR bonus (minimum between your STR-mod and the bow's modifier) and requires a composite long/short bow.

TW-Rend: The extra damage = [1d6 + 2 * STR-mod].

CAdv

Brachiation: Not usable in medium/heavy load or heavy armor.

Disguise Spell: May not be used in conjunction with metamagic feats.

Improved Swimming: Also grants +4 to all swim checks.

Jack of All Trades: Min. skill-rank equivalency = 1/2 max C-C rank of current level. For instance, at level 6, it would allow you to treat a skill you had no ranks in (such as Decipher Script) as having 2 ranks.

Leap Attack: You deal double damage (or add +1 damage multiplier).

CArc

Extra Invocation
You can never have more than a single extra invocation per invocation category (least/lesser/greater/dark).
That way, it is still viable at lower levels for those that want it, doesn't step on the toes of 1st level parties, and stands shoulder to shoulder with the effects other classes will be throwing around. This also overrides the need for keeping track and determining retraining restrictions.

Persistent Spell [Extend Spell]
Spells affected by this metamagic have their duration increased to the next time category (to a maximum of 24 hours):
- Each round counts as a minute.
- Each minute counts as 10 minutes.
- 10 minutes count as an hour.
- An hour counts as 6 hours.
Spells with concentration, instantaneous, or permanent duration are unaffected by this feat.
Spells whose effects are discharged still end normally when they are discharged.
A persistent spell counts as a spell of 3 levels higher than the spell’s actual level.
Note: Extend Spell and Persistent Spell DON'T stack.

CDiv

Disciple of the Sun: Spend 2 turning attempts at once to gain a 2-level boost + Daylight illumination for [1 + CHA-mod] rounds.

Divine Spell Power: The priest gains +1 CL increase for each 8 class-levels (rounded down).

CW

Anvil of Thunder (weapon style): Improved Sunder prerequisite is omitted.

Arcane Strike: Limited to once / round as a swift action. By RAW (free actions) it has no limit on #uses (multiple applications to multiple strikes in a combat turn).

Bear Fang (weapon style): Has Improved Grapple instead of Power Attack as a prerequisite.

Clever Wrestling: has Improved Grapple instead of Improved Unarmed Strike as its prerequisite.

Combat Brute [STR 15+, BAB +4, Improved Bull Rush, Improved Trip]
This feat grants the following options
- Directed Push: you can Bull Rush your opponent on a diagonal axis and not just straight forward to you.
- Explosive Power: you can Bull Rush from a stand still.
- Toss: You can make an automatic trip attempt against a successfully bull-rushed opponent at the end of your Bull Rush distance. Even if successfully tripping, you're not entitled to an additional attack.

Crescent Moon (weapon style): Rapier is also an acceptable weapon (and Rapier was the weapon used for this style IRL).

Dash: Once per round, you may add 10ft to your speed when moving as a standard/full-round action. You can do this a number of times per day equal to your CON-score. Also, your overall land movement speed is increased by 10ft when traveling.

Formation Expert: Step into the Breach requires an unobstructed path to where your ally fell, instead of as written. Wall of Polearms also grants a +2 damage bonus against charging or mounted foes (+4 damage to charging mounted foes) under the indicated circumstances.

Hammer’s Edge (weapon style): Improved Bull Rush is omitted.

Improved Familiar: Goes with the territory of gaining levels as a Witch. All presented monsters in CW, FrCS, PGtF, RoF and CSco are good to go.

Improved Rapid Shot: Doesn’t have Manyshot as prerequisite, but does have BAB +4.

Lightning Mace: Requires BAB +6, but for each successful hit, your next attack roll (within your combat turn) gains a cumulative +1.

Net & Trident (weapon style): With Quick Draw & Ambidexterity, you can draw an alternative offhand weapon and use it in the full attack.

Phalanx Fighting: Does not require you to use a light weapon.

Prone Attack: Doesn’t have Lightning Reflexes as a prerequisite, but does have BAB +5.

Raptor School: Each +10 to the DC adds another +2 to damage. Hawk's eye bonus is not wasted after 3 rounds have passes (the edge is maintained as long as the target is being observed).

Sun School: Flash of Sunset allows attacks according to the remaining combat-turn action-quota.

Three Mountains (weapon style): Does not have Improved Bull Rush as a prerequisite. DC = [10+BAB+STR-mod]

Others

Greenbound Summoning (LEoF): A metamagic feat with +2 spell-level adjustment.

New Feats

Martial Combat Feats

Acrobatic Charge [BAB +8, AGI 19, STR 15, Balance 5, Tumble 3, Fleet of Foot]
While running or charging, you can make a 90-degree turn whenever you complete a distance equal to your base land speed. You can also do so before, but then you forfeit the remaining movement distance.
You may trade any 90-degree turn to gain a 45-degree turn that doesn’t cost you any movement distance, no matter at what part of your movement you choose to exercise them.

Adrenaline Rush [on character creation]
When during combat your HP drop to 1/2 or less, you gain +2 to STR and DEX. This effect lasts [CON-mod + 3] combat rounds, or until you're brought above 1/2 your max HP.

Aggressive Grappler (Tactical) [BAB+6, Improved Bull Rush, Improved Unarmed Strike, Improved Grapple]
This feat allows you to make the following tactical maneuvers:
Fast grab: You may attempt to initiate a Grapple as a Move Action instead of a Standard Action.
Flying Tackle: When you make a Bull Rush against a foe as part of a Charge, you may also initiate a Grapple after pushing.
Concussive Tackle: You may initiate a Grapple as part of a charge. If the check succeeds, you deal damage as though you made a successful grapple attack as well.

Agile Archery [Mounted Archery, Shot on the Run]
You can move around and shoot things with surprising effectiveness.
You suffer no penalties for firing from unstable ground, a running steed, or any of that.
You may take a full round action running and make a single ranged attack from any point during your movement. You retain your AGI-mod to AC while running.

Always Ready [Danger Sense, BAB +8]
You are never surprised and always act on the first round of any combat.
When (and if) benefiting from Combat Focus, you cannot be caught flat footed - except when climbing.

Ambidexterity [DEX 15+]
Offhand counts as primary hand (STR-mod to damage on primary and secondary attack). It also allows you to switch hands if one is disabled, without suffering penalties. Without this feat, your offhand always takes a -4 hit penalty (on top of the -4 hit penalties to both hands without TWF).

Armor Mastery (medium) [BAB +4, STR 15+, Medium Armor Proficiency]
Medium armor no longer hinders your base land speed and your max-AGI increases by +1 when wearing any type of light/medium armor.
Dwarves: A Dwarf is automatically considered to have med. armor mastery when he gains med. armor proficiency.

Armor Mastery (heavy) [BAB +9, STR 19+, Heavy Armor Proficiency, Armor Mastery (medium)]
Heavy armor no longer hinders your base land speed and your max-AGI increases by +1 when wearing any type of armor (stacking with Armor Mastery (medium)).
Dwarves: A Dwarf can take heavy armor mastery at BAB +6 and doesn't need med. armor mastery.

Armor Specialization
Choose one specific type of armor you are proficient with that doesn't hinder your land speed. When wearing that armor type, your armor check penalty is reduced by 2, your max-AGI bonus is increased by 1 and your ASF is decreased by -10%. This feat can be taken multiple times, to be applied to different armor types.

Armor Optimization [Armor Specialization]
Your experience with your armor of choice has taught you how to receive blows in a manner that will penetrate your armor's defenses less efficiently, effectively increasing your armor AC with your armor of choice by +2.

Armored Invoking [Invocations class feature]
You have learned how to limit your movements while using your class-related invocations and no longer suffer any chance of ASF while donning light armor.

Bend like a Reed [Monk level 5th, AGI 15]
Even the strongest, most straightforward and brutal martial artists know that the best way to resist an opponent is not always brute force versus brute force.
Instead, monks know that the best way to defeat a strong opponent is very often to yield to him, to bend before his fury as the reed bows to the wind.
- When making a defensive check against Bull Rush, Grapple, Overrun or Trip attempts, the monk can use Balance as a free action to attempt to negate any advantages in size, Strength, or momentum the opponent may possess. The monk must succeed on a Balance check vs. a DC [15 + the opponent’s STR-mod + size-mod, if any.
- By increasing the DC of the check to 25 + the opponent’s Strength modifier + size modifier, the monk can truly turn his opponent’s own Strength against him – turning all STR & momentum bonuses into penalties.

Bladed Cover [Weapon Specialization (slashing weapon), Base Ref +5]
When applying total defense and not threatened in melee, all missile attacks from a 90-degree cone (selected by you) take -2 hit penalty and have 20% miss chance.

Braveheart
There is not much that scares you.
You gain a +2 bonus to all Will Saves to resist fear or fear related effects and the degree of fear you suffer is always one level less severe than others would normally suffer, down to no effect (e.g. shaken instead of frightened, and you're not impressed by effects that merely make others shaken).

Canny Defense [BAB +2, INT 13, Weapon Finesse]
With respect to melee attacks, you gain a dodge bonus to your AC equal to your INT-bonus, if you are wielding a 'finesseable' melee weapon and wearing light or no armor and have no more than light encumbrance. The bonus granted by this feat cannot exceed half your BAB.

Charge Breaker [BAB +4]
an opponent that charges you provokes an AoO from you.
When making an AoO against a charging foe with a weapon which may be set against a charge, you may treat your weapon as if it were actually set to receive a charge without taking the ready action.
When taking the ready action (with any weapon), you gain +4 to hit an opponent that's charging you. If you hit, you deal double damage (or triple damage with a weapon that can be set vs. charge).

Charge Through [Improved Overrun, Power Attack, BAB +2]
When making a charge as a standard action, you can attempt to overrun one creature in the path of the charge as a free action.
When making a charge as a full round action, you can attempt to overrun up to two creatures in the path of the charge as a free action.
If the overrun is unsuccessful, the charge ends in the space directly in front of that creature.

Close Combat Archery [BAB +6, Precise Shot, Shot on the Run]
You can attack with a Bow (any type) or tossed objects even while threatened and not provoke AoOs.

Combat Cloak Expert [DEX 15+, BAB +3, proficient with a shield/buckler, Bluff 3]
while wearing a cloak, you gain +1 dodge AC and +1 deflection bonus to AC.

Combat Grip [Combat Focus class Feature]
You have been trained to guard your weapon from being manipulated by your foes.
Add +4 to your defensive opposed roll vs. maneuvers that target your weapon, such as Deflect, Disarm and Sunder.
If you have 2 additional Combat Form feats, this bonus is increased to +8.

Confound the Big Folk [BAB +8, Underfoot Combat (RofW; p.152), Tumble 10]
When you occupy a square with a creature at least two size categories larger than you, you may use the following 3 tactical maneuvers:
- Knee Striker: The creature is considered Flat-Footed against you and you receive a +4 bonus to your crit threat range.
- Underfoot Defense: When you Fight Defensively or use Total Defense, any melee or ranged attack on you, other than by the creature that shares his space with you, has a 50% chance of striking the creature instead of hitting you.
- Unsteady Footing: You may initiate a Trip attack on the creature without provoking AoOs from it. You can add your choice of STR/DEX-mod to you check. Your opponent does not get to add his/her size bonus to its roll. If the Trip attempt fails, your opponent does not get to try to trip you.

Controlled Rage [Rage, Concentration 4]
You may perform any INT/WIS/CHA skill-based task that can be completed in a full-round action or less, and retreat while raging is now a viable option.

Covering Fire [Base Ref Save +3 , Weapon Proficiency (any bow / crossbow) , Rapid Reload/Shot]
As a swift action, you can designate a 60-degree cone area within your weapon's range increment or 30ft (whichever's greater) where you can react to opponents' movement or attack. If the opportunity arises and your shot hits, the target suffers -10ft penalty to its speed or -2 on its next attack (depending on the action that triggered your attack), and cannot take swift/immediate actions until after its next turn.

Crippling Strike [BAB +3, INT 13, Spot 6]
You slash at your opponent’s wings, feet, knees, or some other body part used for movement.
Whenever you’re entitled to damage multiplier derived from one of your actions (crit, feats, circumstances etc), you may pick a movement mode used by your target, such as climbing, flying, or walking.
You reduce its speed by 5ft per damage multiplier forfeited. If you reduce its speed to 0, it cannot move on its next turn using that mode and is restricted to 5ft on further actions. A flying creature drops one maneuverability category for every 10ft of speed it loses (to a minimum of clumsy). At speed of 0 it immediately falls and takes damage as normal.
Note that this effect reduces a target’s base speed as well as its speed after accounting for armor and encumbrance.
The effects of this maneuver stack with other effects that reduce speed. They last until the creature receives healing of any kind.
Special: You cannot negate a creature’s movement if it moves without the aid of an obvious anatomical means, such as wings or legs. You target muscles, bones, etc. Thus, you could not negate the aerial movement of a wizard who is using a Fly spell.

Danger Sense [Uncanny Dodge, BAB +4]
You react to danger with uncanny effectiveness.
You may make a Sense Motive check (opposed by your opponent's Bluff check) immediately whenever any creature approaches within 60ft of you with harmful intent. If you succeed, you know the location of the creature even if you cannot see it.

Disgorgement Fist [Monk level 1 or Iron Strike, BAB +4, Heal 5, Spot 3]
You know how to make unarmed attacks with surgical accuracy, attacking the target’s diaphragm with incredible force, forcing it to disgorge the contents of their stomachs and lungs in a convulsive gasp.
You may use this ability either to save allies from the negative effects of ingested / inhaled poisons, or to injure your opponents.
When using Disgorgement Fist to negate poison, you must dedicate a standard action to centering yourself and prepare your target to receive the blow and then must strike them with an unarmed attack using your palm. You then strike your ally in the area between the stomach and chest. In order for this technique to be effective, you must perform it after the target has ingested or inhaled poison but before the saving throw against the secondary effects of the poison takes effect.
If the target is willing to receive the blow, you must make a successful attack vs. AC 10.
If the target is not willing, then the monk must succeed with a normal attack roll. If the attack roll is successful, then the targeted creature is entitled to a Fort save vs. DC [10 + ½ Heal ranks + WIS-mod] to resist the effect.
When Disgorgement Fist is successful, the target instantly disgorges the contents of their stomach and exhales their breath in a long gasp, vomiting and breathing out whatever non-magical ingested or inhaled poisons and toxins are within their body, negating the poison’s secondary effect.
The target is then nauseated for one full round.
You can also use Disgorgement Fist to deal normal damage and nauseate opponents without providing its beneficial effect.

Disrupt Special Ability [BAB +5, Crippling Strike, INT 15, Spot 8]
You chop at a creature’s eyestalk, slice at its mouth, or otherwise act to disrupt one of its special abilities.
You can make a full round action attack, selecting a part of the creature’s anatomy that is obviously the source of, or provides the impetus for a supernatural or Ex ability, such as a creature’s mouth (for a breath weapon) or its eyes (for a gaze attack).
You cannot target a spell-like ability unless the DM judges that the creature generates it through the use of some organ or other body part. If your attack hits, the creature loses the benefit of that ability until it receives magical healing or heals naturally.
Penalty: Disrupt Special Ability is a called shot (see the "Redefined Game Mechanics" spoiler, entry #5).

Double Step [Tumble 6, Jump 9]
When in light or no armor and light loaded, you can take a 10ft step instead of the usual 5ft-step.

Dragonscale Husk [Dragonfire Adept* level 2, Medium Armor Proficiency]
This works as the feat of the same name (DrMg; p.12), but does not burn armor proficiencies (I mean, WTF).
The armor benefit of this feat, when applied, replaces the DFA's nat. armor. Furthermore, when the husk is applied, its increase counts for determining the DFA’s energy resistance.
* see the added rules for the base class below (entry #6).

Dungeon Crasher [BAB +3 , Knowledge (dungeoneering) 6, Improved Bull Rush]
As detailed in Dungeonscape.

Dungeon Juggernaut [BAB +6 , Knowledge (dungeoneering.) 9, Dungeoncrasher, Combat Brute]
As detailed for the Improved Dungeon Crasher ASF in Dungeonscape ("Improved..." is highly unimaginative and is reserved for specific maneuvers).

Elusive Stalker [Fast Stealth Rogue talent, Ambush Rogue talent]
You can make a SA against an unaware target and Hide vs. that target immediately after attacking, with no penalty. You still need cover to hide and you take a -5 penalty to Hide vs. other creatures in the same room.

Expert Tactician [BAB +2, Int 13]
You are adept at reacting to changing circumstances.
Whenever you take the Ready action, you may ready two separate actions each with its own trigger.

Favored Enemy [Knowledge (according to the relevant monster group) 4]
You learn the best tactics for combating a particular group of creatures (as given for the core Ranger, treating all humaniods as one group).
You gain +2 to initiative, +1 to hit, +1 to AC and +2 to damage against a favored enemy.
This feat can be taken multiple times. Each time it is assigned to a different group of opponents.

Feint Buster Tactics [BAB +4 , Improved Feint]
You have mastered counter tactics vs. Feint.
Whenever you successfully deny an opponent’s Feint attempt, you may spend your immediate action to gain an AoO against them.

Fleet of Foot [Dex 15+, Run]
You can make a single 90-degree turn or two 45-degree turns while running or charging.

Flying Kick [PA, Improved Unarmed Strike, Jump 4]
You may make an unarmed charge attack on any opponent within range of your jump (if you fail to jump far enough, the attack is wasted). If the attack succeeds, you may deal unarmed damage as if you were one size category larger than normal, and you may add twice your normal STR-mod to the damage you inflict.

Forceful Combat [Cleave, Combat Brute, Improved Sunder]
- Advancing Blows: When successfully bull-rushing an opponent, on the next round you gain +1 hit and to all opposed rolls (feint/disarm/trip/…) for each 5ft he was pushed.
- Domino Effect: when successfully Bull Rushing an opponent with at least 10ft running start, if there’s someone behind him that you can Bull Rush, you can "Toss" (see the redefined Combat Brute feat) both of them.
- Sundering Cleave: When attacking an opponent's weapon, shield or other held object, if the object is broken, you can immediately make another attack against the same opponent or another object he holds.

Graceful Defense [BAB +4, CHA 13+, Mobility]
When wearing light/no armor (or med. armor with Armor Mastery), you add your CHA-mod as dodge bonus to AC. This technique cannot be combined with shield defense.

Graceful Edge [BAB +1, Weapon Finesse, Weapon Focus with a 1H medium weapon]
When fighting with a chosen weapon in your primary hand and no weapon or shield in your off-hand, you receive the following benefits:
- You treat the weapon as “Finesseable”.
- You receive a +1 Shield bonus to AC (+2 when Fighting Defensively or using Total Defense)

Hindering Bull Rush [Imp. Bull Rush, PA, BAB +6]
You receive a +2 bonus on checks made to bull rush a foe. This bonus stacks with the bonus granted by Improved Bull Rush.
Whenever you bull rush an opponent, his movement provokes AoOs from all of your allies (but not you).

Hindering Opportunist [Combat Reflexes, Imp. Trip, BAB +6]
If you hit an enemy with an AoO provoked by movement, your enemy loses a move action and is tripped.
The target of this attack may not counter-trip.

Horde Breaker [Cleave, BAB +8]
As a full round action, you may take a bonus 5ft-step every time you are entitled to a Cleave attack, which you may take either before or after the attack (but not both in between 2 cleaving attacks).

Improved Armored Invoking [lesser invocations class feature , no ASF in light armor]
You have learned how to minimize your movements while using your class-related invocations and no longer suffer any chance of ASF while donning medium armor.

Improved Deflect [BAB +4, Iron Strike / Monk level 1 / Weapon Focus]
A successful deflection allows an immediate retaliation with the same maneuver and at the same attack bonus. If your attack deals damage, the attacker also losses his next immediate attack (if any left before his next action).

Iron Strike [Improved Unarmed Strike]
Your Unarmed Attack does lethal damage.
To figure the damage, treat your BAB (+1/+7/+13/+19) as if it were a Monk's level (see the revised Monk, entry #6).

Last Stand [Diehard, Base Fort save +5]
Once a day per WIS-mod you may call upon your inner reserves to perform a Last Stand. You're rendered immune to fear and may continue fighting until you're dead. You cannot voluntarily end the effect or retreat while performing Last Stand, but you can cease if your opponent(s) surrender. If Last Stand is keeping you from dropping, you must have allies to take care of your surrendering opponents in order to cease.

Lightning Fists [monk level 6, DEX 15+]
Your combat skills allow you to attempt a series of blindingly fast blows.
While flurrying as a full round action, you can make an additional attack at your highest attack bonus, at the expense of -3 penalty to all attack rolls. Subsequently, you can make 2 additional attacks at your highest attack bonus, taking -5 penalty to all attack rolls. Applying this maneuver requires all the attacks to be made unarmed.

Mercurial Strike [Combat Reflexes, Quick Draw, BAB +8]
Whenever an opponent provokes an AoO from you when you're unarmed, you may draw a medium/small/tiny 1H melee weapon and make your AoO with it. If you hit, the target of your AoO is considered flat-footed against your attacks until the end of your next turn.

Mobile Assault [BAB +8, Dodge, Mobility]
When making full round multiple attacks you may take 5ft-step before, in between or after each attack, as long as the total distance doesn't exceed your base movement speed. You may not take more than a single 5ft steps in between 2 consecutive attacks.

Numbing Rage [CON 15+, Base Fort save +5, Rage]
While you are in rage you are immune to extra damage and penalties (such as movement restrictions from caltrops) stemming from pain. Non-lethal damage and its effects are postponed until the end of the rage.

One-Hand Bravado [Swashbuckler, 1H Weapon Specialization]
While using a 1H or light weapon in one hand and carrying nothing (other than maybe a buckler) in the other, the warrior can turn his body away from attacks, reducing his profile and openness to attack against a single selected opponent. The warrior gains +4 dodge bonus to AC and the equivalent of light fortification (a 25% chance of negating a critical hit or sneak attack).
The warrior can expend his focus as a swift action to put his whole weight into an all-out blitz. Until his next turn, the warrior doubles the number of attacks made with his light or one-handed weapon against the designated opponent, but in exchange he gives up his AGI to AC against all other opponents.
A warrior using this ability can receive extra attacks from the Haste spell and similar magical effects, but such attacks are not doubled by this ability. If at least half of the warrior's attacks hit during this full attack, the target must make a Fort Save, DC [10+1/2 BAB+DEX-mod], or be dazed until the end of the warrior's next turn.

One Man Gang [BAB +6, Combat Reflexes, Imp. Grapple, Powerful Built or Large+ size, Whirlwind Attack]
You are especially competent when fighting multiple opponents.
You benefit from this feat whenever you apply Whirlwind Attack.
Until the beginning of your next round, you:
1. Negate the bonuses granted to any opponent due to aid ally action to assist in attacking you.
2. Negate any bonus to attack for flanking you.
3. Gain +4 for all your defensive Bull Rush, Grapple and Trip checks.
Creatures larger than you are unaffected by this fighting style.

One Shot, One Kill [WIS 13, Far Shot, Dead Eye Shot, BAB +6]
You have devastatingly precise aim.
Whenever you take the Aim action with a missile weapon, on a successful hit you do 1d8 bonus damage for each attack that you normally have on a regular attack sequence. This damage is multiplied on crit.

Overpowering Assault [BAB +18, Imp. Bull Rush, Imp. Disarm, Imp. Sunder, Imp. Trip, Intimidate 15]
You make a series of specific attacks while pushing forward.
You start by attempting to either Disarm or Sunder your opponent's weapon.
If successful, it means that you've managed to remove your opponent's weapon out of the way and you may attempt to Bull Rush your opponent.
If successful, it means that you've managed to undermine your opponent's footing and you may attempt to Trip it (with follow-up attack).
If you hit, you undermine your opponent's confidence and can make an Intimidate check to unnerve your opponent.
Special: Specifically for this maneuver, you make all your attacks at your highest BAB.

Pierce the Wind [BAB 6+, Concentration 4, Far Shot, Precise Shot]
When firing in windy conditions, you may treat the wind as if it was two levels milder. This allows you to fire through a Wind Wall or similar effects.

Pinning Shot [BAB +4, Precise Shot, Spot 7]
You may attempt to skewer an opponent to the ground or his hand to the wall, or you might catch his clothing or armor with a well-placed shot.
When making a successful aimed shot (see the "Actions" spoiler in entry #5), in addition to normal damage (if you so choose to cause damage), your target must make a Ref save vs. DC equal to your attack roll or have its movement halted until the beginning of its next turn - upon which time it may free itself as a standard action by taking 1d4 damage (when a body part is skewered).
On a successful save, the target is merely slowed for 1 round

Pommel Strike [BAB +2, DEX 13, Weapon Focus: the weapon being used]
Once per round, when you miss on a melee attack against an opponent, and your attack would also miss their touch AC, you may shift your momentum and immediately make a free attack at -2 with the back side of your weapon. This attack deals bludgeoning damage equal to weapon's normal damage downgraded one size category.
Any extra feat/magic related damage is calculated as normal.
This feat does not operate in conjunction with TWF.

Rage [CON 15+]
While raging, you fight recklessly (see entry #5) and you gain +2 morale bonus to all saves, but you cannot use Perform, take actions that require patience or concentration to any degree, or make any other skill use that requires more than a full round action to complete.
Retreat is not an option while raging, but you can end your rage prematurely, by making a successful Will save vs. DC [12 + the remaining rage duration].
You can enter a state of rage once per 6 hours at most, and not while dazed, disabled, fatigued, frightened, staggered or stunned (or worse, of course). Once the rage is over, you’re fatigued until the end of the encounter and require the same duration (as you were enraged) of rest to recover.

Rending Thrust [BAB 8+, Weapon Mastery: Spears]
Whenever you successfully deal damage with a Spear (or Spear-based weapon) that's held 2H, you may choose to forfeit your next attack roll (requires having an available attack to "burn") and deal the weapon's base-damage as extra slashing damage. If the target can "bleed" (i.e. mostly living creatures), it must make a ref save (DC = [10 + 1/2 your BAB + your STR-mod]) or receive a wound that bleeds 1HP/round for 1d4+1 rounds.
Multiple rends cause multiple bleeding effects

Sharp Shooter [Far Shot, Precise Shot]
You can spend a move action to negate the benefit of Deflect/Snatch-Arrow or any other feat that grants (or is based on one that grants) defensive bonuses against ranged attacks.

Shield of Blades [Ambidexterity, Bladed Cover, TWF, wielding a pair of slashing weapons]
When applying total defense and not threatened in melee, all missile attacks from a 120-degree cone (selected by you) take -4 hit penalty and have 50% miss chance.

Siege Coordinator [BAB +5, Profession (siege engineer) 5]
You can use Aid Another action on siege weapons you command. This grants them a +4 bonus on attack rolls and +1 HD on Hull Damage rolls. You can command a number of siege weapons equal to your level at once, none two of which can be more than 100ft away (or 400ft away, if you have messengers at your disposal). All ballistic weapons you command also have their firing range increased by 10%.

Signature Enemy [Favored Enemy, Knowledge (monster group) 6]
Add +2 to initiative, +1 to hit, +1 to AC and +2 to damage against a particular type of foe that belongs to one of your Favored Enemy groups.
This feat can be taken multiple times. Each time it is assigned to a different type of opponent.

Silent Blade [Melee Weapon Mastery: any slashing group, Hide 9, Move silently 9, Sleight of Hand 9]
You have learned to strike without notice. If you use a masterwork slashing weapon to hit a flat-footed opponent from stealth, you can choose to have the opponent not realize that it has been hit until the start of your next turn. You then can roll a Stealth check with a -5 penalty per successful attack beyond the first to remain in stealth.
This ability doesn’t allow the opponent to ignore any of the other effects of your attack, such as ability damage from poison on your blade or falling unconscious when reduced to fewer than 0 HP.
If you fail the stealth check or choose not to roll one this attack provokes an AoO from all enemies nearby except the one attacked.

Slam Through [Monk level 1 / Iron Strike, Str 17, Con 15, Dungeon Crasher, Imp. Overrun, PA]
You gain a natural Slam attack dealing damage appropriate to your size (2d6 for a medium creature) + twice your STR-mod.
You also gain the Trample special attack. Creatures you successfully Overrun automatically take damage equal to your Slam attack.

Slashing Flurry [BAB +6]
When making a standard action attack or a full round action attack with a slashing weapon (or a pair of slashing weapons), you can make an additional attack at your highest attack bonus with a slashing melee weapon as part of a standard / full attack, albeit this attack and all other attacks are made at a -3 hit penalty.

Snatch Thrown Weapon [BAB +4, Base Ref +5, DEX 15+]
You can catch a weapon thrown at you (but not a missile shot from a device) as an immediate action and throw it back at the attacker, using your own attack roll (full BAB).
For doing so the defender must match (or beat) his opponent's attack roll.

Spinning Weapon Defense [BAB +4, Balance 4, Perform (dance) 4, Tumble 5, Ambidexterity]
You gain a +2 dodge bonus to your AC with a double weapon you're proficient with. Additionally, if you fight defensively, you cannot be flanked by attackers less than 4 HD greater than your own (stacks with UD).

Stone-Faced Soldier [Foot Soldier, Second Wind class feature, Braveheart]
You're immune to all forms of fear and you gain a +4 bonus to resist compulsion effects of all typed (charm, dominate, confusion etc), as well as a +2 bonus on initiative checks.

Strike from the Void [Greater Weapon Focus: Katana, Bluff 5, Concentration 6, Improved Feint, Quick Draw]
You have learned to surprise you foes by drawing your Katana and striking in a blink of an eye. To execute this maneuver, you must have your offhand free to hold the scabbard steady while drawing your blade 1-H. For this maneuver specifically, you feint against the 1st opponent that attacks you as an immediate action (you must be aware of the attacker). If successful and successfully hitting your target, you automatically score a critical hit. Iterative attacks can be made 2H.
Strike from the Void can only be initiated as your 1st defensive/offensive action of an encounter (once attacked and not seizing the moment – the opportunity is lost).

Strongarm Training [BAB +6, STR 15+, Balance 5]
You are trained at utilizing pole weapons (Staff, Spear etc) using one hand. If a double weapon is used with Strongarm Training, you may only use one side of the weapon at a time to attack with.

Sudden Strike of Opportunity [Sudden Strike class feature, Combat Reflexes]
You can make a Sudden Strike whenever you're entitled to an AoO.

Sudden Willow Strike [STR 13+, DEX 13+, FoB class feature, spears & polearms prof.]
You may flurry with spears and polearms.

Talons of the Beast [Ambidexterity, Imp. Grapple, Imp. Unarmed Strike, TWF]
If you make a successful attack with a light piecing weapon (except Rapier, which is too cumbersome for grappling), you can lose whatever weapon you’re carrying in your offhand and make a follow up (bonus action) grapple attempt at no penalties.

Tireless Rage [BAB +8, Numbing Rage]
You're no longer fatigued after raging.

Twin Blade Dance [Battlegrace class feature, proficiency with Scimitar, Ambidexterity, TWF]
The Bladesinger has mastered the technique of applying all Bladesinger features while duel-wielding a pair of Scimitars.

Two Weapon Whirlwind Attack [BAB +12, Perform (dance) 5, Tumble 5, TWF, Ambidexterity, Whirlwind Attack]
You make a Whirlwind attack with both weapons. All your attacks for the round are made at a -2 hit penalty.

Uncanny Reflexes [WIS 13, Uncanny Dodge class feature]
You sense danger before it happens.
You may add your WIS-bonus to your Ref saving throws.

Uncanny Scent [Scent, Wis 13 or Blind-Fight]
You can pinpoint the location of a scent when within 10ft per point of your Constitution or Wisdom bonus, whichever is higher.
Normal: You can pinpoint the location of a scent when within 5ft.

Vicious Strike [STR 17+, BAB +5]
You may apply PA when using a small/tiny, piercing/slashing weapon.

Watchman [CON 15+]
Your increased vitality and attentiveness grant you the following benefits:
- You need only half as much sleep as a normal person of your race would
- You can push yourself up to twice as long between sleep, but then you require normal sleep time.
- The penalty on listen checks while sleeping is reduced to -5 instead of -10.
- You're not staggered when you sleep is interrupted.

Whirling Havoc [BAB +18, Flawless Stride class feature, Whirlwind Attack]
You can make a Whirlwind Attack while moving up to your speed, taking -2 to your dodge AC. During Whirling Havoc you gain +4 on all opposed checks to resist Bull Rush, Deflect, Disarm, Grapple, Overrun and Trip attempts.

Shield Feats

>>=============== Modified Shield Feats

- Shield Proficiency (PHB) Valid to small & large shields only.

- Buckler Proficiency (New Feat) A separate proficiency that grants you a free hand at the expense of protection value.

- Tower Shield Proficiency (PHB) [Shield Proficiency] Encompasses Shield Wall feat (HoB).

- Improved Shield Bash (PHB) [Shield Proficiency] As given

- Shield Slam (CW) [Improved Shield Bash] Encompasses Shield Charge rather than depends upon it.

- Shield Sling (PHB II) As given, but requires only BAB +6.

- Shield Specialization [Shield Proficiency]
As an immediate action, you may force a foe that attacks you to roll a single attack roll twice, taking the worst of the two results.

- Shield Ward (PHB II) As given


>>=============== New Shield Feats

- Ironhide [Shield Ward]
To gain the benefit from this feat, you must be wearing a medium or heavy armor and must use a large / tower shield. You know how to use your armor and shield to protect yourself (or others) from harming effects other than weapon damage. You take less damage, equal to the AC granted by your armor and shield from acid, cold, fire & force effects (and electricity, if both your armor AND shield are non-conductive), and from falling rocks.

- Pummel [BAB +12, Shield Slam]
Shield Slam now stuns instead of dazes opponents that are struck by this talent.

- Reflexive Shield [Shield Ward]
You know how to utilize shield defense to the fullest of its usefulness and add your shield bonus on all Ref saves.

- Scatter [Imp. Bull Rush, Shield Bash]
As a standard action, you can clear a forward arc, throwing enemies back.
You make a standard attack against each foe within your frontal arc (45deg right & 45deg left), dealing normal damage.
You then make a Bull Rush attempt against each foe struck with this attack with a +4 circumstance bonus to your Bull Rush check.


>>=============== Omitted Shield Feats (due to irrelevancy)

- Agile Shield Fighter (PHB II)
- Improved Buckler Defense (CW)
- Pin Shield (CW)

Whip Combat Chain Feat

Crack of Fate [Weapon Specialization: Whip, Melee Lash]
When making a full-attack action with a whip, you can attack one additional time per round at your highest AB. All of your attack rolls take a –2 penalty when using Crack of Fate.

Crack of Doom [Greater Weapon Specialization: Whip, Crack of Fate]
When making a full-attack action with a whip or whip-dagger, you can attack two additional times that round at your highest AB. All attack rolls take a –5 penalty when using Crack of Doom.

Imposing Whip [Melee Lash]
You may perform AoOs against foes within 15ft.

Melee Lash [BAB +8, Third Hand (see below)]
When armed with a whip or other whip-like weapon, you threaten an area around you equal to your normal unarmed reach. You can make AoOs with the whip within that area. Additionally, you do not provoke AoOs by using a whip in combat, or by any other use of a whip, such as with the Third Hand feat.

Snaring Whip [Weapon Focus: whip, Improved Trip]
You may use your whip to entangle foes. Make a ranged touch attack. If you hit, the target is entangled. While using a whip in this way, you cannot use it to make normal attacks.
An entangled creature takes a –2 penalty on attack rolls and a –4 penalty on Dexterity.
You may hold onto the whip by succeeding an opposed Strength check with the target creature; if successful the entangled creature can only move within the range of the whip while entangled.
An entangled creature must succeed a DC 15 concentration check or be unable to cast a spell.
An entangled creature can escape with a DC 20 Escape Artist check (a full-round action). The whip has 10 HP and can be burst with a DC 25 strength check (also a full-round action).

Third Hand [Dex 13+, Weapon Focus (whip), BAB +4, Sleight of Hand 5]
When armed with a whip, you are treated as having a free hand that can reach as far as your whip’s reach, which you can use to manipulate objects, throw weapons etc.
With a successful grapple check, you can perform any of the following actions.
•• Deal your whip’s damage to your opponent.
•• Move at half speed and bring your opponent with you (though he keeps the same relative distance to you).
••Pull your opponent closer a number of squares equal to your natural reach (up to an adjacent square).

Vexing Trip [Greater Weapon Focus: whip, Improved Trip]
Whenever you successfully trip an opponent, that opponent provokes AoOs.


Rock Skipping Feats

It is common knowledge that all halflings practice throwing and skipping stones as children, a talent that leads many adults to favor thrown weapons well into their adventuring career. Rock-throwing tournaments accompany most major halfling gatherings, from weddings to the inauguration of a new sheriff, but the most fiercely competitive contests are held for their own sake. The participants in these games are often professional rock-throwers; athletes who make their living by traveling to various towns and winning cash prizes. The best of the best become famous for their uncanny aim and prowess, admired as sports stars and lusted after as sex symbols. These are the Rock-Skipping Champions.


Skipping Strike [Range Weapon Mastery: Rock-Sling-Bola (see entry #5), BAB +10 or Halfling with BAB +6]
When launching a stone, you can make it bounce from one target to another, damaging multiple opponents.
This grants a unique mechanical advantage:
If after hitting an opponent another is present within 10ft, you can make an iterative attack at -4.
If after hitting an opponent another is present within 20ft, you can make an iterative attack at -5.
If after hitting an opponent another is present within 30ft, you can make an iterative attack at -6.
This can go on for as long as your next AB is ZERO or higher (as usual for iterative attacks - see entry #5), but when an attack roll indicates a miss, the sequence ends.
Note: The above numbers include the ability to regain ownership on the launched projectile (basically: "Returning") and multiple re-bouncing between the same targets.

Bank Shot [Skipping Strike]
You have learns to bounce rocks off walls, trees, ceilings, etc., in order to make a difficult shot. While the Halfling must make a ranged touch attack roll to hit the wall, most walls have a touch AC of 1 (trees and such might be higher). If successful, the rock can bounce up to 180 degrees and continue on its way. This trick is used to attack opponents hiding behind cover (in which case it ignores that cover) or with which the halfling does not have line of sight (in which case regular miss chances for concealment still apply). Note that this still counts as a skip, so attacks made after a Bank Shot still suffer the usual penalty.

Spellcasting/Metamagic Feats

Arcane Breach [Arcane Apotheosis, able to cast Antimagic Field and Mage’s Disjunction without preparation]
Your superior knowledge of magical energies has granted you a power unmatched by others.
You may invoke spells prepared using Arcane Apotheosis (see the Mage class, entry #6) even from within Antimagic. This does not mean that once fully activated, they’ll function within one. However, one spell is an exception: Mage’s Disjunction. Prepared via Arcane Apotheosis, Disjunction will work even from within Antimagic (and cause it to collapse if the AoEs overlap).

Arcane Slash [able to cast 3rd level arcane spells, Arcane Strike, heavy blade (entry #4, 2nd spoiler)], Weapon Focus
As a standard action, you’re able to slice through the air, creating a 120ft line (5ft wide) of disruptive discharge that deals [1d6/SL + 1/CL + the weapon’s base damage] (no save).
The discharge is too fast to allow reaction and affects all within the AoE.

Arcane Webweaving [Mage 6, Concentration 6, Spellcraft 9, Enlarge Spell]
You have gained an understanding of the rudiments of the war weaving craft.
You can thread together unseen strands of life force to connect willing allies in a magically resonant network known as an Arcane Webweave.
With a silent act of concentration (DC 15, may take 10), you can connect a number of allies equal to your INT-mod.
Creatures must be within 30ft to have their life force woven into a Webweave, and they must be living creatures. Webweave lasts for 24 hours or until you weave a new one.
You’re always connected to your own Webweave, and you don’t count against the limit of allies that can be connected.
The advantages of Webweaving:
- One Spell for All: Once you have woven a Webweave, you can send your spells across the life-force strands to your allies. Although you cast but a single spell, you can have it affect every creature in your Webweave as if the group were a single creature.
- Selective Boon: You can exclude specific creatures connected to a Webweave from a spell if you like (e.g if one of them gets charmed or dominated, you wouldn’t want to make things easier for them to kill you).
Constraints & Limitations:
- Level Cap: The maximum level of a spell you can cast into a Webweave equals 1/3 your class level rounded down.
- Typical behavior: A Webweave doesn’t change the range of a spell (e.g. when you cast bull’s strength, you must touch each Webweaving ally you wish to affect).
- Beneficial effects: Only spells with the “harmless” designation in their saving throw entry or ones requiring willing targets can be cast into a Webweave. In addition, spells with a range of personal cannot be cast through a Webweave.
- Post-discharge distribution: If the spell requires decision-making on your part, you must make the same decision for everyone the spell is meant to affect. For instance, if you cast Protection from Elements, the same element selection applies to all recipients.
- Weabweaving allies are not spell-conduits: You can’t affect objects with spells cast into your Webweave, even if those objects are held by your allies (for instance, you can’t use Webweaving to apply touch-range enhancements to weapons held by others).

Automatic Metamagic [caster level 8, you must know at least 3 metamagic feats: with +1, +2 and +3 SL modifiers]
You can apply any one metamagic feat that you know to a spell you are about to cast. This does not alter the level of the spell or the casting time. You can use this ability once per day at 8th level and one additional time per day for every 3 CLs you possess beyond 8th. Any time you use this ability to apply a metamagic feat that increases the spell level by more than 1, you must use an additional daily usage for each level above 1 that the feat adds to the spell.
Note: A spell must be available for a regular application of a given metamagic feat before that metamagic feat can be applied for the given spell as Automatic Metamagic

Cannibalize [CON 13+, Concentration 6, Mage level 7]:
in times of need, when a spellcaster has exhausted his tolerance (see the spellcasting entry below) and cannot afford to fail his spell casting, he can feed off of his own life force to invoke a spell. Cannibalized spells deal 1 CON point of damage per strain cost of the spell being cast (see the spellcasting entry, 2nd spoiler).
Cannibalized spells are subject to spell failure and foil as normal, and function in all respects as standard spells.

Discharge Spell Siphon [able to cast at least 1 arcane force damage spell of 5th level or higher]
By first storing a siphoned spell into an item and unraveling its magic, you’re able to cause the item to detonate at your command. The siphoned spell may be detonated from immediately up to a number of rounds equal to your INT-mod. The detonated spell causes splash damage in a 10ft radius equal to Xd6 in damage, where X equals the stored spells level.

Enlarged Webweave [Mage 12, Spellcraft 15, Arcane Webweaving, Widen Spell]
You can stretch your magic across your Webweave beyond normal distances. Spells you cast through a Webweave have their range category increased:
- You can now cast spells with range “personal” as touch spells through your Webweave.
- touch spells become close range.
- close-range spells become medium range.
- medium-range spells become long range.
- Long-range spells stretch as far as your line of sight goes.
- Spells with fixed ranges other than “touch” have their range doubled.

Immediate Spell
You may cast a swift action spell as an immediate action.
This raises the spell's level by +2.

Mastery of the Elements [see below]
This feat provides the benefits specified for the Archmage's feature of the same name.
To qualify for this feat, one must know at least one evocation spell per element type (acid, cold, electric and fire) - Each of which of 4th SL or higher.

Quiescent Weaving [Mage 9, Spellcraft 12, Arcane Webweaving]
You have learned how to weave spells into your Arcane Webweave for later use.
The maximum number of spells you can store into your Weabweave equals 1/6 you CL.
Quiescent weaving enables you to prepare beneficial spells you know your allies will need in a crisis. You can release the quiescent spells right away at the beginning of a fight, as a move action, then commence with more offensive spellcasting.
To make a quiescent weave, you must designate the Webweave as the target for the spell as you cast it (regardless of what the spell’s normal target is). The spell is now woven into the Webweave in a dormant state; it doesn’t use up its duration or affect targets in any way.
When you release the spells in your quiescent weaving, they all instantly discharge together, and take effect in the order they were cast.

Seeking Spell
You may alter any ranged touch attack spell so that you take no penalty to your attack roll when firing at a target engaged in melee.
If your seeking-spell misses due to concealment or partial cover, you can reroll your miss-chance percentile roll one time to see if you actually hit.
A seeking spell count as one level higher than the spell's actual level.

Smiting Spell [Paladin PrC]
You can, as a once per encounter free action, channel your smite into any damaging spell you cast.
The resulting spell will deal an additional number of HP damage equal to your class level + CHA-mod to all who are affected by the spell.

Spell Shaping [see below]
This feat provides the benefits specified for the Archmage's feature of the same name.
To qualify for this feat, one must know at least one evocation spell per AoE type (touch, ranged touch, line, cone, spread, burst and chained/ricochet), and at least one from each 1st through 7th SLs.

Spell Tokenizer [INT 13+, able to cast Prestidigitation (5-levels straight) and 3rd level spells]
Drawing from your enhanced studies of Prestidigitation, you've learned how to effortlessly alter the color, sound, smell, and look of spells as you cast them. These changes do not alter the outcome of spells in any way, however they do make it more difficult for another Mage to identify a spell as it is being cast, which raises the DC of this task by 10 (by 5 for anyone that took this feat).

Spellfire [Arcane Strike, Spell Shaping, Mastery of the Elements]
This feat is quite similar to the Archmage's Arcane Fire feature, but deals 1d10 per SL plus 1d10 per casting stat modifier, but without taking class level into account.

Suppressible Spell
You may make any spell that is dismissible by the caster into a suppressible spell. When you would dismiss the spell, you may choose to have the spell suppressed instead.
While all effects of a suppressed spell cease as if it had been dismissed, the spell's duration continues to be counted. While suppressed, the spell is not ended by any action you or the target creature takes that would normally do so. For example, a character under the effects of a suppressed invisibility spell can attack without ending the spell.
At any time before the spell's duration fully expires, you may reinstate the spell. Doing so requires the same type of action as casting the spell in the first place, including any verbal or somatic components needed.
You must be within the spell's range from the area, object, or creature that was the original target of the spell in order to suppress or reinstate the spell effect.
If the spell affected multiple creatures or objects, you may selectively suppress or reinstate the spell's effects on each of the targets currently within range.
There is no limit to the number of times a spell may be suppressed or reinstated during the spell's duration, even if the duration has been made permanent with the permanency spell.
A seeking spell count as one level higher than the spell's actual level.

Touch Spell
You can cast a ranged spell as a more powerful touch spell.
Any spell with a Close, Medium, or Long range can instead be cast at a single target as a spell with the range of Touch and with a +2 bonus to its DC. Touch Spell does not augment SL.

Counterspell Feats

Counterspelling Mechanics Adaptation: You must know (permanently memorized - see the Mage base-class spoiler) and identify the spell. The strain toll is as if casting a spell of equal level

- Improved Counterspell (PHB-I)
You don't have to know the spell, but then you block the effect that targets you directly rather than disrupt another caster's spellcasting.

- Dampen Spell (PHB-II) [Improved Counterspell]
As described in PHB-II, but subject to the counterspell rules above.

- Deflect Ray (new feat) [Able to cast 4th-level spells, Improved Counterspell]
When counterspelling magical ray attacks, you can redirect it back at the caster or at anyone else within the ray's remaining range.

- Reactive Counterspell (MoF/PGtF) [Able to cast 5th -level spells, Combat Reflexes, Dampen Spell]
Counterspell as an immediate action.

- True Counterspell (new feat) [Able to cast 7th-level spells, Deflect Ray, Reactive Counterspell]
When counterspelling any magical effect, you can redirect it back at the caster or at anyone else within the spell's full range.

Bardic Music Feats

Incite Rage [Cha 19+, Rage, Bardic Music: Inspire Courage, Suggestion]
You may spend one use of your Bardic Music ability to incite rage in all of your allies who're currently affected by your Inspire Courage and can hear your voice.

Leader of the Pack [Bardic Music ability, Druid]
Your unique understanding of the effect music has upon animals allows you to inspire your animal friends to greater efficiency.
When you use your Bardic Music ability to inspire courage, inspire greatness, or inspire heroics in your animal allies, it gains double the normal benefits. For example, a 1st level druid/9th level bard could use inspire courage to grant his animal companion a +4 morale bonus to attack, damage, and saving throws against charm of fear effects, or he could use inspire greatness to grant it +4d10 Hit Dice, a +4 competence bonus to attack and damage, and a +2 competence bonus on attack rolls.

Musical Marksmanship [Bard 8 (Break the Silence), Perform (String Instruments) 12, Weapons Focus: longbow or shortbow]
You may use a lute, guitar, or other string instrument as means to fire bolt-like force missiles.
The bard can, as a standard action, make a single ranged touch attack.
If the attack hits, it deals [1d8 + class-level + CHA-mod] sonic damage.
Only one such bolt can be fired in a combat round.

Music of the Gods [CHA 21+, Green Ear, Requiem, Bard Level 17]
The Legendary bard is capable of using Bardic Music to affect even creatures that would otherwise (despite the prerequisite feats) be immune to the effects of his Bardic Music.

Panpipe Charm [Bard 3rd, Perform (panpipe) 6]
Through the use of this feat, a bard can mimic the Satyr’s power over pipe music.
The bard can use his Bardic Music ability to produce charm person, scare or sleep.
If and when the bard gains 10th level and 13 ranks in Perform (panpipe), he may then also use his Bardic Music to produce Charm Monster, Fear and Deep Slumber effects when playing the panpipe.

Reactive Countersong [Countersong class feature]
You can begin a countersong at any time, even when it isn't your turn, without readying an action to do so.
You can't use Reactive Countersong at the same time you are using Bardic Music ability, though you could stop an ongoing performance to begin Reactive Countersong.

Shadow Hymn [Bard level 9th]
By expending a Bardic Music use, the bard gains Darkvision out to 30ft for a number of hours equal to his or her Charisma bonus.

Tenebrous Tune [Shadow Hymn, Perform 15 Ranks]
Benefits: By spending two Bardic Music uses, the bard may cause all creatures affected by his Fascination Bardic Music ability to make a Will save (10 + ½ Bard Level + CHA-mod) or fall asleep for a number of rounds equal to 1/2 bard's class level, rounded down. This affects those who are immune to Mind affecting abilities, although they gain a +4 bonus. Those who are mindless gain a +8 bonus. This is an Ex ability.

The Heart, The Mind, and Soul (Su) [CHA 23+, Bard Level 17]
The bard’s Bardic Music not only breaks the silence, it now directly touches the heart, mind and soul of even the deaf and the blind.



Music of the Far Realm:

Eerie Chant [Bard 6, Knowledge (the planes) 7] The bard can emit a strange chant to confound those not tied to the Far Realms. To be affected, a creature must be within 60ft and able to hear the bard perform. The effect lasts for as long as the enemy hears the bard perform and for 5 rounds thereafter. An affected creature is sickened unless it succeeds on a Will save (DC = 10 + 1/2 class-level + CHA-mod). Success renders the creature immune to this ability for 24 hours. Creatures native to the Far Realms are immune to this ability.

Destructive Cacophony [Bard 9, Knowledge (the planes) 11, Eerie Chant] The bard’s music can warp and break items of this world. The effect lasts for as long as the bard performs and for 5 rounds thereafter. All objects within 60ft that can “hear” the bard perform must make a Fort save (DC [10 + Perform ranks) or lose the benefit of their hardness. Further, every round the bard can target an object in the area of this ability with a Shatter spell effect.

Music of the Shattered Spheres [Bard 12, Knowledge (the planes) 15, Destructive Cacophony] The bard can temporarily become a direct link to the Far Realms, channeling its pure madness into music. To be affected, a creature must be able to hear the bard perform. The effect lasts for as long as the enemy hears bard perform. An effected creature must make a Will save (DC = [10 + Perform ranks) or fall to the ground gibbering (similar to Hideous Laughter). Success renders the creature immune to this ability for 24 hours. When the performance ends, all affected creatures must make another save (same DC) or be rendered insane as the spell. In addition, during the performance, all creatures lose any immunity to mind-affecting abilities they may have. Creatures native to the Far Realms are immune to this ability.

Wuxia (Ki Feats)

Wuxia (pronounced "woo seeyah") means "martial arts chivalry" or "martial arts heroics".
Genre-wise, it means a form of martial arts magic.
It's impossible to ignore the fact that this genre is quite popular among many RPGers.
This is an attempt to integrate the more iconic Wuxia themed abilities (weightlessness, levitation, flight and force waves via swings with a slashing weapon) into my gaming rules, based on the use of Ki power.


Dispelling Strike [Channeled Ki]
By spending 2 Ki points as a free action, you can generate a touch-based Dispel Magic effect.
Special: This power may be combined with Ki Extend.

Hydra's Toxin [Monk level 10th]
By spending 2 Ki points as a swift action, you can force an opponent that you hit to immediately make a Fort save (DC 10 + ½ HD + WIS-mod) or be afflicted with either the Burning Blood toxin (1d6 Constitution damage) or the Freezing Blood toxin (1d6 Dexterity damage).

Ki Extend (Su) [Channeled Ki class feature, Ki Reinforce]
You can make ranged unarmed attacks, dealing fire or force damage, with a range multiplier of 10ft.

Ki Flight [9HD, Ki Levitate]
By spending 2 Ki points as a free action, the Monk may fly as the spell for 1 round.

Ki Float [Ki Jump class feature]
By spending 1 Ki point as a free action, the Monk can walk or run for 5 rounds across surfaces that wouldn't otherwise allow such passage (such as water, quicksand, rough terrain, floors on the verge of collapse, spear tips, blades of grass, narrow branches, or even another living creature).
Practically anything can support the character's weight, as long as he makes a Balance check vs. DC 25.
If he fails his check or fails to end his movement on a surface normally capable of supporting his weight, then the surface is treated as being unable to support him, as normal, and lose its integrity.
If the character makes an unarmed melee attack as his last attack, then he's capable of jumping on his next turn, treating the jump as if initiated by moving up to ½ his normal speed.
Note: This movement does not protect the character in any way from hazards the surface might have. Crossing lava, for instance, would deal damage to the character as if they'd been splashed with it for every move equivalent action / distance (whichever's greater) that they spend on it, making it a very dangerous prospect.

Ki Levitate [6HD, Ki Float]
By spending 1 Ki point as a free action, the Monk may levitate for 1 round.
While Ki Float allows one to move horizontally of frail surfaces, Ki Levitate allows one to move upward vertically.

Ki Reinforce (Su) [Ki Strike class feature, Concentration 10]
As a move action that doesn't provoke AoOs, The monk can spend 1 Ki point to imbue his attacks with a special Ki that deals force damage, based on how many ranks he has invested in Concentration.
Having 10 ranks results in an addition of 1d6 points of damage. With each 6 ranks thereafter, the extra damage increases by another 1d6.

Ki Slash [Ki Extend]
By spending 3 Ki points, the Monk may, as a standard action, swing a slashing weapon (including natural attack, from 10th level and on) and convert an attack with a slashing weapon into a 60ft line / 30ft arch / 15ft ½-circle force effect that would deal the same amount of damage as his physical attack would to anyone in the AoE.
Targets in the AoE that are able to see the monk perform this attack are entitled to a Ref save vs. DC equal to the monk's attack roll to take 1/2 damage. Quivering Palm [Freezing the Lifeblood, Heal 10 ranks, WIS 21+, Monk level 15]
Quivering Palm is a death effect (DC [10 + class-level +WIS-mod]) that requires 3 Ki points and a standard action.

Knockback [Stunning Fist, Improved Bull Rush]
By spending 1 Ki point as part of an attack, a successful strike bull rushes the target, does not provoke an AoO, and you do not move from your square.

Veils of the Void [Monk level 17]
You've learned to wear empty space as a veil, contorting impossibly, being elsewhere than you appear to be, and hiding yourself behind veils that should not be able to hide your form.
You may activate Ghost Step using 3 Ki points. Doing so makes you count as ethereal vs. all opponents on the material prime and as material vs. all opponents who're ethereal, while you treat all targets as if they where material.

Wake of Destruction (Su) [STR 20+, Burst of Speed & Psychic Strike class features, Dungeon Juggernaut, Rage, Ki Slash, Powerful Built, Rage, Run, Slam Through]
This ability is the pinnacle of charging power. It combines incredible brute force and willpower, translating the attacker's charge into a destructive wave of force.
Once per encounter (and no more than 1/day per CON-mod), by investing 3 Ki points, expending his Combat Focus & Burst of Speed simultaneously and charging a distance equal to twice his augmented speed while enraged, the character can unleash a force so great that even the wake of his charge can prove lethal to those nearby.
1st, his base damage multiplier is increased by 2 steps (stacks with any other multiplier).
2nd, his charge path (and an additional 10ft length ahead of him) becomes a 20ft wide line of force, dealing a number of d10s equal to [BAB + STR-mod] (Fort save for 1/2 damage vs. DC [10 + 1/2-BAB + STR-mod]).
3rd, anyone (and everything) caught in the effect is also Bull-Rushed. Those that succumb are also rendered prone. Furthermore, those in the area of effect must make a Fort save (DC [10 + 1/2-BAB + STR-mod] or become stunned for 1 round and deafened for 2d6 minutes).
During Wake of Destruction, the character counts as being 1 size larger and gains an additional +8 circumstance bonus to his Fort & will saves and to all opposed Bull Rush, Overrun and Sunder checks.
This exertion of the character's physical & mental reserves carries a severe toll with it:
1. The character is rendered dazed until the end of his next combat turn.
2. He immediately loses his rage.
3. He may not regain his Combat Focus until he’s rested for at least 10min.
Note: Wake of Destruction cannot be issued if the character's movement is slowed for any reason.

Martial Feats to Battle the Supernatural

Banishing strike [Warrior 12, WIS 15+, CHA 13+, Knowledge (religion) 5, Spellcraft 7, Dust of the Damned]
A number of times per day equal to [class-level / 6 + WIS-mod] (min 1), the warrior can make a special attack against an outsider. If the attack hits (touch attack will do), the warrior may enhance his attack with Dismissal effect (Will save vs. DC = [10 + 1/2BAB + WIS-mod]), attempting to force the creature back to its native plane (there is a 20% chance of sending the subject to a plane other than its own. If the attack misses, the attempt is wasted.

Crom’s Hammer [Warrior 4 or BAB +7, Craft (weaponsmith) 2, Knowledge (religion) 2, Pierce Magical protection, worshiper of the god of war]
You call upon the blessings of the god of war to imbue your weapon with whatever metallic property you require.
As a move action that doesn’t provoke AoOs, you make your weapon count as either adamantine, cold iron or silver for the remainder of the encounter. You may repeat the ritual to imbue your weapon with multiple effects.
Only masterwork metal weapons may be affected in this manner.

Dust of the Damned [Warrior 6 or BAB +9, Spellcraft 4, Knowledge (religion) 4, Pierce Magical Concealment, Pierce Magical protection]
You have learned an ancient battle ritual that taps into otherworldly forced and allows you to strike true against incorporeal opponents by reciting a long-forgotten war chant as you fight.
This feat was originally created in ancient times, to allow warrior heroes to do battle against Ghosts. The end result turned out to be effective against all incorporeal opponents.
As a standard action that provokes AoOs, you may recite the chant you have learned. For the next 1d6+4 rounds, your weapon is enhanced with the Ghost Touch property.
You may call upon Dust of the Damned a number of times a day equal to your WIS-mod (min 1).

Shatter Magical Protections [Pierce Magical Protections, INT 15, Spellcraft 4]
You may apply the benefits of Pierce Magical Protections as a conventional attack rather than a Standard action.

Spell Deflection [DEX 15+, BAB +9, base Ref +3, Improved Deflect, Mage Slayer + see below]
You can spend an immediate action to turn any spell effect directed at you that requires an attack roll back at the caster or anyone else within the spell effect’s range, using your own attack roll. In order to deflect a spell effect, a masterwork weapon with reflective surface or a masterwork steel shield is required. Furthermore, you must have Greater Weapon focus or Improved Shield Bash, respectively.
If the attack doesn’t miss, you must first beat your attacker with your own attack roll.

Heritage Feats

Some of these feats already appeare in official WotC publishing, but I've decided to put all heritage feats in one place, just to put things in order.


Draconic Heritage Feats

These feats are quite similar to their CArc version, but they've been modified to better fit these house rules.


Draconic Heritage [Mage Level 1, Dragontouched]
You have a strong connection with your distant draconic bloodline.
Choose one dragon from the Draconic Heritage list below and gain the indicated skills as class skills.
This is your draconic heritage, which cannot be changed once the feat has been taken.
In addition, you gain a bonus on saving throws vs. sleep and paralysis equal to the number of draconic feats you have.
Note: Half-dragons must choose the same dragon kind as their dragon parent.

Draconic Breath [Draconic Heritage]
As a standard action, you can change your spells into a breath weapon of your draconic heritage energy type.
The breath weapon is a 30ft cone (fire or cold) or a 60ft line (acid or electricity) that deals 2d6 points of damage per level of the spell that you expended to create the effect.
This is a supernatural ability.
This feat makes you eligible for taking metabreath feats.

Draconic Claw [Draconic Heritage, BAB +4]
You develop the natural weapons of your draconic ancestors.
You gain claws. You can make a natural attack with your claw, dealing damage based on your size (Small 1d4, Medium 1d6, Large 1d8).
In any round when you cast a spell with a casting time of 1 standard action, you can make a single claw attack as a swift action vs. an opponent you threaten.

Draconic Flight [Draconic Heritage or DFA]
After you cast an arcane spell with a casting time of 1 standard action, or use an invocation or the Draconic Breath feat, you gain a fly speed equal to 10ft per level of the spell you just cast for the remainder of your turn.

Draconic Legacy [Any 4 draconic feats]
Based on your draconic heritage (see the table below), add the given spells to your list of spells known.
Each spell is added at the level that a spellcaster would normally gain it unless otherwise indicated.
Special: if any of the spells you would gain from this feat are spells you already know, you can pick another spell that a Mage would ordinarily have available to him at that same level.
Special: A DFA gains the above powers as (Sp) abilities - each usable once per day.

Draconic Power [Draconic Heritage or DFA]
Your caster level increases by 1 and you add +1 to the save DC of all arcane spells, invocations and Su attacks with the energy descriptor of the same energy type as determined by your draconic heritage.
Special: If the Energy Substitution feat is used to modify a spell, this feat will work if the new type of energy matches the energy type of your draconic heritage.

Draconic Presence [Draconic Heritage or DFA]
Whenever you cast an arcane spell or use an invocation, all opponents within your reach who have fewer Hit Dice than you become shaken for a number of rounds equal to the level of the spell you cast.
The effect is negated by a Will save vs. DC [10 + SL + CHA-mod].
A successful save indicates that the opponent is immune to your draconic presence for 24 hours. This ability does not affect creatures with an Intelligence of 3 or lower or creatures that are already shaken, nor does it have any effect on dragons.

Draconic Resistance [Draconic Heritage or DFA]
You gain resistance to the energy type of your draconic heritage equal to three times the number of draconic feats you currently have (including draconic feats you take after gaining this feat).

Draconic Skin [Draconic Heritage or DFA]
Increases your Natural Armor and breath weapon resistance vs. your draconic heritage damage type by +1 for each draconic heritage feat you possess.



Code:
Heritage	Heritage Class Skills 		Breath Energy Type	Legacy Spells
=============================================================================
Black Dragons	Hide, Move Silently, Swim	Line of acid		charm animal (snakes & lizards), deeper darkness, insect plague
Blue Dragons	Bluff, Hide,Spellcraft		Line of electricity	major image, mirage arcana, ventriloquism
Brass Dragons	Bluff, Gather Info, Survival	Line of fire		charm person, dominate person, plant growth
Bronze Dragons	Disguise, Survival, Swim	Line of electricity	detect secret doors, suggestion, true seeing
Copper Dragons	Bluff, Hide, Jump		Line of acid		obscuring mist, sleet storm, wall of ice (5th level)
Gold Dragons	Disguise, Heal, Swim		Cone of fire		control winds, endure elements, tongues
Green Dragons	Bluff, Hide, Move Silently	Cone of acid		control water (5th level), speak with animals, water breathing
Red Dragons	Appraise, Bluff, Jump		Cone of fire		silent image, stone shape, wall of stone
Silver Dragons	Bluff, Disguise, Jump		Cone of cold		bless, daylight, dispel evil
White Dragons	Hide, Move Silently, Swim	Cone of cold		air walk (5th level), feather fall, wind wall
	

Outsider Heritage Feats

On very rare occasions, usually due to some cosmic event, creatures are born with an affinity to the denizens of one of the alignment associated planes of existence. Such creatures always possess an alignment aspect corresponding to their heritage and gain the first heritage feat of their heritage.


Fiendish Heritage (evil)

Fiendish Heritage [1st level only]
You are descended from creatures native to the Lower Planes.
You gain a +4 bonus on Fort saving throws against poison. You also gain a +1 bonus on saving throws against spells or other effects that target evil aligned creatures or which are exceptionally potent against evil aligned creatures.

Fiendish Skin [Fiendish Heritage]
You gain DR (overcome by good) equal to 1 + the total number of feats you have that list Fiendish Heritage as a prerequisite (including this one and such feats that you take after gaining this one).

Fiendish Power [Fiendish Heritage, character level 3rd]
Your caster level and save DCs for evil spells and invocations increase by 1.

Fiendish Presence [Fiendish Heritage, character level 6th]
You gain the following spell-like abilities, each usable once per day: cause fear, detect thoughts, and suggestion. Your caster level equals your character level.

Fiendish Legacy [Fiendish Heritage, character level 9th]
You gain the following spell-like abilities, each usable once per day: teleport (self plus 50 pounds of objects only), summon monster V (fiendish creatures only) and unholy blight. Your caster level equals your character level.

Celestial Heritage (good)

Celestial Heritage [1st level only]
You are descended from creatures native to the Celestial realms.
You gain a +3 bonus on saving throws against polymorph and petrifaction effects.

Celestial Skin [Celestial Heritage]
You gain DR (overcome by Evil) equal to 1 + the total number of feats you have that list Celestial Heritage as a prerequisite (including this one and such feats that you take after gaining this one).

Celestial Power [Celestial Heritage, character level 3rd]
Your caster level and save DCs for good spells and invocations increase by 1.

Celestial Presence [Celestial Heritage, character level 6th]
You gain the following spell-like abilities, each usable once per day: aid, commune, and detect evil. Your caster level equals your character level.

Celestial Legacy [Celestial Heritage, character level 9th]
You gain the following spell-like abilities, each usable once per day: teleport (self plus 50 pounds of objects only), summon monster V (Angelic creatures only), and Holy Smite. Your caster level equals your character level.

Fey Heritage (chaotic)

Fey Heritage [1st level only]
You are descended from creatures native to the fey realms.
You gain a +3 bonus on Will saving throws against Illusion effects.

Fey Power [Fey Heritage]
Your caster level and save DCs for Illusion spells and invocations increase by 1.

Fey Skin [Fey Heritage, character level 3rd]
You gain DR (overcome by cold iron) equal to 1 + the total number of feats you have that list Fey Heritage as a prerequisite (including this one and such feats that you take after gaining this one).

Fey Presence [Fey Heritage, character level 6th]
You gain the following spell-like abilities, each usable once per day: charm monster, deep slumber, and disguise self. Your caster level equals your character level.

Fey Legacy [Fey Heritage, character level 9th]
You gain the following spell-like abilities, each usable once per day: confusion, dimension door, and summon nature's ally V. Your caster level equals your character level.

Infernal Heritage (lawful)

Infernal Heritage [1st level only]
You are descended from creatures native to the upper realms.
You gain a +3 bonus on Will saving throws against Enchantment effects.

Infernal Power [Infernal Heritage]
Your caster level and save DCs for Enchantment spells and invocations increase by 1.

Infernal Skin [Infernal Heritage, character level 3rd]
You gain DR (overcome by Chaos) equal to 1 + the number of feats you have that list Infernal Heritage as a prerequisite (including this one and such feats that you take after gaining this one).

Infernal Presence [Infernal Heritage, character level 6th]
You gain the following spell-like abilities, each usable once per day: Charm Monster, Blindness/Deafness, and Disguise Self. Your caster level equals your character level.

Infernal Legacy [Infernal Heritage, character level 9th]
You gain the following spell-like abilities, each usable once per day: Speak with Dead, Order's Wrath, and summon nature's ally V (Lawful creatures only). Your caster level equals your character level.

Misc Feats

Bestow Spell-Like Ability [knows the spells Enchant Item & Permanency]
You may bestow a recipient with a SLA.
This costs the recipient a permanent CON loss equal to the [spell-level + 1] of the desired effect.

Bestow Supernatural Ability [Bestow SLA, Spellcraft15]
Same as Bestow Spell-Like Ability, but the CON loss is increased by +1.

Cackle [able to cast 4th level witchcraft spells]
A witch can cackle madly as a move action.
This extends the duration of some of the witch's active spell effects within 60ft by 1 round.
Cackle can affect all spells that cause some kind of a condition and have a duration that's measured in rounds.
Cackling increases the witch's effective CL by +4 for the purpose of resisting dispelling/removal.
Note: There’s nothing to stop a good witch from taking this feat, but most simply find it distasteful.

Compelling Voice [1st level only]
You have not only a way with words, but an almost supernaturally compelling voice.
You gain a +1 competence bonus on all Bluff, Diplomacy, and Gather Information checks, and a +2 competence bonus on all voice related Intimidate and Perform checks.

Earth Sense [Dwarf or Undermountain Dwarf, Con 15, Wis 15, Blind-Fight, Concentration 8] You gain Tremorsense out to 30ft.
As long as you are touching the ground, you notice the direction and distance of each creature within 30ft that is also touching the ground - even when they're motionless.

Extra Ki [Ki Pool, BAB +3]
When you take this feat, your daily Ki pool increases by 2.
You may take this feat a once per +3 BAB, capped by your WIS-mod. Each time adds a further 2 points to your daily Ki pool.

Innuendo [Bluff 4, Sense Motive 4, Spot 4]
This feat allows you to utilize Bluff, Sense Motive & Spot for gaining the use of Innuendo described in the PHB. It's simply a separate field of practice, so it requires a feat, but it grants other options that are not specifies in the PHB:
- With a successful DC 30 check you're able to relay detailed messages (such that require specific locations, people, times etc).
- With 20 or more ranks in Innuendo, you're so attuned to conversations with secret messages that noticing them becomes effortless. Within 30ft of a conversation containing a secret message, you're entitled to a check to intercept the transmitted message as if actively listening for it (might require a successful Listen check).

Introspective
A new skill feat. You gain +2 to both Autohypnosis and Concentration

Iron Lungs [Endurance, Swim 4 ranks]
You had extensive training holding your breath. You double the duration you can hold your breath in all situations. You also gain +2 competence bonus to all Swim checks.

Master Linguist [Mastery in 3 or more languages]
You gain 1 SkPt per level to apply exclusively for Speak Language. This grants you 1 language point per level for every Bard level you possess and 1 language point per 2 levels in any other class level you possess.
Furthermore, you need not ever again spend SkPts to become literate in a language and you recall all SkPts previously invented for literacy, except the 3 points invested in the prereq languages.

Medium [WIS 13+, CHA 13+, Knowledge (religion, the planes) - 2 ranks each]
By sitting down in a location where a deceased has dwelled for a period on 1 month or longer, the Medium may allow a deceased's spirit to possess his body for short periods of time - up to [10 + CHA-mod] rounds.
To establish this possession, a Medium needs to concentrate uninterrupted for 1 min while calling out aloud to the spirit, inviting it to come in, and make a DC 20 Concentration check.
Once the spirit is so housed, nearby individuals (one per round) may present questions to it (a single question per round). The Medium must then succeed a DC 15 Concentration check. If successful, the spirit answers to the best of its abilities. If the Medium fails his Concentration check, the link between himself and the spirit is blurred for that round.
A Medium can attempt to establish such a connection no more than once per day per class level.

Pole Vault [Balance 3, Jump 5, Tumble 2, Acrobatic]
By using a pole 1-1/2 times longer than your height and making a Jump check after 1 round of uninterrupted preparation, you may increase your jump check by +15.
You may hang on to your pole at the end of the pole vault, provided your destination is a position that can support twice your weight, taking 1d4 damage in the process - unless your destination is well cushioned.
If you fail your Jump check, you end up prone at a distance appropriate to your Jump check.
Note: This feat takes into account the fact that in medieval adventures there should be no flexible fiberglass poles to optimize pole vaults and no landing mattresses to cushion the false. And yet, pole vault wasn't invented in the 20th century, so it should provide a significant benefit to those that learn how to properly utilize its advantages.

Radiant Beauty [on character creation , CHA 15+ , Humanoid or Fey type]
Your physical attractiveness and allure gives +2 to Diplomacy and Bluff checks made against creatures with an Intelligence score above 2 which are capable of appreciating your attractiveness.

See no Evil [able to cast spells or use Su/Sp abilities]
You simply don't see how something is evil, like Necromancy ("What's so wrong about animating dead flesh? You animate fire and earth all the time")
A person with this feat may not see something as evil, and use it normally without fear of corruption and it just doesn't affect your overall personality and characteristics. You can use [evil] spells and abilities normally and without shifting alignment.
Special: This feat doesn't affect god-given powers such as divine spellcasting in which you don't have a say in whether or not you can take a spell. Neither does it affect otherwise evil acts such as killing innocents, or making a pact with a demon.

Taunt [Perform (comedy/mime/oratory) 5]
As a Standard Action, you may attempt to enrage a single melee opponent. If your opponent fails its Will save (DC = your Perform check), the enraged opponent must focus all his/her attacks on you, ignoring all others, until it makes the save (or at least must include you, when casting multiple-targets spells & effects) or you're disabled/helpless/pinned/dead for whatever reason.
The enraged opponent fights recklessly (see entry #5).
A target can only be taunted (whether successful or not) once per encounter.
By taking a -5 penalty on your Perform check, you can also provoke an opponent to attack a target it is unfriendly with. By taking a -10 penalty on your Perform check, you can provoke it to attack a target it is indifferent towards.
Note: This feat replaces Goad (CAdv; p.109).

Ventriloquism [Bluff 2, Mimicry 4]
You're so skilled with your voice that you can replicate the effect of a ventriloquism spell, though this ability is not magical. If you make a Bluff roll and the observers fails their Sense Motive check they believe the sound is coming from where you want them too. The range of this ability is 30ft radius around, and if the observers don't have line of sight to you they are at a -5 to their Sense Motive roll. You may change the sound of your voice, make different sorts of noises, and so on, so long as the noises are something that could conceivably be made vocally by you.

Walking Mediation [Monk level 6th, Autohypnosis 5, Concentration 8]
A monk who has mastered the art of meditating without moving can also enter a meditative state that allows him to speak, to observe the world around him and to move as normal. This state of enlightened awareness, at once travelling the earth and the realms of the mind and spirit, is known as the art of Walking Mediation.
Entering a state of walking meditation requires 10 minutes of preparation, a DC 30 Concentration check and a maintenance cost of 1 Ki point per hour – meaning that as long as Walking Meditation is practiced, the monk’s Ki pool maximum is decreased by -1.
- The monk adds his Wisdom modifier to his initiative checks.
- While not engaged in combat, running or other intensely straining activities the monk is considered to be fully resting, for all intents and purposes. The following conditions also negate Walking Meditation: Confused, Dazed, Disabled, Exhausted, Fascinated, Frightened, Nauseated (or any of their more severe steps).
Special: Elves gain this feat as a bonus feat at 6th Monk level, if they meet the skill requirements.

Widen Aura [Cha 20, Knowledge (religion) 15, any aura class ability]
The AoE of a specific class-feature aura is extended by 10ft.



Denial

These are (for me) basically nostalgia-derived feats.
Back in the days of OD&D, when there was absolutely no excuse in the world for taking a Halfling character, they tried to give this race some added value when they published "The Five Shires" gazetteer.
Thematically speaking it was wonderful. However, mechanically speaking it was weird and too cumbersome. One of the more eye-catching ideas was "Denial" - an ability that gave a race of warriors a shot at coping with spellcasters.
So here's an attempt to "import" the idea and make it applicable to the 3.Xe mechanics while preserving the original feel. As for "goodies" for the other races... I'll leave them for others who are interested to come up with them.



Denial [Hin (Halfling) only, WIS 13+, CHA 13+, base Fort save +5]
Using the ready action, Warrior's Tide of Battle ability (see the Warrior class, entry #6) or any other acceptable action, the character may throw himself in the way of a spell or a (Sp) ability, and stop it from causing harm to the intended target.
This is done by the character launching himself in front of the caster, shouting "No!".
To succeed, he must make a saving throw as if he were the intended target of the spell. If the character is indeed the intended target, he saves at +2.
If the save is successful, the spell has no effect.
Denial may only be used when the character is within the borders of a Hin Homeland (Five Shires, Leehashire etc).
Whether successful or not, using this ability more than once in a given day deals 1 CON damage to the defender. This damage cannot be cured with spells, (Su) or (Sp) effects, only via normal rest.

Directed Denial [Denial, base Ref save +3]
When making a Denial attempt, the character may reflect the effect back onto the caster for full effect, by beating the save DC by +5 or more. The reflected spell's DC is recalculated using the defender's CHA-mod instead of the caster's ability modifier.
Directed Denial, whether successful or not, deals 1d4 CON damage (1d4+1 for repeated attempts during a given day).

Hin Master [Directed Denial, Druid level 13th]
A Hin Master carries his homeland in his hart. He hears his peoples' echoes whispered in the wind. He reaches out to his homeland through the very foundations of the earth.
The character may now use Denial whenever he benefits from his Nature Sense class feature.
Furthermore, he automatically negates 1 CON damage on each failed attempt and 2 CON damage on each successful attempt.



Writer's note for those readers that have previously encountered Hins' Denial somewhere else: I saw no point in trying to incorporate the partial effect stuff, because there are already plenty of means for reducing or resisting effects, so I concluded that the "All or Nothing" approach would be quite enough.
Vulcan-Exclusive Feats

Through contemplation and meditation, vulcans have unlocked 3 feats that require vulcan blood, mind and logic:

Mind Meld [Vulcan, 3HD, Autohypnosis 6, Concentration 6, Introspective]
The monk may form a mental bond with another willing or unconscious target with INT-score 1 or greater, by touching the target's face, concentrating for 2 full rounds and spending 2 Ki points.
Mind Meld is extremely hard to maintain. It costs 1 Ki point per round to maintain the Mind Meld.
Alternatively, a Mind Meld can be maintained from a distance of up to 3ft, but then it requires double the Ki investment - both to establish and maintain.
During a Mind Meld, both can probe each other's memories for whatever question their counterpart can answer (1 question per round) and can sense their counterpart's surface thoughts, emotions and intentions toward them (no save on both sides).
Willing targets do not get a Will save, but unconscious creatures can make a Will save (DC 10 + ½ character level + WIS-mod) to resist such attempt.
Once a Mind Meld begins, both sides are locked helpless, until the initiator either willingly breaks the meld or runs out of Ki to maintain it.
A commitment given under Mind Meld cannot be broken unless Break Enchantment or a more powerful abjuration spell is used, but such intent in advance is revealed during the Mind Meld.

Tal-Shaya [Mind Meld, Monk level 6th, Freezing the Life Blood]
The monk may perform a devastating nerve pinch against a foe one size larger than itself or smaller. In order for this attack to be effective, the target creature must have a visible neck and cannot be immune to critical hits. This attack is a standard action melee touch attack that consumes 2 Ki points. If it succeeds, the target must make a Fort save vs. DC [10 + 1/2 Monk level + WIS-mod], or be knocked unconscious for 1d6+6 minutes.

Logical Mind [Vulcan, Monk level 9th, Autohypnosis 12, Concentration 12, Introspective]
The monk has learned to suppress his emotions to an extreme.
He's constantly treated as though under a permanent form of Mind Blank.
When Mind Blank class feature is gained, the monk receives total immunity to all mortal-level mental manipulation.

Follow-Up Feats

Some extraordinary combat situations may render your opponent open for a particularly potent attack during your following combat turn. The following feat-chains are just a handful of suggestions. Many others could exist, built more or less to use similar mechanics to the ones given below.
Applying a follow-up always ends the condition that has made it possible in the 1st place.

>> ------------

Arcane Strike
- Spell Continuity

Spell Continuity [Arcane Strike, CL 8th]
You have learned how to maintain a steady flow of magic between yourself and a foe you've successfully targeted with Arcane Strike for 1 round.
Within the next combat round, if your target did not make any kind of teleportation and you're not threatened, you can Still-Spell target it with any spell that may target a single opponent (including touch attacks) at no extra strain cost, making an automatic successful hit. A Mage possessing this feat knows when he's been marked for Spell Continuity.

>> ------------

Dazzling Display
- Foiled Defense

Dazzling Display [Weapon Specialization, Weapon Mastery]
While wielding an appropriate Weapon, you can perform a dazzling display as a full-round action.
Make an Intimidate check against all foes within 30ft who can see you. You can substitute an attack roll in place of your Intimidate check if it is higher.

Foiled Defense [Dazzling Display, BAB +11]
Opponents who are shaken by your Dazzling Display on the previous round are flatfooted against any attacks you make using the weapon you used to perform Dazzling Display.
Any such opponent you hit takes double damage plus 1 CON-point from bleeding.

>> ------------

Scorpion Style
- Gorgon’s Wrathful Fist

Scorpion Style [8th level Monk]
Make a single unarmed attack as a full-round action. If the attack hits, you deal damage normally and the target’s base land speed is reduced to 5ft for 1 round, provided it's 1 size category lerger than you or less.

Gorgon’s Wrathful Fist [Scorpion Style, 12th level Monk]
As a full round action, you can make 2 extra unarmed attacks, at your highest attack bonus, against a target that you hit with your Scorpion Style in the previous round. Furthermore, your stun DC against that foe is raised by +4.

>> ------------




    Spellcasting, Spells & Domains and more
  Entry #3    




My own opinion on official spellcasting

There are basically 6 methods of Invoking magical effects:
-Arcane (Mage, INT based): Magical Weaving. Magical Weaving is the scientific approach to magic.
-Divine (Priest, WIS based): Bending reality to your belief-driven will by drawing from the upper/lower planes.
-Natural (Druid, WIS based): Bending reality to your belief-driven will by drawing from the strength of the land.
-Charm-Spinning (Bard, CHA based): Casting spells via sheer force of personality. In terms of technique, his spell casting technique is sort of divine-arcane hybrid – sort of "charming" reality to cooperate with you and spinning the magical energies around yourself, selecting the desired effect "on the fly". The bard's spell progression remains unchanged. Bardic music is another way of spinning the magical energies into a desired effect.
-Witchcraft (Witch, INT based): Occult rituals that draw power from the essence of powders, liquids, crystals, minerals, symbols, plants and animal remains.
-Eldritch (Sorcerer (core Warlock themed), CHA based): Inborn magical affinity that offers a limited amount of inexhaustible abilities.

Notes on magic in general:
- Spells are basically not cast/prepared in advance. I've always had major issues with the Vancian approach to spellcasting. In the days of OD&D they told us that spells are memorized and forgotten. This is totally counter-intuitive to how memory works. Then came 3.0e and told us that a 20th level wizard can have 180(!) spell levels activated upon himself and ready for triggering within an hour(!) of morning study. And like "until now" no one has learned how to trigger them violently and burn the wizard to a cinder because...?!
- Magic-items are scarce – scarce enough so that people almost never sell them willingly. Each magical power requires special components to manifest in magical items – a combination of creatures' organs and/or precious materials of various sorts (some of which might not even exist on the prime material plane).
- The only class that needs material components for casting spells is the Witch class (see below) that draws power from the essence of physical substances and items. Other classes only require spell foci when relevant. This makes the Eschew Materials feat meaningful only to witches.

Spellcasting based on Strain & Tolerance

The Motivation behind Strain & Tolerance

The idea is to have more flexibility to play around with the spell levels, but not as much as with having spell points, where you can stack all your points to gain a lot of higher-level spells.
Upon gaining a certain spell-level, one gains automatic access to a bit more than 1 or 2 spells of the given level, but at an evident expense in availability of lower level spells.
The recovery from spellcasting would be gradual rather than "all or nothing" upon full night's rest (yes/no).
Also, a high-level caster would not be able to pile up tons of spell-buffs ahead of combat and still have 80% of his fire power available for blasting & debuffing (....... and then go to sleep).

The objectives (all of equal priority) are as follows:
1. No more "Fire & Forget".
2. More versatility at the expense of raw spellpower capacity.
3. Preserving the classic literature theme, where spellcasters are taxed by spellcasting and can overcast.
4. The ability to regain some spell power in between sleep-time periods.
5. Getting rid of all Spells-Per-Day tables.

Strain & Tolerance

Prior to this approach, I tried countless variations of spell-points systems, but they always failed.
Likewise, every spell-points system I've ever encountered also failed.
I found out that the reason was that spellcasters either:
- gain too much to put on the high level spells.
- don't get enough to spread between all spell levels.
Both may coexist, but it's impossible to simultaneously resolve both with spell points.
The solution, very much based on Surgo and Lord Blackfang's system, was to make lower levels spells cost less with level progression, so that the big guns are still very expensive, but utility is relatively easy and abundant (at least at mid-high levels).


Strain & Tolerance:
When a Spellcaster casts a spell, he has to channel a portion of the magical forces he's using through his own body. This is taxing both physically and mentally, and is the basic limiting factor that determines how many spells a Spellcaster can cast without resting.
Every Spellcaster has a Strain-Tolerance score that's equal to his [main casting ability score] + [caster-level] + [CON-mod].
As the Spellcaster casts more spells, the Strain accumulates. When he spends enough time resting, the strain decreases. As long as the total Strain a Spellcaster has accumulated is lower than his Strain Tolerance, the Spellcaster suffers no ill effect. Continuing to cast spells once his Strain is over his Tolerance, however, is extremely taxing on a Spellcaster's body and mind. As soon as a Spellcaster's total Strain exceeds his Tolerance, he becomes Overtaxed.

Tolerance Overtaxing:
If an Overtaxed Spellcaster wishes to cast another spell, he must first make a Will save vs. DC [10 + SL*2 + the amount of Strain he has over his Tolerance prior to casting the spell]. If the save is successful, he casts the spell as normal, taking subdual damage equal to the spell's strain-toll. If the save is failed, the spell fizzles with no effect and the Spellcaster takes lethal damage (curable only via normal rest) equal to the spell's strain-toll, plus 1/2 as much (rounded up) to his key spellcasting stat.
Successful or not, casting a spell while overtaxed (or even into overtaxing) renders the caster sickenned for 1 round per strain-toll (no save).
Note: This formula also applies for spells that cause overtaxing in the first place, using the pre-casting remaining tolerance as "negative overtaxing" values.

Recovering Strain:
A spellcaster loses Strain-toll per hour equal to [1/2 his CL rounded up, up to his casting stat modifier] if he does not cast spells, fight, run, or otherwise exert himself.
A spellcaster who is Overtaxed ceases to be Overtaxed as soon as his total Strain is no longer over his Tolerance.
A spellcaster does not recover Strain while exhausted.
Upon completion of full night's rest, a spellcaster loses additional strain points equal to his [casting stat-mod + CON-mod] (if positive).



Strain-Costs table: key Spellcasters
Caster <--- -- -- Strain Cost by SL -- -- --->
Level 0   1   2   3   4   5   6   7   8   9  10*
===============================================
1     4   7   -   -   -   -   -   -   -   -   -
2     4   6   -   -   -   -   -   -   -   -   -
3     3   6   7   -   -   -   -   -   -   -   -
4     3   5   6   -   -   -   -   -   -   -   -
5     2   5   6   7   -   -   -   -   -   -   -
6     2   4   5   6   -   -   -   -   -   -   -
7     1   4   5   6   8   -   -   -   -   -   -
8     1   3   4   5   7   -   -   -   -   -   -
9     1   3   4   5   7   8   -   -   -   -   -
10    0   2   3   4   6   7   -   -   -   -   -
11    0   2   3   4   6   7   8   -   -   -   -
12    0   1   2   3   5   6   7   -   -   -   -
13    0   1   2   3   5   6   7   9   -   -   -
14    0   0   1   2   4   5   6   8   -   -   -
15    0   0   1   2   4   5   6   8   9   -   -
16    0   0   0   1   3   4   5   7   8   -   -
17    0   0   0   1   3   4   5   7   8   9   -
18    0   0   0   0   2   3   4   6   7   8   -
19    0   0   0   0   2   3   4   6   7   8  10
20    0   0   0   0   1   2   3   5   6   7   9

* see the "10th Level Spells spoiler below
	
Strain-Costs table: Bard
Caster <-- -- Strain Cost -- -->
Level 0   1   2   3   4   5   6
===============================
1     5   -   -   -   -   -   -
2     5   7   -   -   -   -   -
3     4   7   -   -   -   -   -
4     4   6   -   -   -   -   -
5     4   6   7   -   -   -   -
6     3   6   7   -   -   -   -
7     3   5   6   -   -   -   -
8     3   5   6   7   -   -   -
9     2   5   6   7   -   -   -
10    2   4   5   6   -   -   -
11    2   4   5   6   8   -   -
12    1   4   5   6   8   -   -
13    1   3   4   5   7   -   -
14    1   3   4   5   7   8   -
15    0   3   4   5   7   8   -
16    0   2   3   4   6   7   -
17    0   2   3   4   6   7   8
18    0   2   3   4   6   7   8
19    0   1   2   3   5   6   7
20    0   1   2   3   5   6   7
	
Strain-Costs table: Spellthief
Caster <-- Strain Cost --->
Level 0   1   2   3   4   5
===========================
1     5   -   -   -   -   -
2     5   -   -   -   -   -
3     5   -   -   -   -   -
4     5   7   -   -   -   -
5     4   7   -   -   -   -
6     4   7   -   -   -   -
7     4   7   -   -   -   -
8     3   6   7   -   -   -
9     3   6   7   -   -   -
10    3   6   7   -   -   -
11    3   5   7   -   -   -
12    2   5   6   9   -   -
13    2   5   6   9   -   -
14    2   5   6   9   -   -
15    1   4   5   9   -   -
16    1   4   5   8   9   -
17    1   4   5   8   9   -
18    1   3   5   8   9   -
19    0   3   4   7   9   -
20    0   3   4   7   8  11
	



Writer's insights:
Although I quite resent the need to "go to the tables to figure the numbers", I find several significant advantages to this spellcasting mechanism.
- Going NOVA (relying almost exclusively on the highest SLs) would result in rapid resources exhaustion, quickly leaving you next to powerless. OTOH, relying on lower level spells when possible would significantly lengthen a spellcaster's "work day" and allow him to remain relevant for much longer periods of time before he needs to rest to renew his spell access (thus keeping low level spells relevant). This result could not be achieved with a spell-points system where there's a linear increase in cost according to SL.
- The numbers also add up for a faster strain recovery.
- At high class levels, some spells have no Strain Cost, and this is fine - a powerful spellcaster should be able to cast basic spells all day long.
- The Bard does not really become a utilitarian, but that's quite ok - that's not the Bard's role.

Spellcasting: Ability Scores & Class-Related Skills

INT, WIS, CHA & CON all play a part in a spellcaster's ability to cast spells as follows:
- INT determines bonus spells known
- CHA determines spell save DCs
- WIS determines overcome SR
- CON determines spellcasting tolerance
Beyond the above, each class's key spellcasting ability (INT for Mage & Witch; WIS for Druid & Priest; CHA for Bard) determines available SL cap & spellcasting tolerance.


Since the primary spellcasters represent deep understanding of their art, I find it lacking that the right ability-score would suffice by itself.
I've found that the best way to represent this deep understanding would be to give them free maximized ranking in the most appropriate skills, which I selected to be:
- Bard: Choose one Perform category (e.g. singing/oratory/harp/...).
- Druid: Knowledge (Nature). Druids also gain 1 bonus rank at each even level in Knowledge (the planes).
- Mage: Knowledge (Arcana).
- Priest: Knowledge (Religion).
- Witch: Craft (Alchemy).

Heighten Spell

Heighten-Spell is not a feat, but rather a type of spell-augmentation available to all spellcasters.
Heightening a spell also (on top of the core feat's description) has one other benefit: The damage-dice-cap for any direct damage spell is extended to what would be appropriate for that level (example: a fireball at spell level 5 would cap at CL 15 and 15d6 damage).

CL Enhancements

CL enhancements (feats, items, domains, traits, templates etc) never stack – they overlap.
This rule is set to prevent level-dependant spells (like Blasphemy) from allowing auto-TPKs by appropriate CRs – on both PCs' and opponents' side.
The only exception to this rule is Cooperative Spell feat, which is quite alright, since it requires cooperative effort and the slim chance that multiple casters to invest in the same feat and possess the same spell.

Conditions and Spellcasting Failure chances

- Dazzled
- Shaken
- Sickened
Each of the above conditions undermines one’s orientation, resolve, self control and the ability to remain focused.
Each causes a spell-failure chance of 20%.
If 2 or more of the above are present simultaneously, each contributes +10%, to a maximum of 40% spell failure chance.

Spell Ranges Reductions

Medium range is now 50ft + 10ft/caster level. Long range is now 100ft+20ft/caster level.
This is primarily to make sure that casters remain in the range of missile weapons and in many cases, charge attacks. You can no longer easily hang out several hundred yards from a fight and still participate.

Spells

Omitted Spells

- Celerity: Broken.
- Clone: This spell makes absolutely no sense – even in D&D reality. It makes even less sense in a reality that does not allow XP drain.
- Divine Power: This one deserves the more appropriate name "Divine Baloney Sandwich" in my book (for so many reasons).
- Disrupting Weapon: Replaced with Starlight Blade (see the Twilight domain below).
- Glibness: These rules ban all magical skill enhancements (see the "Banned magical items" spoiler below).
- Limited Wish: This kind of diversity is reserved only for a true Wish spell (see "10th Level Spells"). To cope with magical effects that are unusually potent at lingering on, a new spell ("Unmaking") replaces Limited Wish as a 7th level spell, which serves as replacement for all cases that the core rules enable undoing with Limited Wish.
- Mage’s Lucubration: Meaningless when spells are not lost upon casting.
- Mage’s Magnificent Mansion: (see the explanation in the "Banned magical items" spoiler)
- Rope Trick: Tearing a hole in the fabric of space to another dimension via a 2nd level spell. C'mon. 5th SL maybe. Maybe.
- Power Word...: Ridiculous concept (no effect / no save) and over brokenness.
- Stone to Flesh: Break Enchantment covers this one.
- Transformation: See my note on "Divine Power" (above).

Modified Spells

- Animate Object: Also a 6th level Mage spell.
- Atonement: Priests may grant atonement to followers, Priests and Paladins. Druids may grant atonement to Druids.
- Awaken: An Awakened Animal CAN choose to serve as someone's mount (as a companion/ally), given the right circumstances and a high enough Diplomacy check.
- Blight: Drd 3/Mage 3; damage = d8/level (max 10d8); short range.
- Changestaff: No preparation. If the Treant is killed, it cannot be created for 1 month.
- Contingency: The effect reacts according to what you know, no more.
- Creeping Doom: Replaced with the 3.0e version.
- Cure/Cause [X] Wounds: Cure Wounds spells have an alternative casting time: Spend 1min to maximize the healing effect. The version used is decided by the caster at the time of casting. Inflict Wounds Spells have the same option. Priests can swap out Cure or Inflict spells, regardless of alignment.
- Death Ward: Abjuration. Duration: 10min/CL.
- Deathwatch: Not fowl and not evil in any way whatsoever.
- Destruction: Modified to a 9th level spell that replaces Wail of the Banshee in Death domain. Control Undead takes its place as 7th level domain spell.
- Detect Animals or Plants: Given these house rules don't define Ranger base class, this spell is also a 1st-level Bard spell.
- Detect Evil: Works only on creatures with immediate hostile intent, or creatures that are inherently evil (some sentient undead and extraplanar evil creatures (demons, devils, etc), various artifacts and unholy locales.
- Detect Magic: One of the oldest questions in D&D is "can Detect Magic be used to detect invisible creatures & items?". Well, to make sense the answer would have to be "yes", but to not overshadow See Invisibility, it requires 3 rounds of concentration.
- Disintegrate: deals 12d10 (save for 1/2). Any creature KILLED by this spell is entirely disintegrated
- Dispel Magic: DM only dispels a spell if the entire area of effect of the spell is included (for spells with no originating point) or the originating point of the spell is included in the AOE.
- Dominate Person: Allows the victim to make a repeated save each day – the "concentrate on it for 1 round per DAY to keep your hold" part is omitted.
- Fabricate: This core spell is all sorts of broken and breaks all PC treasure caps, hands down. You cannot play with this spell as written and keep a consistent world. Therefore, the spell summons one craftsmen skilled at one craft (chosen at casting time) from the plane of shadow for 1 day/level to do your bidding, with ranks=CL in the chosen craft skill.
- Forcecage: This spell is modified so that it allows a Ref save to negate, but you must be able move out of the area of effect as an immediate action.
- Fly: When dispelled - you drop. Slow fall applies only when the spell ends on its own (same goes for Overland Flight and other such spells).
- Freedom: Let's face it; this is one crappy 9th level spell. Except for countering Imprisonment (which is incredibly situational), it's sub-par to Freedom of Movement. Let's redefine. Freedom is an 8th level spell. It also functions as a greater version of Break Enchantment, undoing any and all effects of the appropriate categories. At the caster's discretion, the spell also confers the full effect of Freedom of Movement spell.
- Gate: The option of "Calling Creatures" to fight for you is cancelled.
- Greater Shout: This spell nullifies magical silence along its path.
- Harm/Heal: 5HP / level. Mass Harm/Heal are removed (way too powerful, especially the "Harm" aspect).
- Haste: An extra attack is also applicable when attacking as a standard action.
- Healing spells: Associated with Necromancy, not Conjuration.
- Heroism: Moved from the arcane (Mage) to the divine (Priest) spell-list. I never did like all those HD increasing effects. As divine (or Jack of All Spells) effects I can stomach them somehow (barely), but otherwise they make absolutely no sense.
- Iron Body: Renamed to "Granite Body" and the recipient doesn’t suffer from ill effects specifically tied to metal, which is an unreasonable drawback for an 8th level spell. In a reality of mobile combat, 50% movement decrease is penalizing enough.
- Mage armor: An abjuration spell. It should have been so to begin with.
- Magic Missile: Does d6s and is a ranged touch attack.
- Minor/Major/True Creation: Can't create material costing more then [10gp * spell level * CL] with a single casting of the spell. Also, Acid, Alchemist's Fire, Poisons and similar materials cannot be created via this spell.
- Nature's Avatar (MotW): If the druid casts the spell on himself, then upon completion of the spell, he also assumes Wild Shape of his choice.
- Orb spells: Evocation rather than Conjuration.
- Permanency: This sell has been substantially redefined
   - Permanency is a 6th level spell.
   - The minimum level a Mage needs to make a specific effect permanent equals 10 + the intended spell’s level.
   - There's no XP cost (see entry #5 later on). The spell requires ingredients to make a spell permanent, which cost 1000gp per SL.
   - Any non-permanent continuous effect that can target a single creature/object/area is valid for permanency.
   - No two permanent effects can share the same creature/object/area.
   - Permanent effects can be dispelled with Unmaking spell or Disjunction, or by a higher level caster via Greater Dispel Magic.
- Polar Ray: The only thing that this spell has on similar evocation spells is an increased damage cap. Therefore, it also requires Fort save to avoid being paralyzed for 1d3 rounds, and you can target up to 1 creature per 5 levels.
- Polymorph: Polymorph(4), Baleful Polymorph(5) and Shapechange(9) are Druid/Witch Spells only (aside from domains). Also, Baleful Polymorph has a duration of 1 day per CL and the target keeps its identity, so it has enough time to contemplate the consequences of its actions.
- Polymorph Any Object: You may polymorph living creatures into other living creatures, plants into other plants or objects into other objects. You cannot polymorph a target from one category into another. The duration can be permanent or shorter - subject to the caster's choice. (Writer's note: not every Disney movie scene has to be a possibility in RPG).
- Prismatic Wall/Sphere: Belong to the Conjuration school, not Abjuration. Also, the caster is not immune to the effects of his own wall/sphere (spell effects don't "recognize" their caster).
- Protection From Arrows: This spell grants the caster a deflection bonus to AC vs. range weapons. This bonus is equal to the caster level for projectile weapons (sling stones, bows, crossbows), and 1/2 this value (round down) against thrown weapons. Giant-thrown rocks and siege weaponry is not affected by this spell.
- Protection from Chaos/Evil/Good/Law: United as a single spell named "Protection from Harm" that works against all foes.
- Raise Dead (6th level spell): At level 11 this spell enables a priest to reconnect a corpse’s soul with its body, restoring life to a creature deceased no more than 1 round per [Priest's CHA-mod + target's HD + target's CON-mod], stabilizing the target at -1 HP. At level 14 the spell functions as the core 5th level spell of the same name, however, exceeding the duration noted above requires Speak with Dead (deceased approval), Commune (deity's approval) and Consecrate / Hallow (holy ground for your deity) before application is possible. In the latter case the revived target must make a successful Fort save vs. DC [15 + recipient's ECL – Priest's (level + CHA-mod)] or lose 1 CON-point that can only be regained with a Miracle spell. At level 17 the spell works as described for Resurrection and with no CON loss risk (confirmation & holy-ground still required). In all cases, casting time equals 6 hours + 10min / ECL of the target creature. Only a Miracle can revive as described for True Resurrection.
- Reincarnate: The new physical body is proportionately as far through your current age category as your old one, and that is your new age.
- Righteous Might: Change DR x/evil to DR x/adamantine.
- Shapechange: The ability to change into objects (including Constructs) is omitted. Furthermore, HD cap = CL.
- Slow: Deprives one of a move action within a combat turn. Also imposes the noted penalties, but not the speed decrease.
- Solid Fog: Any creature attempting to move through it must make a DC 20 strength check. If successful, the creature can move up to half its speed in a straight line; if it moves less, it may make another strength check to move in another direction. If unsuccessful, the creature can move 5 feet in any direction, ending its move action.
- Spellstaff: Applicable for the Druid's Cudgel only (see the revised Druid in entry #6).
- Spider Climb: Moved back to a 1st level spell.
- Teleport via Plants: This spell gets the Conjuration [Teleportation] descriptor. An 8th level version, Greater TVP, lets you cross planes.
- Time Stop: Instead of hasting the Mage to ridiculous speed, this spell has an AoE of 40ft radius sphere centered on the Mage with no save (this makes sense of some creatures being immune to TimeStop). while this power is active, only personal rage spells can be cast. This prevents abuse such as dropping a forcecage on someone and then filling their cell with lava.
- Transmute Rock to Mud: Any creature attempting to move through it must make a DC 20 strength check. if the check result is less than 20 the creature can only move 5', otherwise it can move 5' for every 5 full points by which the check result exceeds 10 (up to a maximum of half its speed).
- True Creation: The market value of all materials created by a single spell cannot exceed 25gp per CL.
- True Seeing: Make opposed CL checks when trying to see through any spell from the Illusion school of equal or higher level (you receive a +4 to you check). A successful check reveals the illusion for what it is, whereas a failed check fails to penetrate the illusion for the duration of True Seeing.
- Vision: An 8th level spell (just compare with Legend Lore to understand this one).
- Wall of Iron: As written, this spell will single-handedly make you rich and ruin local economies. Therefore, any part of the wall that's removed disappears.
- Wall of Force/Iron/Stone: Range: Touch. The spell fails if there's a creature occupying the space of the wall.
- Wail of the Banshee: Emanates from the caster's mouth (ZERO-range) and affects everybody within AoE except the caster. The spell doesn't differentiate between friend and foe and Evasion is inapplicable.
- Waves of Exhaustion: Allows Fort save for Fatigues status rather than exhausted (unless a target is already fatigued, in which case no save is allowed).
- Waves of Fatigue: Allows Fort save to negate.
- Wind Wall is changed to statistically grant the same protection as the revised Protection From Arrows spell to all who are shielded by its effect. In addition, the effect utterly blocks small (or smaller) flying creatures, and reduces the maneuverability of medium or large creatures as they cross its effect.
- Wish: See the "10th level spells" spoiler below.
- Wood Shape: The limitations of this spell are overridden with the proper Craft skill(s). In fact, used in conjunction to an appropriate Craft skill, the spell's duration is concentration dependant, it cuts crafting time in half and grants a +3 competence bonus.

Scrying, Teleportation, Polymorph, Summoning & Domination

Scrying

Scrying Location: You can choose to scry on a particular location instead of a creature. Doing so requires a DC 20 Spellcraft check, using the same modifiers for the DC that applies to the Will save (see scrying spell). If the check is successful, you can observe an area within a radius of 10ft per CL. While scrying on a location your scrying sensor cannot be moved.
Spotting the Sensor: With detect magic or similar effects active, a scrying sensor can be spotted with a successful Spellcraft check (DC 20).
Counterspelling the Sensor: Spellcasters who are aware of a scrying sensor can attempt to counterspell the scrying (even though they are unable to see the caster).
Learn Scryer: If you determine that you’re being scried upon, you can learn the identity of the scryer with a Spellcraft check (DC 30). If successful, you learn the name, race, and location of the scryer. The scryer may make an opposed Spellcraft check or cancel the scrying as a reaction to prevent you from learning the information.
Break Scrying: If you determine that you’re being scried, you can make a Spellcraft check (DC 30) to attempt to break the scrying. On a successful check, the scrying ends and the scryer may not target you with a Divination (Scrying) spell or similar effect for at least 24 hours. The scryer may make an opposed Spellcraft check as a reaction to prevent you from breaking the scrying in this way.
Return Scrying: If you determine that you’re being scried upon, you can look back through the sensor at the scryer with a successful Spellcraft check (DC 40). This allows you to spy on the scryer as if you had cast a scrying spell upon that person. The scryer may make an opposed Spellcraft check or cancel the scrying as a reaction to prevent you from looking back through the sensor. Alternatively, you can cast scrying or use a similar effect to target the character currently scrying on you. The character scrying on you can cancel the scrying as a reaction to your spell, but if they do not they suffer a -20 penalty on their Will save to resist the attempt.

Teleportation

Distance & Limits: You can only teleport a number of miles equal to [CL * spell-level * 10]. Furthermore, you can teleport only to places you've been before and you cannot D-Door somewhere unless you have line of sight. The distance limits and failure chances can be circumvented by teleporting to a place prepared ahead of time using Arcane Mark. A Mage can have no more than 1 such mark per INT-mod.
Duration: Teleporting characters or objects disappear instantly, but the teleportation itself takes a number of rounds equal to the number of miles traveled (minimum of 1 round).
Teleport Trace: Characters at the destination of the teleport can make a DC 20 Spot check. Success means they notice something's not right. Making a DC 25 Spellcraft reveals the incoming teleport. The same goes for outgoing teleportation. Outgoing teleport spells leave a teleport trace during the duration of the teleport. Teleport spells and similar effects can be used to automatically follow the original teleport, although you will not know where the teleport spell goes until they arrive (and you'd probably not reach the destination, given the spell ends when the target arrives and anyone that follows arrives only as far as the spell took them to that point). Scrying sensors can be sent through a teleport trace.
Dispelling/Counterspelling Teleports: Spellcasters who are aware of the outgoing/incoming teleport can attempt to counterspell the teleport (even though they are unable to see the caster). If a teleport is counterspelled, blocked, or otherwise disrupted the character or object being teleported appears where the spell took them so far.
Gate: This spell circumvents the distance limitation on teleportation by crossing through the astral plane. During the duration, the gate is clearly visible from both ends and events, and creatures at either end of the gate can be seen murkily through it (Spot checks suffer a -10 penalty).

Here's an essay that elaborates on the need for the above rules.


Wild Shape and alteration / polymorph spells

You can't change into legendary or dire-version animals and size increase is limited to one category larger/smaller (unless your Wild Shape class feature specifically says otherwise). Also, creatures affected already count as being under size change, so further size-increase factors don't count.
Polymorph & Flight: Reduce speed by 10ft (min 5ft) and maneuverability by 1 step (min clumsy).

Summoning & Domination

A spellcaster can only control a single summoned/dominated creature at any given time (regardless of whether concentration is required or not). Summoning/dominating a second creature "severs the ties" and makes the previous become free willed (or sent back to its home plane - depending on the usual outcome for when said spell ends).

Weapon-Like Spells

The example given in CA (p.85) is unreasonable for both rationale and balance reasons.
"Critical-Hit" means demolishing/pulverizing internal organs.
1. An effect that disintegrates its target has to envelop it rather than penetrate.
2. Attacks that penetrate have to "break shell", meaning they can't be touch attacks.
For an effect to be treated as "Weapon-Like Spells", it has to uphold the following criteria:
- It has to require normal hit - something that would justify regarding it as bludgeoning/piercing/slashing damage (which, of course, rules out energy damage entirely).
- It has to be restricted to a localized area (something you can't say for Disintegrate spell).

Crowd Control Spells/Abilities

Crowd control is somewhat of a large category. This can be broken down into other types, such as de-buffs, terrain modification, and save-or-lose spells.
Now, it's the save-or-lose spells that are the most potent, generally speaking, as they can often have the same effect as a save or die. Any spell/ability that would directly impose (by definition of the effect, not situation/tactic related) a status on a target that limits the actions they can take is more potent than one that merely gives a penalty.
So, to prevent multiple uses of save-or-lose effects in a single combat turn (again, brilliant tactics make an exception to the rule), any spell/ability that would directly impose any of the following conditions to a target will have a casting time of one full round (assuming the casting time isn't already longer by RAW), regardless of the method by which it is applied:
• Blinded
• Confused
• Cowered
• Dazed
• Dead
• Disabled
• Dying
• Fascinated
• Frightened
• Helpless
• Nauseated
• Panicked
• Paralyzed
• Petrified
• Stunned
• Unconscious

Spells that grant stat-enhancements of various sorts

Each of the following spells has 10 versions, starting at 1st spell level (+1 bonus) and culminating at 10th spell level (+10):
- Barkskin (natural armor increase): affects one creature
- Magic Vestment (deflection AC): Affects worn items only (clothes/armor/shield/belt/bracelet...)
- Magic Fang (hit & damage): bonuses to one creature's natural attacks
- Magic Weapon (hit & damage): Affects one weapon / 10 projectiles
- Stat Boost: Choose one ability score to boost.

Elemental resistance (choose one): Each version adds +5 to the resistance (+5 to +50).


Notes:
- All the above effects have close range and last for [10min + 1min / CL]
- All of the stat enhancements overlap with themselves. They never sack. This makes the 2-rings limit redundant.
- One might argue that the bonuses are not symmetrical in potency of effect, but the situational advantages compensate adequately (I’ll leave this one for the readers’ imagination to figure out).
- Notice that this rule makes Bracers of Archery basically DEX enhancers.
- The names are arbitrary. They can vary from one group to another or even from one spellcasting class to another.
- Basically, I can’t see a reason why any spellcasting class would be denied access to any of the above.

Writer’s Insight: 3.Xe allows an extensive amount of power abuse (RAW and even RAI). An expert optimizer can reach attack & AC enhancement modifiers by the dozens and damage modifiers by the hundreds, not to mention shattering the action economy. This entire set of HR was designed, among other things, to make such manipulation impossible. in a system that doesn’t allow such abuse, it wouldn’t be game breaking to decide that attack & damage enhancements are available at a rate of +1 per SL (which would make +3 weapons more or less the same price as core).

Universal Spells

0 – Prestidigitation
1 – Arcane Mark
2 – Spectral Hand
3 – Enchant Item *
4 – Channel Spell
5 – Permanency
6 – Contingency
7 – Spell Turning
8 – Maze
9 – Time Stop


* See the "Redefining Magical Items' Creation" spoiler below.

Channel Spell (Mage 4th, Universal)
Range: Touch (infinite within the same plane, see below)
Casting Time: 1 min
Duration: 1 Hour / CL
Save: yes (harmless)
SR: Yes
This spell creates a special bond between you and another intelligent individual.
For the duration of the spell, you may channel a single spell through your target.
Both of you cast the spell. You take the strain toll and your partner directs the spell as s/he sees fit.
Metamagic and spellcasting augmentation are not possible while channeling a spell, only un-augmented arcane casting.

Spell Cabal

Cooperative Spell (CArc) covers this one beautifully.
There's just one small change: instead of just for SR penetration, the CL is increased for all intents and purposes.
This is the only case in these house rules where CL increase is accumulated rather than overlap (see "CL Enhancements" above).

10th level spells

I’ve always felt that Genesis & Miracle are 2 spells that are above and beyond the scope of 9th level spells.
Given my view that every single base-class ability should be obtainable via 20 levels, I find it most appropriate for there to be 10th level spells, obtainable at level 19.
Here’s a list of some spell effects I’ve found appropriate:

1. Curse of 100 years sleep * (Witch)
2. Curse of Damnation (Mage, Priest, Witch) – target is exiled to an outer plane and Dim-Anchored for [1 year / CL] (undoable only via Disjunction).
3. Genesis (Mage, Priest)
4. Miracle (Priest)
5. Necropolis * (Mage, Priest)
6. One Step Beyond * (Priest) – As far as divination powers go, you don’t exist.
7. Perfect Ward * (Mage) – area/item warded. Anyone who enters is teleported to a random location/plane.
8. Prismatic Doom (Mage) – like Prismatic Spray, but all 7 rays target a single opponent (requires ranged touch attack)
9. Raise Mountain * (on land or from within a lake/see shore) (Druid)
10. Summon a demon prince * (Mage)
11. Trigger Volcano * (Druid)
12. Verdigris * (Druid, Witch)
13. Wish ** (Wizard)

* I deliberately did not provide stats for these spells. Since such spells may have significant effects on entire campaigns, I find it better to leave the exact execution in the DM’s ballpark.
** For a long time I’ve been wrestling with myself if the famous (infamous?) Wish spell should exist or not. I’ve come to the conclusion that under my rules, this spell should be no less than a 10th level spell. For a moment this still seemed a bit unbalancing to have such a potent power without the mitigating monetary & XP toll – even as a 10th level spell. Then I remembered that with my HR, time & resources are much more significant than cash at 19 HD and that a party at those levels should be responsible and insightful enough not to break world economies (which it could already do with Fabricate and creation spells). To make this spell stand out even more, I find it appropriate for it to be accessible exclusively to Wizards (generalized mages (see the class in entry #6)). A Wizard can never learn this spell by any means other than personal research. To be able to research Wish, a Wizard must know (able to cast without any preparation) all 1st - 9th universal spells and at least one spell from each school at SLs 6th - 9th (yes, this would require taking the Spell Mastery feat - I'm quite aware of that).
Also, Wish is so complex and intricate that it requires INT 25+ and CL 30 to permanently memorize, and it cannot be temporarily memorized (see the Mage base class, entry #6).
And one more thing: I don’t care what the stories about Aladdin say – Wish is never ever a SLA. Monsters could have powers from here to kingdom come, but none possesses this power per se.

Magical Enslavement (inspired by Wheel of Time)

Ritual of Slavery (Mage 5th, Transmutation)
Range: Touch
Casting Time: 1 min
Duration: 1 day per level
Save: None
SR: Yes (once)
Cost: 250gp

This ritual associates a target victim to a specially prepared collar, manacle, or other worn item that becomes an Implement of Captivity.
Removal of the item via Disable Device is possible, but a failed check results in 4d6 points of necrotic energy damage plus 2d4 rounds of nausea to the wearer.
Until successfully removed, the Implement of Captivity is treated as part of the victim's body.

The Implement of Captivity is bound to a Token of Domination (usually a bracelet or bracer) with a secret password.
The slave must remain within range of the token or take 1d6 damage per minute out of range. Range can be set by the owner of the token touching the Implement of Captivity and stating the desired range (which can be anything the owner desires).
Ownership of the Token of Domination can only be transferred by physical possession and usage of the secret password. The Implement of Captivity can only be safely removed by touching the Implement of Captivity with the Token of Domination and using the secret password. Many Implements of Captivity can be linked to one Token of Domination, and each can have the same or different secret passwords.

An intended victim must either be helpless, pinned or willing for the Implement of Captivity to be properly placed.
The Implement of Captivity must be touched throughout the ritual.
Once the ritual is done, the victim takes 2d4 non-lethal damage and is sickened for 1d3 rounds

While bound, the mere intent of initiating any of the following actions (directly or indirectly) results in:
- Harm self (2d6 non-lethal damage + stunned for 1 round).
- Harm the bearer of the Token of Domination (5d8 lethal damage + stunned for 1min + blinded for 24 hours).
- Disobey the bearer of the Token of Domination (1d8 lethal damage + nauseated for 1d4 rounds).
- Touch the Token of Domination (same as attempting to remove the Implement of Captivity).
- Physically break/damage the Implement of Captivity (same as Harm the bearer of the Token of Domination).
If one actually manages (somehow) to execute said actions (successfully or not), all punishment parameters are doubled.


The means required for creating this sort of restraints are the following spells:

Create Token of Domination (Mage 6th, Transmutation)
This spell creates the Token of Domination – the focal point of domination.
It does not create the material(s), just prepares an existing item.

Empower Implement of Captivity (Mage 6th, Necromancy)
Alters the worn item of servitude to become the direct means of enslavement.
This spell empowers the Implement of Captivity for the purpose of exacting various means of punishment upon the wearer.

Bind Implement of Captivity (Mage 5th, Transmutation)
This spell links a would-be Implement of Captivity with a designated Token of Domination.

Activate Implement of Captivity (Mage 5th, Divination)
This spell attunes the Implement of Captivity to respond to the wearer's intents and execute punishment (if and when relevant).

Transfix Implement of Captivity (Mage 7th, Abjuration) (optional)
The Implement of Captivity denies any means of teleportation, plane-shifting or polymorph (including (Ex) abilities).
If the bearer of the Token of Domination plane-shifts, the wearer of the Implement of Captivity also plane-shifts with the owner.

Note: all the above spells are touch spells. They all have duration of 1 day per CL. All have casting time of 1min.

Flying Castles

I've seen quite a few debates started by people (self included) who weren't content with the awkward Reverse Gravity hulahoops done by the writers of "Stronghold Builder's Guidebook" to explain flying castles.
Nothing about Reverse Gravity has anything to do with continual floating or movement and the AoE doesn't even come close for what's required to lift a small island. As for the speed related cascading prices - that was just too much. Also, the book doesn't say anything about the construction process.
So, here's my (hopefully not as lame) attempt to do a bit better job.
The idea is to make it a two-spell process. One for the creation of the island and the other for controlling its movement. Both are permanent in effect.


Floating Island
Transmutation
Level: Mage 10th
Components: V, S, M
Casting Time: 12 hours
Range: Long (100 ft. + 10 ft./level)
Area: 10 ft. radius/level
Duration: Permanent
Saving Throw: None
Spell Resistance: No
This spell slowly draws wisps of earth from the ground and accumulates them into a mass, high above in the sky.
If at any time during the casting of this spell the caster's concentration is broken, the spell fails and the entire accumulated mass comes crashing down to the ground (could be lethal to anyone in its path).
When casting is complete, an inverted cone of rock hangs in the air, permanently floating at a fixed distance from the ground.
Most of the mass is as hard as solid granite and the upper 30ft is a smooth surface, soft enough for laying construction foundations.
The island remains floating as long as at least 50% of its mass is intact.
Material components: A huge diamond, worth at least 10000gp + 1000gp / 10ft radius. The diamond channels the spell's energy for 10 hours, while the land mass is accumulated above, then it shatters and its remains are used by the spell to make the affected mass permanently float on its own.

Floating Island Navigator
Transmutation
Level: Mage 10th
Components: V, S, M
Casting Time: 1min
Range: Touch
Area: 1 item (see below)
Duration: Permanent
Saving Throw: None
Spell Resistance: No
The spell raises a marble pedestal at the center of a floating island. The pedestal can be of any height between 1ft and 150ft, caster's choice (for the obvious purpose of constructing a castle or fortress around the pedestal, with the top of the pedestal standing in a sort of control room from which a designated "pilot" can navigate the flying castle's movement).
On top of the pedestal lies a 1ft, multi colored, semi translucent, marble sphere. Anyone touching the sphere can direct the island as he wishes, at a maximum advancement rate of 180ft per round (speed 60). Multiple commands (if more than one person touches the sphere) cancel each other out, unless one of them is the creator of the pedestal, which automatically assumes control.
A Mage can only cast this spell upon a floating island he's created.
As long as the island persists, the pedestal cannot be broken or detached from its base by any means less than Mage's Disjunction.
The material components that make up the pedestal are:
- Adamantine: 50lb + 5lb / 1ft - 1 solid rod
- Gold: 100lb + 10 / 1ft
- Marble: 600lb + 100lb / 1ft

Domains (Additional Domains / Granted Powers / Spells)

New Domains: Spell-Lists & Granted Powers

Antimagic (MR 12 + max spell-level you can cast + CHA-mod)
Protection from Chaos/Evil/Good/Law(1); Obscure Object(2); Dispel Magic(3); Minor Globe of Invulnerability(4); Break Enchantment(5); Antimagic Field(6); Spell Turning(7); Protection from Spells(8); Mage's Disjunction(9)

Concealment* (+2 CL on this domain's spells, permanent Conceal Thoughts and Nondetection effects)
Pass Without Trace(1), Invisibility(2), Undetectable Alignment(3), Nondetection(4), Mind Mask(5), Veil(6), Phase Door(7), Screen(8), Etherealness(9)

Conjuration (+1 levels on all conjuration spells, +2 levels for this domain's spells when cast as domain spells)
Mage Armor(1); Web(2); Stinking Cloud(3); Summon Monster IV(4); Wall of Stone(5); Acid Fog(6); Summon Monster VII(7); Maze(8); Gate(9)

Corruption* (Immune to disease)
Ray of Enfeeblement (1), Blindness/Deafness(2), Contagion(3), Sterilize(4), Feeblemind(5), Pox(6), Insanity(7), Befoul(8), Eternity of Torture(9)

Darkness* (Darkvision to 60ft, or 60ft Darkvision boost)
Obscuring Mist(1), Darkness (2), Blacklight(3), Armor of Darkness(4), Darkbolt(5), Prying Eyes(6), Nightmare(7), Utterdark(8), Sphere of Sensory Deprivation(9)

Denial* (once per day, as a free action, you may prevent an opponent from attacking you. Will save vs. DC [10 + ½ CL + CHA-mod] negates)
Sanctuary(1), Touch Me Not(2), Dispel Magic(3), Globe of Invulnerability(4), Mass Sanctuary(5), Repulsion(6), Sequester(7), Mind Blank(8), Peach Aura(9)
Special: a priest can never choose both Denial and Pleasure domains.

Divination (+2 levels on all divination spells)
Detect Secret Doors(1), See Invisibility(2), Arcane Sight(3), Arcane Eye(4), Prying Eyes(5), True Seeing(6), Greater Arcane Sight(7), Discern Location(8), Foresight(9)

Domination (May rebuke or command members of own group of race (e.g. humanoids), destruction is not an option).
Command(1), Enthrall(2), Suggestion(3), Dominate Person(4), hold monster(5), Geas/Quest(6), Mass Suggestion(7), Demand(8), Dominate Monster(9)

Dream* (+2 to save against any magical mind manipulation)
Sleep(1), Pleasant Dreams(2), Deep Slumber(3), Phantasmal Killer(4), Nightmare(5), Dream Sight(6), Scrying, Greater(7), Scintillating Pattern(8), Weird(9)

Enchantment (+2 CLs on all enchantment spells)
Charm Person(1); Hideous Laughter(2); Suggestion(3); Confusion(4); Hold Monster(5); Greater Heroism(6); Insanity(7); Mass Charm Monster(8); Dominate Monster(9)

Enhancement (all spells are cast as if the caster had +2 levels)
Animate Rope(1); Arcane Lock(2); Explosive Runes(3); Minor Creation(4); Major Creation(5); Spellstaff(6); Forcecage(7); Antipathy/Sympathy(8); Mage's Disjunction(9)

Force (you gain Force resistance of [5 + 1/2 class-level]))
Mage Armor(1), Magic Missile(2), Blast of Force(3), Resilient Sphere(4), Wall of Force(5), Repulsion(6), Forcecage(7), Telekinetic Sphere(8), Crushing Hand(9)

Freedom (same as Travel Domain: Freedom of Movement, but may also be applied to others within 60ft)
Expeditious Retreat(1), Remove Paralysis(2), Gaseous Form(3), Dimension Door(4), Break Enchantment(5), Greater Dispel Magic(6), Refuge(7), Word of Recall(8), Freedom(9),

Illusion (+2 to save vs. illusions + gains 3 attempts to resist)
Disguise Self(1); Minor Image(2); Major Image(3); Phantasmal Killer(4); Shadow Evocation(5); Mislead(6); Project Image(7); Scintillating Pattern(8); Weird (9)

Light (+2 to domain spells' DC and +2 to save vs. spells with the light descriptor)
Faerie Fire(1), Scorching Ray(2), Daylight(3), Rainbow Pattern(4), True Seeing(5), Disintegrate(6), Prismatic Spray(7), Scintillating Pattern(8), Prismatic Sphere(9)

Mind* (+5 to save vs. mental assault, intrusion and manipulation)
Comprehend Languages (1), Detect Thought(2), Clairaudience/Clairvoyance(3), Greater Status(4), Telepathic Bond(5), Mind Probe(6), Brain Spider(7), Mind Blank(8), Astral Projection(9)

Necromancy (+1 level to all necromantic spells and +2 to save vs. necromantic effects)
Ray of Enfeeblement(1); False Life(2); Vampiric Touch(3); Fear(4); Waves of Fatigue(5); Circle of Death(6); Control Undead(7); Horrid Wilting(8); Soul Bind(9)

Pleasure* (you gain +2 to save against all sex associated spells. Furthermore, any sex associated spell gains +2 to its DC)
Grope(1), Disrobe(2), Orgasmic Vibrations(3), Mirror Talk(4), Seduction(5), Hedonist's Delight (6), Mirror Walk(7), Mass Orgasmic Vibrations(8), Rapture(9)
Special: a priest can never choose both Denial and Pleasure domains.

Portal (Dimension Door as a free action 1 / day / 5 levels – self only)
Summon Monster I(1), Analyze Portal(2), Dimensional Anchor(3), Dimension Door(4), Teleport(5), Banishment(6), Etherealness(7), Dimensional Lock(8), Gate(9)

Procreation* (you cast all your domain spells with + 2 to your CL)
Analyze Fertility(1), Block the Seed(2), (3), Ehlonna's Blessing(4), Fertility(5), Compatibility(6), Gender Switch(7), Parthenogenesis(8), Mass Fertility(9)

Renewal* (+5 to saves against deterioration in physical condition)
Remove Fear(1), Restoration – Lesser(2), Remove Disease(3), Remove Curse(4), Atonement(5), Heroes' Feast(6), Restoration - Greater(7), Unmaking(8), Freedom(9)

Rune* (You gain Detect Magic, Read Magic and Comprehend Languages as personal traits)
Erase(1), Secret Page(2), Glyph of Warding(3), Explosive Runes(4), Planar Binding - Lesser(5), Glyph of Warding - Greater(6), Instant Summons (7), Transcribe Symbol(8), Teleportation Circle(9)

Slime (You can rebuke or command oozes)
Grease(1), Acid Arrow(2), Poison(3), Rusting Grasp(4), Black Tentacles(5), Transmute Rock to Mud(6), Destruction(7), Horrid Wilting(8), Implosion(9)

Sonic (Sonic resistance 5 and +2 on saves versus sound/sonic based effects)
Ventriloquism(1), Sound Burst(2), Sculpt Sound(3), Shout(4), Song of Discord(5), Sympathetic Vibration(6), Word of Recall(7), Greater Shout(8), Wail of the Banshee(9)

Spirit (add CHA-mod to all saves)
Bane(1), Consecrate(2), Speak with Dead(3), Death Ward(4), Commune(5), Magic Jar(6), Raise Dead(7), Finger of Death(8), Soul Bind(9)

Summoning* (Augment Summoning as bonus feat)
Mount(1); Summon Swarm(2); Regal Procession SpC(3); Dimension Door(4); Teleport(5); Call Ally(6); Teleport Object(7); Maze(8); Transdimensional Trump(9)

Time* (+2 Initiative bonus and +2 to perception based skills)
True Strike(1), Gentle Repose(2), Haste/Slow(3), Accelerated metabolism(4), Permanency(5), Contingency(6), Moment of Prescience(7), Foresight(8), Time Stop(9)

Transmutation* (+5 to save vs. polymorph)
Animate Rope(1); Levitate(2); Haste(3); Polymorph(4); Baleful Polymorph(5); Disintegrate(6); Trans-Racial switch(7); Iron Body(8); Shapechange(9).

Twilight* (the need for sleep is removed + immunity to sleep magic and paralysis)
Faerie Fire(1), Invisibility(2), Blacklight(3), Greater Invisibility(4), Starlight Blade(5), Dream Sight(6), Ethereal Jaunt(7), Maze(8), Astral Projection(9),

Undeath (Extra turning as a bonus feat)
Deathwatch(1), Command Undead(2), Animate Dead(3), Halt Undead(4), Slay Living(5), Create Undead(6), Control Undead(7), Create Greater Undead(8), Wail of the Banshee(9)

Void (+2 to initiative and Lightning Reflexes as bonus feat)
Bleach(1), Invisibility(2), Blink(3), Dimension Door(4), Swift Etherealness(5), Antimagic Field(6), Banishment(7), Mind Blank(8), Time Stop(9)


* This domain has new spells that are not found in the PHB (read on).

New Domain-Spells' Descriptions

Concealment:
5th. Mind Mask: a minor Mind Blank you might say. The spell prevents information gathering and Scrying by any spell effect of level 7 or lower.

Corruption:
4th. Sterilize: This touch attack spell makes a target that fails its Fort save becomes totally sterile, unable to impregnate or become pregnant. Only Fertility and Mass Fertility can undo this spell's effect.
6th. Pox: The affected creatures (one living creature/level at short range, no two of which more than 10ft. apart) take 1d4 points of Constitution drain. Their skin breaks out in lesions and takes on a pale yellow pallor.
8th. Befoul: 100ft / level by 100ft / level by 10ft / level of water permanently become foul. 1HD creatures die immediately. Others must make fort save or take 1d4 CON deterioration per round. If mixed with up to x4 volume – the entire amount becomes fouled. If mixed with up to x20 volume, the entire amount becomes fouled within 24 hours. Beyond that, the effect dissipates.
9th. Eternity of Torture: subject rendered helpless with pain forever (needs no food, drink or air). All the subject's senses are oblivious to the world and are assaulted in the worst manner imaginable. All of the subject's ability scores are reduces by -1 from each day, down to score 1. a successful Fort save results in 5d6 damage and -4 to all checks for 1 round / CL. The effect can only be undone with a Miracle spell, or by killing the subject. Recovered survivors of this spell require some serious maintenance before they can function again, but they're never the same after the experience.

Darkness:
3rd. Blacklight: 20ft radius sphere at close range for 1min / level that is impenetrable from the outside to normal vision / Darkvision. You can see normally within the Blacklight. The spell negates any magical light source of equal or lower level.
4th. Armor of Darkness: Subject is enveloped by a shroud of flickering darkness for 10min / CL. Subject gains[3 + 1 / 4-levels](max +8) deflection bonus to AC, Darkvision up to 60ft (no boost for recipients with darkvision) and +2 to save vs. holy, good and light spell effects. The caster can choose to conceal the subject's features. Undead subjects also gain +4 turning resistance.
5th. Darkbolt: You can create up to 1 bolt of darkness per 2-levels as a ranged touch attack at medium range – either all at once or one in your combat turn as a free action. Each bolt does 2d8 damage and dazes the target for 1 round if it fails will save. Undead suffer no damage, but can be dazed by the bolts. Multiple save failures don't result in duration extension of being dazed.
8th. Utterdark: Spreads outward from you, creating an area of cold, cloying magical darkness that covers 100ft radius / level and lasts 1 hour / level. This darkness is similar to that created by the Deeper Darkness spell, but it cannot be dispelled by magical light (although a Light spell or similar effect of equal or higher level can temporarily suppress the Utterdark where their areas overlap, restoring normal illumination to the affected area for as long as the Light spell or effect lasts). Furthermore, evil-aligned creatures can see in this darkness as if it were simply a dimly lighted area.
9th. Sphere of Sensory Deprivation: A 20ft radius sphere that spreads outward from its source, which can either be in midair, an object or a creature, including the caster. The effect lasts for 3 rounds + 1 round / level and blocks light, sound, smell and taste from traveling in or out of the area of effect. Moreover, all within the sphere (living, undead, outerplanar and constructs) lose all senses except touch. Their speed is reduced to 1/5, they have 40% chance of falling down each round if they stand (-10% for each extra pair of legs), they suffer -8 hit penalty and Ref saves, they completely lose all dodge abilities, and they take 20% spell failure for the somatic components, 50% spell failure for the magical receptacle - if and when applicable - and 80% spell failure for the verbal component (check separately for each). Creatures within the area of effect have 75% chance of changing direction by 45 degrees to either side. If the caster designates himself as the source of the sphere, he's unaffected by the sensory deprivation, but even he's shut out from the outside of the spell effect. The sphere does not penetrate solid objects. All in the sphere have absolute concealment (75% miss chance) except regarding the caster when he's the source of the sphere.

Denial:
2nd. Touch Me Not: This spell charges your body with protective energy. For a period of 1 round / CL, you gain +2 deflection AC. In addition, anyone touching you against your will takes 1d8+5 sacred energy damage. The effect is purely defensive. You cannot use it to attack and you're not considered armed because of it.
5th. Mass Sanctuary: This spell functions as Sanctuary, but affects multiple targets within close range, no two of which more than 30ft apart.
9th. Peace Aura: Wards a designated touched location of 40ft radius against violence for 24 hours. Anyone within the area that attempts to direct a violent or harmful action toward another immediately suffers 1d6 points of force damage (Will ½, no SR). Any creature with the Evil subtype takes 1d10 / CL and suffers -4 to its save attempts.

Dream:
2nd. Pleasent Dreams: This spell protects a touched creature from influenced or bad dreams - whether of magical, supernatural or mundane origins.
6th. Dream Sight: Outer body incorporeal Travel at 100ft/round for 10min/level. Incorporeal form uses the caster's normal senses.

Mind:
4th. Greater Status: Taken to the letter from: http://www.d20srd.org/srd/divine/spe...tusGreater.htm
6th. Mind Probe: for 1 round / level you can extract information from the minds of subjects at close range. You can target 1 creature / round, send a question to its mind and receive the answer telepathically. If the creature is asleep, you automatically succeed the 1st attempt and it wakes up, otherwise, it's allowed a will save to resist, rechecked separately each round.

Pleasure:
1st. Grope: This Mage Hand lets you "feel" a creature from a short distance as if you were touching it (Will negates). The creature feels a sensation as if being lightly groped or caressed on their bare skin by a hand while the caster experiences a sensation as if physically touching the target. As long as the effect lingers, the target suffers at least -2 penalties to all Concentration checks. The caster may direct the effect to the genitalia, causing the target to suffer -2 on attack rolls and all skill checks, except Concentration that takes -4 penalties. Grope cannot be used for offense or defense in any way.
2nd. Disrobe: The spell strips target at short range of all but held gear (Ref negates). Armor is not entirely removed, but dangles loosely, granting only ½ its AC, doubling its ACP and requiring a full round action to re-done properly.
3rd. Orgasmic Vibrations: A grand, shuddering orgasm overwhelms a living creature that fails its saving throw, making the target dazed for the duration of the spell. A target that makes its initial save negates the effect. A target that make its saves later on manages to partially resist the effect and is rendered slowed. Spellcasting or concentration on spell during the spell effect requires Concentration check vs. DC 20+SL (DC 20 for skill checks that require patience).
4th. Mirror Talk: (Mage 4; conjuration; infinite; instant) This spell enables the caster to create a link from one focus mirror to a second focus mirror elsewhere on the same plane. The caster must have carefully studied the mirror, but needs not know its location. The link between the mirrors enables those in front of them to see and hear through them as if standing on opposite sides of an open window. Spells effects cannot get through the mirrors. The spell lasts for up to 10 minutes and is dismissible. Each mirror surface must be worth at least 1000gp, but otherwise they may be of any usable size.
5th. Seduction: This spell incites a sudden, overwhelming lust toward the caster in a creature within short range for 1 round / 2 CL (Will negates). The target's attitude changes to Helpful, tempered by the fact that it strives to have copulate with the caster (up to the DM/player to role play the situation). If the target's sexual orientation conflicts with the caster's gender, it gains +4 on its save. During this time, the target does not willingly attacks, uses spells or employs Sp or Su abilities, or even uses negative verbal tone toward the caster. The spell ends as soon as the caster directs an evident violent action toward the subject.
6th. Hedonist's Delight: You confer on a touched subject heightened sensitivity to pleasurable sensations for 1 hour / CL. Food tastes better, cloth feels softer, sexual stimulation is more powerful and so on. Any cure spell on the target is maximized and the target gains +4 on all saves.
7th. Mirror Walk: (Mage 7; conjuration; infinite; instant) This spell enables the caster (along with one touched object or creature) to instantly pass between 2 mirrors upon which s/he has applied Mirror Talk. Both mirrors have to be large enough to allow the caster to physically pass through the area of their surfaces.
8th. Mass Orgasmic Vibrations: Same as Orgasmic Vibrations, but affects multiple targets, no two of which more than 30ft apart.
9th. Rapture: Any and all conditions placed upon the target within short range (other than death, prone and other conditions that have nothing to do with one's health) are instantly removed.

Procreatione:
1st. Analyze Fertility: The spell gives insight into the reproduction capabilities of a touched target, including when a female is most productive. It identifies problems such as impotency and infertility and reveals any conception-influencing spells such as Block the Seed and Fiendish Seed. The spell can also tell the basic characteristics of an upcoming newborn(s) of an existing pregnancy.
2nd. Block the Seed: You are incapable of getting someone pregnant or becoming impregnated for 1 day / CL.
3rd. Moon's Blood: This spell kills a fetus instantly, dissolving it and terminates pregnancy in a torrent of blood within 1 minute (Fort negates).
4th. Ehlonna's Blessing: Cast during labor, this spell ensures that a mother touched and her offspring survive childbirth and that the delivery is quick and relatively painless.
5th. Fertility: This spell makes the target's genitals fertile / receptive, even if the target is after menopause or physical mutilation, and for 1 hour / CL ensures that, with copulation, conception will take place. This spell is especially in demand for creatures with very low natural fertility (e.g. elves, dragons, etc).
6th. Compatibility: Compatibility allows 2 subjects normally not cross-fertile to interbreed for 1 hour / CL. If their species are basically similar (humanoid), there is no saving throw. If there are extreme differences, both subjects are allowed a saving throw vs. spells to negate the effect. The mother is then able to carry the offspring to term. See the Orcs of Thar gazetteer for information on crossbreeding.
7th. Gender Switch: A touched subject that fails its Fort save has its gender reversed (male into a female and vice versa). The result is not magical and never wears off unless this spell is used once again.
8th. Parthenogenesis: This spell impregnates a touched female with an offspring identical to herself (or as closely resembling as possible, if the offspring is a male. There's 7% for 2 offspring and 1% for trio (check if male or female for each) but no more than that.
9th. Mass Fertility: Same as Fertility , but the spell targets all creatures within 30ft.

Renewal:
8th. Unmaking: See "Limited Wish" under the "Omitted Spells" spoiler.

Rune:
8th. Transcribe Symbol: Safely moves an un-triggered magical symbol to another location. You must first cast the spell on the intended magical symbol and then cast it in a slightly different way on the target destination within 1-hour shift of the day cycle (within 1 hour or after 23-25 hours and so on). The second application transcribes the magical symbol to its alternative location. The spell fails if the caster attempts to transcribe the magical symbol to another plane or if the caster is subjected to magic dispelling.

Summoning:
6th. Call Ally: This spell instantly transports a willing ally to you, provided it's on the same plane and is not within Antimagic, Dimensional Anchor or other situation that would prevent teleportation. The subject recognizes and understands that it is being called and may reject the call. (Focus: a pair of platinum rings worn by both you and the subject).
9th. Transdimensional Trump: A transdimensional link is formed between the caster and a target creature the caster has met personally.
-- On the recipient’s side of the link, an illusion appears (in his mind) of the caster reaching out his/her hand, telling them to arrive or accept his/her arrival.
-- On the caster's side of the link, an image of the recipient telling the caller to wait for the recipient who is on his way, or that the recipient is busy and can/will not answer.
The recipient has 1 round / level of the caster to grab the phantasmal hand or the transdimensional link collapses. The recipient / caster travels through the link and appears before the caster / recipient. Once the conversation is over, the recipient / caster simply rings a magical bell hovering nearby (this time with 3 rounds / level window of opportunity) and is returned to the original location. The spell is capable of working across the Planes of the Multiverse as it's name implies. It will work through all types of warding, save those of 8th level or higher.

Time:
4th. Accelerated metabolism: This spell speeds up the life processes of the recipient at a rate of 1 day / turn for a max duration of 10min / level. All life processes (sleeping, eating, healing, etc) progress at this accelerated pace. If insufficient nourishment is provided, the recipient suffers from thirst and starvation. The target of the spell does not move or fight any faster than normal and ages 3 days each 10min from the physical strain. The spell cannot be forced upon the unwilling, unless the recipient is helpless.

Transmutation:
7th. Trans-Racial Switch: This spell affects only humanoid creatures. Touched subject is transformed into another race and may receive the opposite gender. The transformation is perfect to the last detail. Within each race the subject has a unique appearance, so it is quite possible to transform the recipient back to his/her original race and appearance. The effect is permanent and non-magical.

Twilight:
3rd. Blacklight: See Darkness domain spells.
5th. Starlight Blade: the spell creates a dull-black blade equivalent to a long sword with 25% the usual weight. The blade glows with a silvery radiance equal in intensity to full moonlight extending to a 20ft radius and with each stroke leaves a trail of white sparkles, like stars in the night sky. The blade has no weight when held and cannot harm the wielder. The blade requires just touch attack to have full effect and does 2d8 points damage not modified by STR. An undead struck by the blade is affected by Channel Positive Energy as if by a priest with 4 levels below the caster's level. The caster can make the blade disappear and reappear during the duration of the spell, which is 1 round / level.

Core Domains' Granted-Powers / Spells Correction

Animal Domain: Speak With Animals (level/4 + WIS-mod) times per day.

Elemental Domains (Air/Earth/Fire/Water): "Rebuke Elemental Creature" is omitted. You channel your selected domain’s energy. This heals creatures of the element’s type and affects creatures of the opposite element the same way as positive energy affects living and undead creatures respectively. When any of these powers is employed, your type counts as the one that is healed by the energies.
None of these domains grants the ability to channel energy (positive or otherwise), but classes that grant them as features also grant the ability to channel their energy instead of positive energy.

Luck Domain: 9th level spell is Foresight (Miracle can never be domain-associated).

Sun Domain: You gain +2 levels to your Channel Positie Energy ability (revised Turn Undead).

Trickery Domain: Also grants +2 to save against any magical falsehood.

War Domain: 4th / 7th / 8th / 9th level spells are: Black Tentacles (4) / Emerald Flame Fist (CA) (7) / Mind Blank (8) / Crushing Hand (9).

Additional valid Domains from the www.d20SRD.org

- Artifice
- Community
- Glory
- Liberation
- Madness
- Repose

Note: Ignore the rest.

Redefining Magical Items' Creation

The Creation Spells

Enchant Item (Universal)
Level: Bard 4, Druid 3, Mage 3, Priest 3, Witch 3
Components: V, S, M
Casting Time: Varies (see below)
Range: Touch
Duration: Permanent
Saving Throw: None
Spell Resistance: No
This spell allows the creation of magical items. It is cast repeatedly during the creation process (the exact frequency & casting time are of no significant consequence and are left to the DM’s imagination).
The items to be affected by this spell are solid, manufactured items.
Druids are limited to items made of wood, stone & animal remains (bones, hide, tendons etc).
Enchant Item can also be used to repair damaged magical gear (see the "Repairing Magical Equipment" spoiler below).

Create Golem (Conjuration (Creation))
Level: Bard 6, Druid 5, Mage 5, Priest 5, Witch 5
This spell uses the same rules as Enchant Item, but enables the creation of Golems – mindless constructs. Golems have STR, DEX, AGI & PER stats.
Golems always have INT score 2, which is just enough to respond to 5 different short commads issued by their creator only.
Golems don’t have CON, WIS or CHA stats.
Golems usually possess human-level sight & hearing and no other senses.
Used in conjunction with Enchant Item, the spell allows bestowing a golem with (Su) & (Sp) powers – including other senses and special sensory powers.
The CL of spell effects generated by golems cannot exceed their HD - regardless of the creator's CL.
Druids must create their golems from wood, stone & animal remains.

Create Artificial Sentience (Conjuration (Creation))
Level: Druid 7, Mage 7, Priest 7, Witch 7
This spell uses the same rules as Enchant Item, but enables the creation of items with personality (INT, WIS & CHA), including sentient constructs. A spellcaster cannot bestow higher mental scores (INT/WIS/CHA) than s/he possesses.
Any and all sensory & communicational capabilities of such items are gained by assigning appropriate magical effects via Enchant Item. The exception to this rule is when the spell is used in conjunction with Create Golem, in which case sight & hearing and the ability to speak (INT 3 or more) are already included.
The alignment of sentient items can be either identical to that of the creator or one step away on either axes, but not both.
The CL of spell effects generated by golems may exceed their HD, but still limited to the creator's CL.

Discern Species (Divination)
Level: Bard 1, Druid 1, Mage 1, Priest 1, Witch 1
Range: Touch
Components: S (touch)
Casting Time: Swift action.
Duration: Instantaneous
Target: Creature touched
SR: Yes
Save: No
You immediately know the name of the species (the name by which they refer to themselves - in their language and your own) to which the target you touched belongs and what are their inborn natural traits.
The spell's main usage is in the preparation of magical items that would react to certain creature types in whatever manner the creator would choose them to.


Designer’s Note: Why spells and not feats

Well, I find 3 compelling motivations for that:
1. Enchanting an item with a magical power means (to me at least) to bind the magical energies to the item, not to beat it into it with a hammer.
2. D&D 3.5e categorizes magical-crafting according to the physical shape of the item to be enchanted. This makes no sense whatsoever, given totally different items can have similar or even identical powers (and wondrous items have no predefied shape/form/usage).
3. One might decide that bestowing magical powers is done while an item is physically crafted. In such case, a spellcaster can always find a crafter and pay for his time (or take the appropriate Craft skill) – but then it would make no sense that an item could be bestowed with magical powers later on.
The binding process itself should be something that’s applicable only magically – and since:
1) I don’t know of any other case where both a specific spell and a specific feat are a requirement for anything
2) the level-“tax” of known spells is already a high enough payment
I see no justification in also requiring the expenditure of feats.
This notion also leads me to the conclusion that magical effects should never depend upon mechanically moving parts for activation (what’s the verdict when the button’s spring breaks – is the magic still in there or not?). Every mechanized magical item (e.g. Rod of Immovability) can easily have a non-mechanized version and no one should even feel the difference (e.g. tapping with a finger rather than pressing a button).


Prices

Base costs (per effect):
[1000gp x spell-level *] for an expendable power (500 for zero-level spells).
[500gp x SpL] for one-time-use items **.
[4000gp x SpL] for a permanent (reusable) power.
[6000gp x SpL] for emanating ***(always-active) effects of spells with duration other than instantaneous or permanent.
[10000gp x SpL] for ever repeating effects ***: once per round.
[20000gp x SpL] for ever repeating effects ***: per attack.
* Spell level 0 counts as spell level 1/2 for the purpose of pricing items.
** one-time-use items: the following magical items are exclusively class-associated and do not require (or gained via) spells/feats/skills:
- Scrolls can be scribed by the two classes that study their magical art via written text: Priests and Mages.
- Untampered vegetation (herb, root, fruit, vegetable, mushroom, bud etc) infused with magical powers can be created by druids.
- Disposable substances (e.g. potions, balms, powders, smoke etc) with magical properties can be concocted in Witches’ cauldron.
*** Emanating & Ever-Repeating effects are valid either for a user of an item (e.g. Boots of Flight) or for the item itself (e.g. trap room with Incendiary Cloud or teleportation chamber).


Note: Any and all percentage-based calculations below relate directly to base costs, not any mid-way results.

CL:
Each CL adds 5% to the initial cost. If CL is irrelevant to a spell’s effect, use the minimal level that grants access to the spell’s level (creator’s choice otherwise).

Charges:
Each charge costs 10% of initial cost.
For non rechargeable items, detract 25 % of the base cost.
Temporary/ rechargeable magical effects can have up to 50 charges.
Charging rechargeable items demands full cost per charge.

Cost reductions for permanent magical items (by frequency of use):
Permanent magical items have #charges according to the frequency of use per time quota (each #uses is regarded as a charge):
-0% – activation per 10min (once)
-10% – activation per hour (up to 3 times)
-20% – activation per day (up to 6 times)
-30% – activation per week (up to 7 times)
-50% – activation per month (up to 12 times)

Price Increases by Means of Activation:
+0% – Spell Completion (Casting the spell(s) regularly, but without paying the strain toll): Action cost as given in the spell’s description
+10% – Simple activation with vocal & somatic component (irrelevant to the spell’s actual components): Standard action
+20% – Simple activation without vocal or somatic (at least one is mandatory): Move action
+30% – Simple activation with either vocal or somatic (owner’s choice with each activation) : Move action
+50% – Reactive powers (power activates on its own, according a predefined scenario): Non action

Speed of Activation:
Most magical powers (not including spell completion) are activated as a standard action.
The creator may decide to make the activation a move action. This requires another +30% of the initial cost.


Pricing Constructs:
( 2000 x HD) + [1000 x (total of ability scores)] + (any of the above, appropriately)


Magical Vehicles:
This is where my inspiration did not prevail in regards to any officially published spells.
The best option I see so far is to make high-level spells specifically for this purpose. These spells will follow the creation rules as given in this topic for any other spell effects


Notes:
- Instant, changing or exhaustible powers (such as disintegrate, mirror image, quest etc) can't be used to create emanating effects.
- An item’s property must conform to a particular spell effect available to the caster. A spellcaster cannot assign an item with a magical property/behavior unless s/he has an appropriate spell (e.g. Ioun Stone).
- Being magical does not make an item physically more durable to damage/manipulation by any means, unless specific magical effects are keyed particularly for this purpose.
- Use Magic Device skill doesn't exist. An item either requires spell-completion or not.



Sample magical items

Sword +1 of Flaming (assuming Flaming amounts to a 1st level spell)
- Emanating 1st level effect (+6000)
- CL 1st (+300)
- Emanating 1st level effect (+6000)
- CL 1st (+300)
- No spell completion required to use (+600)
This amounts to: 13200gp

Non-rechargeable Wand of Fireball with 20 charges for 7d6:
- Temporary 3rd level effect (+3000)
- CL 7th (+1050)
- Non-rechargeable (-750)
- 20 charges (+6000)
This amounts to: 9300gp

Ring of invisibility 3 per hour that activates by rubbing the ring and operates at minimum CL:
- Permanent 2nd level power (+10000)
- CL 5th (+2500)
- Hourly use (-1000)
- 3 “charges” (+3000)
- Can be turned on/off with no spell completion and no voice requirement (+2000)
This amounts to: 16500gp


Creation Time

The process of enhancing an item with a magical power requires creation time of 1 day per 1000gp.

Chances of Success

Creating magical items is by no means a guaranteed success. Far from it. There’s about 50% failure chances when attempting to enchant an item with an effect belonging to the highest available spell-level.

- To successfully enchant an item with a magical power, make a [level + STAT-mod] check vs. DC [10 + (3 x Spell-Level)]
- Each effect is checked for separately. In case of failure, no harm done – one can always retry.
- Failure is evident after ½ the process is complete. A spellcaster may either stop there and save the extra cash or see the process through and gain a cumulative +2 on his next attempt regarding the same effect on a given item.
- Alleviating Factors: Magical items’ creation doesn’t come with an XP toll.

The idea is to slow down the “production line” and to make WBL a little less significant factor. Furthermore, I regard magical items as fantastically-mechanized gadgets. I see no reason whatsoever why items should feed off of one’s XP.

Repairing Magical Equipment

If a magical item is damaged, but can still be physically repaired, then it is possible to restore its enchantment.
If the item has been partially or wholly destroyed (disintegrated, burned, dissolved, etc), then it cannot be physically repaired.
First, the item must be fully repaired to its original masterwork quality.
Second, the enchantment needs to be rekindled. The broken pieces still contain residual magical energies, so once the item is made whole, those energies need to be refocused to get the item to full working order.
Repairing the enchantment costs 30% of its creation price and requires 1/2 the time it would take to enchant that item in the first place.

Note: Disposable substances, obviously, cannot be repaired.

Banned Magical Items

Items that make specific actions faster. This restriction prevents action-abuse via strange combinations of magical items and features/feats from different sources.

- Animated Shield: How does the shield "know" where to fly and how not to pose an obstacle? (Shield spell doesn't exist).

- Items that grant/enhance Class-features/Class-levels/Feats/Skills: It's near inconceivable to make a magical item "know" something. It's far too unreasonable to make an item make someone else know how to do something (and then you have the paradox of that someone forgetting what he knew while possessing the item). Furthermore, this restriction would prevent a lot of power-abuse options.

- Portable Hole and other trans-dimensional containers: Way too Disney. There are no reserved "pockets" on other planes/dimensions waiting for someone to "log-in" onto them.

- Simultaneous multi-elemental/energy damage: Different damage types counter one another and leave only a token effect. Fire counters acid & cold. Acid counters electricity. Force stacks with everything.

Animated constructs & Craft skill

Unlike other magical items, a construct is something that is created magical from the get go. One must combine crafting knowledge and magical prowess during an animation’s physical creation. For the purpose of creating a golem or any other animated construct (humanoid/animal/plant/furniture/structure...), a Mage must have at least 1/2 the ranks as the intended HD in the appropriate Craft branch, and must match or top the target’s HD with his Craft check.

Magical Grafts

Several official books present rules for grafting body parts, however I haven't yet encountered grafts that are enhanced with magical powers. Here are the requirements I find appropriate for enhancing grafts and turning them into magical items:
A body part harvested for grafting can only remain usable for so long without attention.
To permanently preserve it, it must be enhanced with permanent emanations of Gentle Repose and Regenerate (Hardening is also quite popular when dealing with magical grafts).
From there on it serves as both graft and magic item (including the possibility of being a self-directed construct). When put in place of a severed body part, it attaches itself to place without harm befalling the target creature and replaces the lost part.

Magical Crossbreeding

Magical crossbreeding is just too large a subject to be compressed into a handful of spoilerblocks. It's actually one of the few issues that do deserve a book-scale set of rules. It's probably not perfect, but Jonathan Richard's "Encyclopedia Arcana - Crossbreeding" does the best job I know of in covering this issue.




    Weapons (groups, speed and more)
  Entry #4    




The New Concept of Weapon Groups

Note: I find the 3.Xe rules for weapons over simplified and far from realistically describing how they work IRL.
The purpose of this entry is to come closer to describing how they work and to fulfill the range of options each weapon provides.


The Weapon Groups in General

Each weapon group belongs to 1 of 3 possible categories:
1. Basic ("Stand Alone") Melee Weapon-Groups: Each group consists of several weapons that have a simplified operation technique.
2. "Multiple" Melee Weapon-Groups: Some weapons demand elaborate techniques to operate and require background in 2 (or 3) weapon groups to fully comprehend. Having background in the required groups automatically confers proficiency with them.
3. Range Weapon-Groups: These always stand alone.

Note: Exotic weapons are very tricky to use. They require explicit training, manifested as an expenditure of a separate Weapon Group slot.

Weapon Sizes and Weapon Speed

The given "sizes" (see "Abbreviations" later on) are actually representations of how quick a weapon is. At lower levels, it's not really possible to take advantage of weapons' quickness, because you're still learning to position yourself correctly within the melee combat "arena". With time and experience, you learn how to lend more punches/stabs/slices per time quota with the smaller weapons (provided you meet the criteria - otherwise, your weapon speed degrades).

Large/Huge Weapons, Bows and Tossed Objects (Multiple ranged attacks require Quick Draw)

+0
+1
+2
+3
+4
+5
+6 / +0
+7 / +1
+8 / +2
+9 / +3
+10 / +4
+11 / +5
+12 / +6 / +0
+13 / +7 / +1
+14 / +8 / +2
+15 / +9 / +3
+16 / +10 / +4
+17 / +11 / +5
+18 / +12 / +6 / +0
+19 / +13 / +7 / +1
+20 / +14 / +8 / +2

Medium Weapon (med./light/no armor; med./light load; a small/no offhand weapon/shield)

+0
+1
+2
+3
+4
+5 / +0
+6 / +1
+7 / +2
+8 / +3
+9 / +4
+10 / +5 / +0
+11 / +6 / +1
+12 / +7 / +2
+13 / +8 / +3
+14 / +9 / +4
+15 / +10 / +5 / +0
+16 / +11 / +6 / +1
+17 / +12 / +7 / +2
+18 / +13 / +8 / +3
+19 / +14 / +9 / +4
+20 / +15 / +10 / +5 / +0

Small/Tiny Weapons (light/no armor; light loaded; buckler/tiny-weapon/nothing in the offhand)

+0
+1
+2
+3
+4 / +0
+5 / +1
+6 / +2
+7 / +3
+8 / +4 / +0
+9 / +5 / +1
+10 / +6 / +2
+11 / +7 / +3
+12 / +8 / +4 / +0
+13 / +9 / +5 / +1
+14 / +10 / +6 / +2
+15 / +11 / +7 / +3
+16 / +12 / +8 / +4 / +0
+17 / +13 / +9 / +5 / +1
+18 / +14 / +10 / +6 / +2
+19 / +15 / +11 / +7 / +3
+20 / +16 / +12 / +8 / +4 / +0



STR-score and Weapon Sizes

Your STR-score determines the "size" of weapons you can wield without penalties (if you wield a weapon your STR-score is not high enough to wield properly, you suffer a -2 penalty to hit and initiative – cumulative for each step of STR deficiency).
- Tiny weapons require STR=4.
- Light weapons require STR=7.
- One-handed weapons and medium 2H weapons require STR=11.
- Large weapons require STR=15.
- Huge weapons require STR=19.

These numbers are modified by +/- 4 for each size category the character is larger/smaller than medium.
With STR-score 23+, for all intents & purposes, you wield a 1H/2H weapon (see the "Abbreviations" spoiler below) in 1 hand as if it were a medium weapon and medium/light weapons as if they were light/tiny (respectively).



All About Weapons and How it all Works

Abbreviations

T - Tiny weapon
S - Small weapon
M - Medium weapon
L - Large weapon – large weapons may be wielded 1H. this makes them count as huge weapons.
H – Huge weapon – add +4 to avoid disarm and to all sunder checks, both defensive and offensive. Apply a -2 initiative penalty and a -1 AC penalty.
1H/2H – A weapon designed for one-handed or two-handed use. When held 1-handed, use the large-weapons' attack roll progression. When held 2-handed, use the medium-weapons' attack roll progression. The weapon grants no extra attacks when used as offhand weapon. That's the reason no one has ever seen in real life a warrior wielding 2 bastard swords or 2 War Axes.
Ex – Exotic Weapon
ExEx – This weapon has such a complex technique, that you must receive outside tutoring and invest 1 weapon-group slot just to make it usable at all and another weapon group slot to use it without penalties.
Bl – This weapon does bludgeoning damage.
Pi – This weapon does piercing damage.
Sl – This weapon does slashing damage.
Cho – This weapon's damage type is "chopping", meaning it combines edge and mass for slashing and bludgeoning damage on every hit.
Pry – This weapon combines penetration with a crushing force. It deals piercing and bludgeoning damage
Re – This weapon penetrates and tears its target from within. It deals piercing and slashing damage.

Note I: if more than 1 type of damage is available, the 1st is the weapon's intuitive damage. Applying the other type deals -2 hit penalty (calculated separately on every weapon swing). In case of "typeA or typeB", both options are available at no penalty.
Note II: unarmed attacks count as tiny weapons for determining a monks' BAB-related base number of attacks, and as large for all other classes.

The Weapon Groups

Melee Weapon Groups (stand alone)

Axes: hand axe (S, Sl), Throwing Axe (S, Sl), Battleaxe (M, Cho), Steel War Axe (1H/2H, Cho), Great-Axe (L, Cho)
Claw Weapons: Punching Dagger (T, Pi/Sl), Spiked Gauntlet (T, Pi), Bladed Gauntlet (M, Pi/Sl)
Flails & Chains: Light Flail (M, Bl), Heavy Flail (L, Bl), Hydraflail (L, Bl, Ex) Nunchaku (S, Bl, Ex)
Heavy Blades: Longsword (M, Sl or Pi), Greatsword (L, Cho), Falchion (L, Cho, Ex), Scimitar (M, Sl/Pi), Bastardsword(1H/2H, Cho/Pi)
Light Blades: Dagger (T, Pi or Sl), Parrying Dagger (T, Pi/Sl), Rapier (S, Pi), Shortsword (S, Pi/Sl), Sickle(S, Sl/Pi), Sword Stick (S, Pi/Sl), Kukri (S, Sl/Pi), Wakizashi (S, Pi or Sl), War Fan (S, Sl or Bl/Pi, Ex)
Maces & Clubs: Club (S, Bl), Great Club (L, Bl), Light Mace (S, Bl), Heavy Mace (M, Bl), Sap (S, Bl), Tonfa (S, Bl, Ex)
Picks & Hammers: Light Pick (S, Pi), Heavy Pick (M, Pry), Light Hammer (S, Bl), War Hammer (M, Bl), Maul (1H/2H, Bl), Dire Maul (H, Bl, Ex)
Polearms: Glaive (L, Re), Gisarme (L, Sl), Ranseur (L, Pi/Sl), Lance (L, Pi, Ex)
Spears: Javelin (S, Pi), Spear (1H/2H, Pi/Sl), Trident (S, Pi), Harpoon (S, Sl)
String Based: Garrote (L, Bl + special), Net (M, --), Scourge (M, Bl), Whip (L, Bl), Stingray Whip (L, Pi or Sl, Ex)
Staffs: Quarterstaff (M, Bl), Battlestaff (L, Bl)

Melee Weapon Groups (multiple)

Axes + Heavy Blades: Khopesh (1H/2H, Cho, Ex)
Axes + Heavy Blades + Staffs: Night Cleaver (H, Cho/Re, Ex)
Axes + Maces & Clubs: Crusher-Axe (L, Cho and Bl, Ex)
Axes + Spears + Staffs: Halberd (L, (Cho or Pi) and Bl), Urgrosh (M, Cho and Pi/Sl)
Flails & Chains + Light Blades + String Based: Kusarigama (M, Re or Bl, Ex)
Flails & Chains + Maces & Clubs + Staffs: Three Section Staff (M, Bl, Ex)
Flails & Chains + String Based: Battle Chain (M, Bl)
Flails & Chains + Staffs: Flailed Staff (M, Bl)
Heavy Blades + Light Blades: Hooked Sword (M, Pi/Sl, Ex), Katana (1H/2H, Sl or Pi, Ex)
Heavy Blades + Maces & Clubs: Pounding Staff (L, Bl)
Heavy Blades + Picks & Hammers: Scythe (L, Re)
Heavy Blades + Staffs: Double Scimitar (M, Sl/Pi), 2-Bladed-Sword (L, Pi or Sl)
Light Blades + Maces & Clubs: Sai (S, Bl, Ex), Siangham (S, Bl/Pi)
Light Blades + Picks & Hammers: Kama (S, Re, Ex)
Light Blades + String Based: Silken Pike (S, Bl or Sl, ExEx)
Maces & Clubs + Picks & Hammers: Morningstar (M, Pry, Ex), Great Morningstar (H, Pry, Ex)

Range Weapon Groups

Bows: Shortbow, Longbow, Composite Shortbow, Composite Longbow
Crossbows: Hand Crossbow, Light Crossbow, Heavy Crossbow, Repeating Light Crossbow, Repeating Heavy Crossbow
Rock, Sling & Bola: Rock, Sling, Bola
Tiny Projectiles: Shuriken, Throwing Iron
Thrown Blades: Boomerang, Chakram
Blowgun: Hand Blowgun / Long Blowgun:

Special Combo Weapons

Axes + Buckler: Buckler Axe (L, Cho, Ex)
Light Blades + Buckler: Tortiose Blade (L, Pi, Ex)


The Weapons

Omitted Weapons

Double Axe: Totally unwieldy, a problem to carry around and dangerous to the user.
Dire Flail: ditto.
Spiked Chain: ditto.
Gnome Hooked-Hammer: ditto

Modified Core Weapons

Axes: Don't have enhanced crit (unless specifically noted otherwise), but they do have more options than core.
Bows: In terms of speed and iterative attacks, a long bow is treated as a large weapon (as huge when used from a horse bach). A short bow is treated as a medium weapon (as large when used from a horse bach).
Dagger: Crit: 19-20 / x3.
Falchion: Does 1d12 damage.
Halberd: The halberd is a double weapon!
Kama: Crit 20/x3.
Morningstar: Crit.: 19-20 / x3. This weapon was greatly feared for a reason. It was affectively a one strike-one kill weapon.
Nunchaku: Those proficient with this weapon and have Ambidexterity gain an extra attack, as if wielding 2 small weapons interchangeably. This has nothing to do with 2WF or off hand attack, but rather exchanging holds on a symmetrical weapon. The Nunchaku is usually made of steel and deals d6 damage. Its wooden version does d4 non lethal damage, but counts as a tiny weapon, thus using the best BAB progression.
Quarterstaff: The quarterstaff automatically grants its wielder +2 AC bonus against melee and thrown weapons, and an additional +1 when fighting defensively and +2 for total defense. Quarterstaff wielders are unaffected by counter-tripping. An improvised wooden stick does d4 damage, but a highly fashioned combat staff is fitted with steel tips that enhance the damage to d6.
Rapier: This weapon adds + to all opposed Feint checks - both to attempt and to resist.
Shuriken: 1d3 slashing or piercing damage (there are 2 general types), 15’ range multiplier. Unlike other types of ammunition, shuriken may be retained 5 times after usage and continuously on a miss.
Sling: This weapon does d6 (19-20/x3).
Spear: Does d8 damage. When held 2H, it's similar to the quarterstaff in functionality, except the primary side does d8 damage. It doesn't confer the basic +2 AC against melee and thrown weapons, but it does grant the extra AC bonus for fighting on the defensive, or for total defense. The Longspear is actually a Pike. The given pole weapons have made it obsolete.
Trident: Skewers on a critical hit. Removing a skewered trident causes d6 damage and requires a full round's action. If one continues to fight with the trident in place, he takes d3 points per round and suffers -2 hit, -1 initiative penalties and -3 to all perception based skills.

Additional Weapons

Battle Chain: This 2H weapon allows attacking both opponents up to 10ft away and against adjacent opponents without provoking AoOs. It does 1d4 damage (20/x2) and can trip, entangle ("critical" trip), disarm, sunder and strangle (instead of a critical hit; Ref DC = [10 + BAB/2 + STR-mod]).
Battlestaff: This double weapon is a massive steel-reinforced version of the quarterstaff with studded steel tips that does d8 (20/x2) damage and lacks the quarterstaff's defensive advantage.
Bladed Gauntlet: This gauntlet has 3 blades protruding forward from its back, each about the length of a dagger beyond the knuckles. It does d6 (20/x2) damage and cannot be disarmed.
Blowgun (hand): 20ft range increment. Deals 1 point of damage + poison effect.
Blowgun (large): 60ft range increment. Deals 1d3 points of damage + poison effect.
Boomerang: This weapon does d4 (20/x2) damage when it hits. If it misses, it returns to the wielder.
Buckler Axe: This special weapon may be wielded both as a buckler and an axe (1d6, 20/x2). Buckler Axe may function as a 2nd shield.
Cestus: Adds d3 bludgeoning damage to unarmed strike, at the expense of a -2 penalty to all climb checks.
Chakram: This circular blade does d6 (19-20/x2) damage and has a range increment of 20ft.
Crusher-Axe: This weapon is an elongated large axe (d10, 20/x3) with a studded steel ball (d8, 20/x2) at the back side.
Dire Maul: Does 2d6 (20/x3). Any hit from this devastating weapon counts as Bull Rush.
Double Scimitar: Similar in functionality to the 2-Bladed-Sword, this weapon is deals 1d6 damage.
Flailed Staff: This weapon looks like 2 staffs connected together, one of normal length and the other just 1/3rd length. The primary side does d8 damage, but allows counter-tripping. In all other aspects, this weapon functions like a regular quarterstaff.
Garrote: A garrote is a 2H weapon – basically a sturdy 2ft cord attached to a wooden grip on each end – that's useable by making a successful grapple attempt. If the target is aware of your presence, you take a -5 hit penalty to your attempt to start a grapple at all and -10 to make it count as given below. A garrote does [1d4 + STR-mod] bludgeoning damage (including damage modifiers such as crit... and SA) and [1d6 suffocation damage] each round. It prevents verbal communication or speech of any kind and renders the target slowed. As long as the garrote is in place, the wielder gains a +5 circumstance bonus to its opposed grapple checks against the held target, while the target takes -4 to all rolls and checks. If you wish to keep things quiet, you need to make an opposed Stealth check with a -10 penalty, to grapple your target in a way that doesn't make noise. A garrote is ineffective against an opponent in plate mail or heavier armor.
Great Morningstar: 2d6 (19-20/x3), metal hafted.
Flailed Staff: This weapon looks like 2 staffs connected together, one of normal length and the other just 1/3rd length. The primary side does d8 damage, but allows counter-tripping. In all other aspects, this weapon functions like a regular quarterstaff.
Hooked Sword: 1d6 (20/x2). This weapon provides a plethora of offensive and defensive options for the wielder to utilize.
As the name implies, this weapon is a flail with multiple heads. The weight from the extra heads and chains makes it a difficult weapon to wield, but in trained hands this is a dangerous and intimidating weapon, dealing 1d10 (19-20/ x2).
Katana: The highest quality blade known. A standard Katana (price: 5000gp, hardness: 15, HP: 20) does 1d10+1 (18-20/x3) damage. It may be used either 1H or 2H (equivalent to Bastardsword) and counts as masterwork weapon. One usually cannot simply buy Katana, since they're custom made for high military positions or nobility in certain cultures and take 6 months to make by 3 different master craftsmen. Masterwork Katana (price: not set, hardness: 25, HP: 30) double the usual effects of masterwork weapons, are 100% stainless, and although not made of adamantine, they penetrate hardness just as effectively. They require 5 years of preparations and are made only for the use of a state's highest military position. Although the Katana counts as exotic weapon, it's incredibly balanced. Someone with background in Heavy Blades that didn't take the required exotic weapon training uses it as if it were a Bastardsword.
Khopesh: This sword seems like a bizarre hybrid between a sword and an axe. It does d8 (19-20/x2) damage.
Kusarigama: The next step in the evolution of the Battle Chain, this weapon is a Battle Chain with a Kama attached to one side instead of a weight.
Maul: Does d10 (20/x2).
[b]Night Cleaver: This weapon is a massive and elongated axe-like blade, connected to a short and heavy pole with 4 docking points. It does 2d6 (19-20/x3) damage. For sundering attempts during combat it has hardness 15 and 20 HP.
Parrying Dagger: This triple-bladed version trades some damage potential for defense and maneuverability. It does d4 (20/x2) piercing damage.
Pounding Staff: This weapon (introduced in “crouching tiger, hidden dragon”) is a 4’ “cubistic” fashioned steel staff with a sword-like 2-handed handle. It’s serrated throughout the entire length and does 2d6 (20/x2) damage, and adds +4 to all sundering attempts. Its mass makes it useful for tripping.
Scourge: This shorter and more battle-appropriate version of the whip does d6 (20/x2) damage.
Silken Pike: Only a handful of individuals master the usage or the means of preparation of this weapon. The silken pike is actually a 10ft scarf, woven out of extremely fine steel threads intertwined with silk, which has undergone special treatment with oils and minerals to withstand fire to some extent. When used correctly, it does d6 (20/x2) bludgeoning (forward jab – hence the name) or slashing damage. It can trip, disarm, entangle, strike up to 10ft away and sunder. In terms of speed, it counts as a small weapon and it can be used 1H or 2H. Without the proper training, this weapon is no more than a piece of garment.
Steel War-Axe: (1H/2H): The classic symmetrical metal hafted axe. It does d10 (20/x3) damage. Unlike other axes, its handle is too short for tripping. However, because of its relatively short haft, it can be used in confined spaces.
Stingray Whip: This weapon is described in the 3.0e supplement book "Arms And Equipment Guide".
Sword Stick: This is a long, slender, rapier-like blade concealed within what appears to be a walking stick or cane. It takes a standard action to draw the blade from its stick-hilt and ready it for use. This weapon doesn’t have the rapier’s enhanced crit threat. Those who wish to take a weapon somewhere where weapons are not allowed, mainly use this weapon.
Three-section-staff: This double weapon has the same stats as quarterstaff. To disarm a 3-sec-staff, one actually needs two successful consecutive disarm attempts against a 1-handed weapon. For all 2WF applications, 3-section-staff counts as 2 separate ideal-paired weapons. You may also swing it as a 2-handed weapon for d8 damage, usually saved to gain reach attacks, but then you may be disarmed normally.
Throwing Iron: This piercing weapon uses the same stats as shuriken. It's useless for cutting soft materials, but it reduces the defense of any chain or scale based armor by -2, by penetrating in between the metal parts.
Tonfa: Think of a policeman’s nightstick. This weapon does d4 (20/x2) damage. A single tonfa matches the quarterstaff’s defense. When used in pairs, the AC bonuses stack on all applications. This weapon is slow on the offensive side. In order to enjoy the defensive advantage of this weapon, you must attack with it as if it were a large weapon (in terms of weapon speed).
Tortoise Blade: This special weapon may be wielded both as a buckler and an axe (1d6, 19-20/x2). Tortoise Blade may function as a 2nd shield.
Wakizashi: This weapon is the Katana's smaller counterpart. A standard Wakizashi (price: 3000gp, hardness: 15, HP: 15) does 1d6+1 (18-20/x3) damage. Just like the Katana, the Wakizashi is incredibly balanced. Someone with background in Light Blades that didn't take the required exotic weapon training uses it as if it were a Shortsword.
War Fan: When held open, this weapon does d6 slashing damage and grants +2 bonuses to disarm and to AC. It can be used for bludgeoning or piercing damage when closed, but then it loses the bonuses to disarm and AC. Switching operatus modes can be done once in a combat round cycle as a swift action (the second time requires a move action).


General Notes on Weapons

• Unless noted otherwise, all melee weapons have a range increment of 5ft.
• All weapons related to Staffs (except Night Cleaver) can utilize reach attacks. Medium weapons allow switching uses once/round between double-weapon and reach-weapon as a swift action and large weapons require a move action to do so. Reach attacks made by non-reach weapons prohibit perpendicular/diagonal maneuvers (e.g. AC bonus, trip, disarm, slash …)
• Except for combat in confined places, all reach weapons allow attacks against adjacent opponents.
• All x4 crit multipliers are reduced to x3.
• PA with 2H bludgeoning/chopping weapons also count as a 5ft Bull Rush.


How many Weapon Groups & Armor proficiencies each class gets

Bard
– Melee: 2 (any)
– Range: 1 (any)
– Armor: light + buckler

DFA
– Melee: Claw Weapons + Heavy Blades + Light Blades + Spears
– Range: none
– Armor: none

Druid
– Melee: Maces & Clubs + Staffs + Spears
– Range: 1 (any except Tiny Projectiles)
– Armor: light + shield (wooden/bone only)

Ghostknife
– Melee: Heavy Blades + Light Blades + Spears + Staffs
– Range: Crossbows
– Armor: shield

Hexblade
– Melee: 3 (any)
– Range: 1 (any)
– Armor: medium + shield + buckler

Mage
– Melee: 1 (any)
– Range: Crossbows
– Armor: none

Monk
– Melee: 5 (any)
– Range: 2 (any)
– Armor: light

Priest
– Melee: 2 (might be ethos-restricted)
– Range 1 (might be ethos-restricted)
– Armor: light (med. for Cleric (War Priest)) + shield

Rogue
– Melee: 3 (any)
– Range: 1 (any)
– Armor: light + buckler

Sorcerer
– Melee: 2 (any)
– Range: 1 (any)
– Armor: light

Spellthief
– Melee: 2 (any)
– Range: 1 (any)
– Armor: light + buckler

Warrior
– Melee: 5 (any)
– Range: 2 (any)
– Armor: All + shield + buckler + tower

Witch
– Melee: 1 (any)
– Range: 1 (any)
– Armor: none


Notes:
- For each +4 BAB, add another Weapon Group or Armor Category at no cost. Also, a feat can be spent (and reclaimed later on) to "buy" a Weapon Group / Armor Category.
- In case of multiclassing, the starting Weapon Groups & Armor Proficiencies overlap.

Rules for improving weapons' aptitude

Redefined Prerequisites & Functionalities:
1. Instead of Warrior Levels, Weapon Focus, Weapon Specialization, Weapon Mastery, Greater Weapon Focus, Greater Weapon Specialization and Weapon Supremacy require BAB +1/+4/+7/+10/+13 and +19 respectively - as given in the Warrior's advancement table (entry #6).
2. Greater Weapon Focus has Weapon Mastery as prerequisite.
3. Weapon Mastery is applied per group, not per damage type (bludgeoning/piercing/slashing). Weapon Mastery for a ["Multiple" Melee Weapon-Groups] is applied to weapons from all parent-groups.

Additional/Modified Benefits (on top of those detailed in PHB I&II):
1. Weapon Focus grants +2 to hit.
2. Weapon Specialization grants +3 to damage.
3. Weapon Focus & Weapon Specialization and their "Greater" versions also add a cumulative +1 to all opposed Deflect, Disarm, Sunder & Trip checks.
4. Weapon Focus & Greater Weapon Focus with melee weapons also grant +1 shield bonus to AC. When wielding 2 Medium or quicker weapons with Weapon Focus, the AC bonus is increased by an extra +1, provided the wielder has Ambidexterity & TWF.
5. Greater Weapon Focus increases a weapon's critical threat range by 1 and grants the ability to take 10 on attack rolls, but no further attack-rolls augmentation.
6. Greater Weapon Specialization increases a weapon's critical damage multiplier by 1 and makes the wielder immune to fumbles (see "Natural 1s and natural 20s" in the next entry), but grants no further damage augmentation.
7. Weapon Supremacy grants +4 to attack rolls, damage scores, AC and to all opposed Deflect, Disarm, Sunder & Trip checks, plus the ability to be wielded against a foe who grapples you without penalty and without first making a grapple check.


Additional Information and Options

Ideal Pairs

Usually, when wielding 2 small or medium weapons of the same size category, the "Firing rate" is reduced to that of the next "size" category. Some weapons, however, are designed to work perfectly as pairs (the same weapon in both hands) and do not impose this penalty. These weapons are: Hooked Sword, Kama, Light Mace, Nunchaku, Sai, Scimitar, Shortsword and Siangham.

Deflect (a new combat option)

Some weapons (including unarmed) allow you to avoid receiving an immanent blow. If attacked by a melee weapon (either in melee or when thrown) and hit, as an immediate action, roll to hit against AC = [20 + (the to-hit result) – (your AC)]. Success means the weapon was deflected just before hitting.
Notes:
- Missile attacks, lance charges and sundering attempts cannot be deflected, nor can attacks made by creatures 2 size categories larger.
- When successfully deflecting natural attacks, unless doing so unarmed yourself, the attacker is aware that continuing the attack means certain injury. Unless the attacker ceases his attack action before landing the blow, it automatically gets hit and takes a -4 hit penalty for all its remaining attacks.
- A shield can be used for deflection: at the risk of being sundered.
- A target of a critical hit knows beforehand – from the situation of battle – that it's gonn'a get it hard (provided it is aware of the incoming blow and wasn't misled by feinting or other means) and can time its deflections where it really counts.

Redirect: If you have both Improved Unarmed Strike (or are a monk) and Improved Deflect, and you successfully deflect an attack while both your hands are unoccupied, then your opponent actually targets himself with the attack that was meant for you.

Combat Maneuvers and relevant weapons

Deflect - applicable for any weapon related to Axes, Flails & Chains (excluding Nunchaku), Heavy Blades, Maces & Clubs, Picks & Hammers and Staffs. Other weapons that may deflect are: Hooked Sword, Parrying Dagger, Sai, Siangham, Scythe and Shortsword.
Disarm - applicable for any weapon related to Axes and Flails & Chains. Other weapons that may disarm are: all Swords, Staffs, Bladed Gauntlet, Kama, Parrying Dagger, Ranseur, Sai, Scourge, Siangham, Sickle and Whip.
Sunder - applicable for any bludgeoning or slashing weapon, except for Bola, Hooked Sword (at -2), Sap, Shuriken and Whip
Trip - applicable for any weapon related to Axes (except War Axe – see weapon's description), Flails & Chains, Picks (but not Hammers), Staffs and sting Based. Other weapons that may Trip are: Guisarme, Hooked Sword, Kama, Khopesh, Pounding Staff and Scythe.





    Game Mechanics and Misc Issues
  Entry #5    




Redefined Game Mechanics

AC

- The AC modifiers are: Armor, Dodge, Deflection and Shield. Any other type is ignored/redefined.
- Dodge AC can only come from character traits or morale bolstering effects.
- Shield AC is applicable against touch attack, but not against melee attacks made by incorporeal opponents. Only one shield can be wielded effectively.
- Armor & Deflection AC never stack with themselves (they overlap).


Dodge AC Progression
Among the more puzzling facts about all D&D incarnations, one that shines above is the fact that there's no built in rule for characters to improve their dodging capabilities with level progression.
I mean, a melee character battles the greatest horrors of creation throughout 20 levels advancement and learns nothing about avoiding getting hit?
NOTHING?!
My idea was to show some level of advancement of the raw - class-independent - insight that all should gain with level progression, with the "dodgy" types progressing faster than the non-"dodgy" types.
And since nothing in 3e spells dodgyness more than Ref saves, it seems to me that the most suitable mechanics to describe what I'm talking about would be to grant 1/2 base Ref save bonus as dodge AC. This bonus is lost when a character is denied its AGI-bonus to AC.


Parry
When fighting defensively or applying total defense, you may add ¼ your BAB as shield AC whenever you're wielding a weapon or shield you're proficient with.
You may apply this bonus only for a single held weapon or shield.

Actions

Redefinitions

- Dropping prone is an immediate/swift (not free) action.
- A swift action is something you integrate into your actions, whereas an immediate action is something you do as a response to someone else's actions (a reaction). The two don't usually come at the expense of one another.
- A standard action can be bloken down into 2 move actions or forfeited for gaining a 2nd swift action.
- A move action can be substituted for a 5ft-step, trading distance for avoiding AoOs.
- Total Defense does not prohibit immediate actions (including AoOs - see below).
- Withdraw, given the above, is no longer an action by itself, but rather a combination of other actions.
- An AoO is an immediate action, not an additional (and untimed) action or set of actions.

Attacks Sequence & Movement

- Making all your melee or range attacks against a single target from where you stand takes a standard action.
- Also, as a full round action, you can make use of all your attacks while moving up to your speed, targeting anyone within reach you see fit to attack. Your movement provokes AoOs as normal.
- Upon Gaining 3 attacks per round, you can spend a standard action to make a single attack while moving up to your speed. You may also make a single attack from where you stand as a move-action.
- TWF and extra attacks granted by the Monk's FoB are both applicable in any attack sequence that takes a standard action or longer - moving or not.

New Actions

Aim (Full-Round Action)
By taking a full round action to line up and execute an attack, you get [+1 bonus to hit and your weapon's base damage] per extra attack (beyond the first) that your BAB and weapon speed entitle you. This extra damage is a damage multiplication that is not further multiplied on crit.
Generally, you can aim only ranged weapon attacks against targets within the weapon's range multiplier.
You cannot aim ranged powers.
You can aim melee attacks only when targeting an immobile object, which you hit automatically.
While aiming, you are flat-footed.
If you are struck or distracted in any way before your attack, you must make a Concentration Check vs. DC 15+damage or lose your attack.

Command (Move Action)
Issuing a command to a minion or a character under the influence of Dominate requires a move action. If you want to issue different commands to different groups of minions, each one requires a move action.

Cling (Standard Action)
You can only cling onto a target that is 2 sizes or more larger than you. If you make a successful attack roll or Climb check, you are considered to be clinging. On its action, the target may attempt to attack you, or shake you off with an attack roll or Escape Artist check of its own. If the target has facing (mechanically speaking) and is flatfooted when you make a successful Cling, it takes -4 to any and all rolls against you (offensive and defensive alike).
Clinging: The target is not considered flat-footed against you or others. You can attack it with one handed weapons, but all attacks or power checks take a -4 penalty. You are in its space and move with it.
Special: If you use the Ride skill, you can attempt the Cling action against a target one size larger than you.

Foil Action
One can ready an action to foil someone else's action (single).
Foil Action allows a movement of up to 1/2 one's speed and making an attack against a creature.
Foil Action allows disruption of any of the following actions:
- Attack sequence against someone else (foils only a single attack when the attacker makes a full round action attack)
- Casting of a spell
- Activating a device (magical or otherwise)
- Consuming edible/drinkable substance
- Using any of the following skills: Balance, Climb, Disable Device, Escape Artist, Handle Animal, Perform, Ride, Swim and Use Rope.
You make an attack roll. If the attack hits, the creature's action fails (movement is halted, spells fizzle, attack is cancelled, etc). The movement provokes AoOs as normal, but the attack doesn't.
From a stand-still, Foil Action is an attack action with allowed iteration equivalency of wielding large weapons (see entry #4).



Pounce
Creatures & characters that have pouncing capabilities gain +2 to following attacks for every attack that hits while pouncing.
Note: While 2W-pounce is fine, one cannot attack more than once with an extremity while pouncing.


Armors, Shields & Helmets: Redefinitions & Additions – mechanically & thematically

Armors - Redefined

I could never understand why anyone would want to take medium armor in 3e.
Their bonuses always seem to be outclassed when compared to their penalties - both vs. light and heavy armors.

The following stats, to me, seem to restore the balance between the different categories:

Weight Category Armor Type AC Bonus Max AGI ACP ASF Price (gp)
Light
Padded Leather +1 +8 -0 5% 5
Reinforced Leather +2 +6 -0 10% 10
Chain Shirt +3 +4 -2 20% 100
Medium
Hide +4 +3 -3 25% 50
Chain Mail +5 +3 -3 25% 200
Elven Chain +5 +5 -2 15% 1200
Breastplate +6 +2 -4 30% 300
Heavy
Banded Mail +7 +1 -7 40% 500
Elven Plate +8 +3 -4 25% 2500
Full Plate +9 +1 -6 35% 1500
Heavy Plate +10 +0 -8 45% 1800

The improvement seems to be more or less linear to fit one's AGI-mod. Non Full-Plate heavy armor is viable now (especially on a budget), and the medium armor types have received a buff as well, while light armors stay more or less the same.

Shields’ AC Adjustments:
- A Heavy shield grants +3 to AC
- You can Shield Bash with a Tower Shield. A Tower shield does not cause attack penalties and the ACP is -4.
- On a successful Ref save a character with a tower shield may hide behind said shield for total cover.
- All shields add +1 to AC for fighting on the defensive and +2 for total defense.
- A shield's defense can be applied to an adjacent ally against a single attack as an immediate action. This causes you to lose your shield's defense until the beginning of your combat turn to come.


Helmets:
The entire subject of how helmets contribute to one's defenses was totally ignored by WotC. This is something I never found justification for. Therefore, I've devised the following rulings, which seem to best describe the benefits and penalties for wearing helmets, in and out of combat:
- A helmet is worth +1 armor AC.
- Light, medium and heavy helms grant +1/2/3 AC vs. confirming-crit. They also cause the wearer to suffer a penalty equal to this number to all perception skill checks (Spot, Listen, Search... etc).
- This would probably mean people are constantly taking off their helmets between fights, which seem reasonable.
Note: wearing lighter helmets than your armor-appropriate type grants lower defenses, however, wearing heavier helmets than your armor-appropriate type doesn't grants higher defenses. This has to do with how helmets interact with the design of their appropriate armor.

Bull Rush

Push Away
When successfully Bullrushing, the attacker may attempt to "shove" his target just outside its reach without completing its move with the target.

Bull Rush Off a Cliff/Ledge
• Bull Rush pushes a target off cliff automatically, given enough movement.
• The faller gets DC 15 Ref save to grab a hold of something, to avoid falling.
• The faller can voluntarily give up his Ref save in order to make a grapple check against the opponent. A success means that both go over the cliff. Pin result indicates that only the attacker falls off.
Grappling while falling
Grappling works as normal in mid-air (assuming it is a long enough fall to allow time for grappling), but the attacker gets a -4 penalty. If your opponent is pinned when you hit the ground, then you land on top of him, you treat the fall as 10ft shorter, while the landed-on treats the fall as 10ft longer.

Called Shots (yes/no) ?

Called shots are already in the game.
- Called Shot to the Feet: Trip
- Called Shot to the Hands: Disarm
- Called Shot to the Weapon(s): Sunder
- Called Shot to a Vital Organ: Sneak Attack

Nevertheless, if you do wish to target specific hit locations, this is how I'd implemet such rules:

Sometimes you really wish to hit a creature’s eye, take off one of its horns, dive into its mouth or some other totally wacky stunt. In most cases, you may spend a full round action to perform your stunt.
If the target organ is within your grasp, a called shot is made at a -10 penalty to hit.
If the target organ is just out of your reach (e.g. you’re a human wielding a longsword and you try to knock off a hill giant’s crown), the attack is made at -15.
If the target organ is significantly out of your reach (e.g. a legendary elephant’s backside), the attack is made at -20 or worse.
Called shots take a full round action to execute, or as a ready action against a physical attack using the target organ.

Casting Defensively

3.5's Casting Defensively is too easy (way too easy). It also doesn't account for variations in the opponent's fighting skill and gives the same opportunity vs. a commoner as vs. an epic level warrior.
To make Casting on the Defensive make more sense and to make it actually challenging even for skill-optimizers, A more reasonable approach would be to make it DC [15 + 2*SL + 1/2 highest BAB among creatures threatening you +2 per creature threatening you beyond the first] (yes, when you try to cast a 9th level spell while threatened by a 20th level warrior and his two buddies, you’re taking a huge risk).
This makes Spellcasters a lot more dependent upon the martial classes to stand between them and their foes. A spellcaster that wishes to be more self-sufficient should focus on combat-oriented spells with swift action casting time.

Character Creation & Advancement

Ability-Score Generation
Use 33-40 points buy for the given 8 stats - according to the level of power desired by the DM and the players.

Ability-Score Progression
Characters add 1 point to one ability score at each level. Racial ability-score limits may be exceeded at each level divisible by 4 and you cannot increase the same ability twice in 2 consecutive levels. This serves as a decent compensation for a bad start and/or MAD. It also puts yet a greater impact to level progression
General feats (and only general feats - the ones all are entitled to) can be used to raise one's ability score AND ability score limits (according to race & HD) by 1.

Level Advancement & Training
- Characters WILL age during the game. There will be significant "down time" between adventures during which characters will train, research, build strongholds, etc.
- Training to gain a new class takes one year - requires a mentor. This includes prestige classes.
- Gaining a new level takes one month with a mentor, or 1d4+2 months without a mentor. A mentor is required until level 7. After that, level progression is automatic. A prestige class requires no tutoring beyond attaining 1st level.
- Each major city has a special training academy for adventurers, sponsored by the authorities (an effective tool to prevent anarchy). This includes coverage of all base classes.

Charging

- When determining the line on which you charge, you do not have to take the shortest route to your opponent. Instead, you may charge in any straight line on which you would threaten your opponent. You must make your attack when you enter the first square in which you threaten your opponent.
- Charging and Level Advancement: When charging, an attacker's BAB is added (on top of the +2 everyone gets) to his charge damage. In case of Two Weapon Pounce or other cases of multiple attacks (e.g. by a Hydra), only the 1st attack gains the extra damage on a successful hit. This definition comes instead of the Barbarian's "Pounce" ACF (which is rationally flawed and pushes up the damage too far high), but still keeps charging a decent combat option at higher levels, when no better options are available, while preventing itfrom becoming an "I win" option.

Codes of Honor

A character can decide to follow a code of honor – a more or less restrictive moral code. A character with a code of honor receives a bonus to his will saves and a skill checks were his word, honor, etc. has an influence, as long as the character does not violate the code. The stricter the code is, the higher is the received bonus.
Being honorable has nothing to do with being ‘good’ though. A hobgoblin raider who would never attack one of his comrades or lie to an ally is honorable, even though he spends much of his time with plundering, raping and pillaging.
The significance of a Code of Honor is determined by the obligations the code includes. A minor code consists of 3 amendments, a significant one contains 5, and a major code contains 8. It is up to the player to determine the code’s rules, but the DM must agree to them. Any of these rules must be significant enough to be relevant. A rule like “Assist all albino dwarves without beard growth” is not sufficient.
A character that violates his codex loses all bonuses and suffers a penalty to all social skills equal to the former bonus. A character can make up for a code violation through a heroic deed.

Code:
Codel	Will & Social Bonus	Obligations
Minor		+1		3
Significant	+2		5
Major		+3		8
Example Codes:

Barbarian Clansmen (minor):
- Never break your word to an honorable person.
- Always respect the laws of hospitality.
- Revenge any crime against you, your clan or your clan’s honor.

Professional Mercenary (minor):
- Stays bought.
- Follow your leader’s commands in spirit, not in words.
- Be loyal to your unit and your comrades.

Honorable Bandit (significant):
- Take from the rich, give to the poor.
- Be loyal to your comrades.
- Fights among comrades must be fair.
- Never make deals with the gentry.
- Never take from the underprivileged.

Chivalrous Knight (major):
- Protect those who are weaker than you.
- Protect the realm’s laws.
- Help women, widows and orphans.
- Don’t lie.
- Punish the guilty.
- Fights among men of honor must be fair.
- Follow the orders of your liege lord.
- Treat your subordinates well.

Coup de Grace

Getting into Coup de Grace position takes a standard action - execution is a move action. Maintaining the threat provoke AoOs, but with +8 initiative bonus to carry out your threat, unless attacked by an unnoticed opponent. This allows on-the-fly hostage scenarios.
You can choose to sever extremities, blind, deafen, or otherwise maim with 1d6 points of ability drain on a failed Fort save, instead of attempting to kill a helpless target.

Critical Hits

General Changes:
- Critical Hits are dependant upon how much you beat the minimum to-hit, not the rolled number. A hit is considered to be critical if you beat the minimum to-hit by 10 or more, -1 per additional point of threat range (e.g. a scimitar would only need to beat the minimum to-hit by 8-point margin to score a critical hit).
- "Critical threat" is plain simple critical hit. Critical Hits do maximum damage and the extra damage dice are rolled normally (makes no sense for a critical hit to do less than a standard one).
- When scoring a critical hit against a creature susceptible to precision damage (see "Immunities – Redefinition" below), a 2nd roll is made. If it also indicates a crit, there's a chance for a killer blow (targets with discernable anatomies only) and the opponent must make a Fort save vs. DC = [10 + 1/2 BAB + (by how much the attacker beat the min result to-hit-critical)] or die.
- Critical hits automatically negate miss chances due to partial concealment and/or cover.

Critical Enhancements:
- Greater Weapon Focus increases critical threat range by 1.
- Greater Weapon Specialization increases critical damage multiplier by 1.
- Keen (magical): increases the critical threat range and damage multiplier by 1, rather than doubling threat range.
- Vorpal (magical): increases critical threat range by 1 and the critical damage multiplier by 3, rather than "behead" (which is bad mechanics for a game that doesn't specify hit locations).
Note: Vorpal and Keen magical enhancements don't stack. Every other combination does.

Damage Multipliers
Damage multipliers of various sorts – where it is said that a feat or a feature cause double damage – are accumulated rather than re-multiplied.
This means that if an attack is to deal double damage due to 2 separate reasons (e.g. scoring a crit on an Overpowering Attack), the attack would deal triple damage, not \x4 (and x4 for 3 factors, x5 for 4 factors and so on).
Damage Multipliers & DR: DR is also applied to each and every damage multiplication – due to crit or any other multiplication factor (such as feats, circumstances, magical effects, etc).


Delay In-Turn
It is possible to delay after starting your turn, at the expense of a move action.
If you just make a swift action, you still have a standard action available.
If you already made a move action, all you have left is another move action.


Epic Level Progression
- Beyond character level 20, AB improves at a rate of +1 per 5 levels. If one of your classes (base or PrC) happens to grant BAB that’s superior to your BAB achieved by level 20, take it and count epic progression (+1 per 5) for your remaining levels.
- For saves, use the progression rate noted above, but use base save modifier +12 rather than character level 20.
- Disregard everything else that's related to Epic-level rules.


Evasion
This powerful defensive option is an immediate action, not a free action.


Favored Classes & Multiclassing

There are no multiclassing XP penalties of any sort and for any reason.
Each race has 2 base classes that come more natural to it than other classes. When advancing a favored class, you only "burn" 90% of your appropriate level XP – the rest is transferred for sake of the next level advancement.
The favored classes for the PHB races are as follows:
- Dwarf: Priest, Warrior
- Elf: Druid, Mage
- Gnome: Bard, Mage
- Half Elf: Rogue, Witch
- Half Orc: Hexblade, Witch
- Halfling: Bard, Rogue
- Human: Any (see the PHB).
- Killoren: Disciple of the Elements (Priest variant), Druid
- Undermountain Dwarf: Cleric (Priest variant), Warrior
- Vulcan: Mage, Monk
- Xeph: Ghostknife, Monk

Feint – Redefined

I've always felt awkward with feinting being tied to skills. Battle cunning has nothing to do with having a slick tongue or sharp wits.
So here's an alternative calculation, based on one's basic combat aptitude:
- Aggressor's score = d20 + BAB + CHA-mod + Sleight of Hand synergy
- Defender's score = d20 + BAB + WIS-mod + Sense Motive synergy
The mechanics of Feinting:
- Feint is a move action to begin with.
- A successful Feint renders your opponent flatfooted in regards to the augmented attack.
- If you can make a sequence of more than a single attack (whether or not as a full attack), you can attempt (using the Feint option) to augment one of your attacks by spending your next attack. The Feint check is rolled using the AB of the attack you’re attempting to augment. For instance, suppose you have +11/+6/+1 sequence available. If you wish to augment your primary attack (+11), you lose your secondary attack (+6), but you make your Feint check at +11. You could instead choose to augment your secondary attack (making the Feint check at +6) by trading your tertiary attack.
- Feinting against a non-humanoid imposes a -4 penalty because it's harder to read a creature's body language.
- Against a creature of animal Intelligence (1 or 2), you take a -8 penalty.
- You cannot feint a non-intelligent opponent.

Notes:
- These mechanics are meant to make Feint a tactical option one would consider whether to use or not – not a dead option or a “you have to be brain dead not to use it” option. It all depends on your odds of making a hit with a specific attack. If the next one is almost a sure miss, why not put it to a better use.
- Fainting is not just a collection of misleading movements - it includes an array of cheep-shots, so there's no real method of becoming immune to feinting.

Fighting Recklessly
You can choose to fight recklessly at the beginning of your turn. If you do so, you take a -4 penalty to AC and gain a +2 bonus to hit & damage until the beginning of your next turn.


Flatfooted
The core rules tell us that whoever loses initiative at the beginning of an encounter is usually flatfooted.
This makes this condition unrealistically too frequent.
I see no justification for such a constraint and as far as I care, one does NOT become flatfooted just for losing initiative (no justification for this condition just because you didn't manage to beat your opponent to the punch).


Force Effects DON'T have infinite HP
Force effects have Hardness [10 + Spell-Level + INT/WIS/CHA-mod] and [5 HP per Spell-Level].
Effects that are specifically designed to pose an impregnable barrier have [2 more HP per CL].
Force effects don’t get partially damaged – if they’re not breached, they endure as if nothing had happened.


Fractional BAB & Saves
It's highly unreasonable that someone with 1st Monk level and 1st Rogue level (which is quite combatative) would trail behind a 2nd level mage in terms of BAB. It's also unreasonable that the same character would have double the initial Ref save boost.


Gaze Attacks
Gaze attacks require eye-to-eye contact in order to be applicable.
When one recognizes an opponent (usually a monster) as having a gaze attack, he can avoid meeting its gaze, taking -2 to hit and AC, and to all opposed rolls against it.
Once a target of a gaze attack makes the save, it automatically recognizes the opponent as a threat and may react accordingly.


Grapple – simplified and with more options

The cumbersome 3.5e Grapple rules cause many gaming tables to use hand-waving when dealing with grappling situations (or bar it altogether).


What's the problem here? Why are so many people leery of the grappling rules?

The rules for actually initiating a grapple are relatively simply (being largely similar to the rules for Bull Rushing, disarming, and the like). The problem is that, once you're in a grapple, there's a whole slew of new rules to determine what you can and cannot do in the grapple.
- Sometimes you can't attempt the action.
- Sometimes you make an opposed grapple check in addition to (or instead of) the normal check.
- Sometimes the scope of the action is limited (attack, but only with a light weapon; cast a spell, but only if the action is no more than 1 standard action).
- Sometimes the rules aren't changed at all.
- And then, on top of all that, there's pinning... which introduces a completely different set of conditional rules.


This set of optional rules tries to fix that problem by applying a simple, consistent rule to actions attempted in grappling.


Starting a Grapple
First, make a touch attack (provokes AoOs) – if successful, make an opposed Grapple check.
The winner has its opponent held (or can break the hold).

IN A GRAPPLE:
• You do not threaten opponents that are not grappling.
• You lose your AGI-bonus to AC (if any) against opponents that are not grappling.
• When attempting any action, a character in a grapple must first succeed at an opposed grapple check against everyone else in the grapple (in case of multiple grapplers). This check is a free action (Note: When making a full attack you must make an opposed grapple check before each attack)

Movement
A holding opponent can move as much as its opponent's additional total weight allows. Each additional opponent that overcomes the holder's Grapple check also adds its weight to the total.

Pinning
Overcoming a held opponent by 10 or more, or a free opponent by 20 or more, means the opponent is pinned (or the Grapple ends; winner's choice).
Pinned opponents take -5 on all Grapple checks and -4 on all attack rolls. They can’t move, and you may put ropes or manacles on them if you wish to, using a standard action.
At the end of any turn you are pinning your opponent, you may inflict unarmed or constriction damage. With subsequent attack actions, you may attack with natural weapons or light weapons with no penalty.

Lift
A held opponent can be handled by expending an attack action as if it were inanimate gear of twice its weight (since it's struggling).
A pinned opponent can be handled as if it were inanimate gear of its actual weight.
Throw: A lifted opponent can be thrown just out of your reach if it can be lifted off ground, and up to twice as far if it can be lifted over head.

Escaping a Grapple
Escaping a grapple requires an attack action. As with any action in a grapple, the character must succeed at an opposed grapple check against everyone in the grapple.


Combined Effort
When 2 or more grapplers are engaged in a grapple, their combined score is used by taking the maximum BAB & STR scores within the group. Each grappler in the group beyond the 1st adds +2 to the group's grapple check result.

Hit Points

All creatures gain max HP for their racial HD (either as given in the relevant Monster Manual or character races' HD - according to the Races spoiler in entry #2).
HD gained from level progression are averaged, with fractions rounded up (e.g. 6 HP for d10).
Every level also adds CON-mod
Note: This would grant 9HP to a Hin Mage with CON 10, but a formidable Half Orc Warrior with CON 20 would have as many as 26HP (requiring some serious crit to take out of the equation with a single strike).

Dropping below 0 HP:
Disabled state: Up to the creature's HD in negative HP value. Disabled creatures automatically stabilize.
Dying: Any negative value between HD + 1 and HD + CON-score (consciousness is lost after 1 round per positive CON-mod).
Death: Anything beyond "dying".

Immunities – Redefinition

In all the D&D games I've played, one thing has always stayed the same: For certain fights, some character types have no options other than to assist others and sit back and wait. For instance, a rogue dual-wielding a pair of Vorpal scimitars (for having more attacks and fantastic crits). Fighting a construct, he'll soon find his extra attacks & extra damage ineffective and simply make him weaker, because of the construct's DR (as opposed to wielding a 2-hander). So he can't do much and ends up bored. Likewise, a bard fighting an army of undead soon finds that all his singing and all his enchantment spells are wasted and without serious multiclassing, there's little for him to do. Here's an attempt to ameliorate this problem:
• Very few targets are totally immune to precision damage. The level of resistance to precision damage depends upon the level of Fortification, which goes as follows:
- Corporeal undead: 25%
- Plants & monstrous plants: 50% (+1 to CR)
- constructs: 75% (+1 to CR)
- Incorporeal & amorphous opponents (oozes etc) and objects: 100% (+2 to CR)
• Only creatures with no mind (no INT score listed, or with an INT of 0) are inherently immune to mind-effects. So you could Charm-Monster a lich (with -4 to the DC, because the taint of death strengthens their determination), but not a zombie. Again, the exception would be those who're under the effect of Mind Blank or similar effects.
• The only creatures that are inherently immune to flanking are those with class abilities like UD, items / spell-effects that negate such penalties, or creatures with multiple/no mechanical facing (e.g. Beholder/Hydra/jellyfish).

Initiative
- base Ref-save bonus is added to initiative. The idea is that with experience you learn to better time your reaction.
- Identical initiatives go together (there are real life situations where two men kill each other).


INT Increment
Apply extra skills from INT bonuses retroactively. It's only reasonable that someone who becomes more intelligent can learn new things, and otherwise, if you're making a character above first level, you'd have to go through all his levels to nail the end result.


LA Buyoffs

Let's face it – the UA LA-buyoff is a rip off. First, LA creatures/characters take an in-progress XP toll. Second, the factors that warrant LA become less evident as the HD progress (e.g. a 9th level Svirfneblin does in no way measure up to a 12th level character in terms of power or overall capabilities... and neither to an 11th level character).
Therefore, I suggest LA buyoff to be modified as follows:
1. The first LA reduction occurs after gaining 4 levels beyond the basic HD, without any further XP payment.
2. The second LA reduction occurs after gaining 5 more levels (a total of +9).
3. The third reduction occurs after gaining 6 more levels (and so on).
This ensures a relatively quick initial reduction, but without making it too easy for characters with multiple-levels diff. It's a bit cheaper on the overall (but not too cheap) and it doesn't require the progression table or the XP-formula.

Magical Plusses & DR
Magical plusses penetrate any and all types of DR, however they don’t bypass DRs altogether.
For each +1 worth of magical bonus, treat any given DR [value] as DR [value - 5].
There’s no such thing as DR (n) / magic. Any DR (n) / magic is redefined as another, more appropriate type (e.g. cold iron for fey, silver/alignment for undead, alignment for outer planar entities, DR(n)/– for dragons, darkwood for plant life etc).
Every type of DR is DR (n) / something and magic (partially).


Massive Damage
Redefined as 50% of maximum health HP. Simple and proportional to the subject's ability to endure damage. Starting with a decent amount of HP at 1st level ensures it won't occur too often at the lower levels, but there's still a significant difference between a 1st level Mage and a colossal red dragon.
A surviving target must make an immediate second save.
- If the Save fails, the target is nauseated from the pain for 1d4 rounds.
- If the save succeeds, the target is sickened for 1d4 rounds.


Natural 1s and natural 20s

When you roll 1, calculate as 2 – d12 (min -10).
When you roll 20, calculate as 18 + 2d6 (max 30).
This rule applies to all d20 rolls and overrides automatic success/hit & automatic failure/miss of all sorts.
Special: Scoring the exact to-hit never counts as critical.
Fumbles: When scoring a natural 1 on a melee attack (1-2 for non proficient), unless you actually score a hit (some targets are just too easy), you fumble.
Roll d6.
- On a result of 1 or 2, have the attacker roll an additional attack against a square adjacent to the target that's within his reach (including self, for self inflicted injury). The target of such an attack always loses its AGI-mod to AC. If no target is available, the attacker simply missed stylishly. This option is discarded in case of a reoccurring fumble (fumbling a fumble).
- On 3 or 4 the attacker drops his weapon.
- On 5 or 6 the attacker is rendered prone.
Note: All fumble results provoke AoOs.

Omitted Mechanics

- Permanent ability-score enhancements by magical means.
- Stacking ability-score enhancements by magical means.
- Stacking the same bonus multiple times (I've encountered a build that uses 2 PrCs that grant WIS-mod to AC - no go, it only counts once)
- Racial weapon-familiarity
- Racial bonuses on attack-rolls / AC (use the Favored Enemy feat when relevant)
- Racial-substitution class features

Out-of-Turn Dodge
Any time you are about to be attacked, you can initiate Total Defense (giving up your next combat turn), provided you're not denied your AGI-mod to AC.


Overrun - Redefined

The idea behind overrunning is moving through an enemy square, knocking the enemy down in the process without attempting to deal damage.
The 3.Xe execution of this option has one major problem - Only one overrun per combat turn.
This defies the image of a mighty warrior plowing his way through a goblin horde.
On top of everything else, it costs a move action AND a standard action to complete. So you can move to your target and potentially knock it down, but not attack.

No wonder I've never encountered Overrun discussions on these boards.
It's a crappy combat option – even if you only have a single attack


Let's redefine:


An Overrun attempt is a maneuver that allows you to attempt to move through squares occupied by enemies, attempting to knock all of them prone in your wake. Overrunning provokes AoOs.

Actions
- Full round action: You can move at your full running speed and attempt to overrun everyone in your path.
- Standard action: You can move up to twice your speed attempting to overrun everyone in your path.
- Special: You can Overrun on your way to making a Charge / Bull Rush attempt as a full round action. Your start with twice your base speed as movement distance, taking a movement decrease for every successful Overrun (see below).

Movement
- Whatever option you choose to utilize, it must be made in a straight line from where you started.
- You must gain at least 5ft movement before engaging your 1st target.
- Every opponent of your size category you successfully overrun detracts 5ft (1 square) from your movement. Opponents of 1 size category larger reduce your speed by 10ft. Smaller opponents don't hinder your movement (e.g. a human successfully overrunning 3 orcs loses 15ft from his maximum distance (-20ft for 2 orcs, an ogre and a halfling)).

Avoid / Block
- An avoiding opponent must make a Ref save (DC = [5 + overrunner's BAB]) and spend an immediate action to move 5ft into an unoccupied square. If successful, the defender is entitled to an AoO against the overrunner as a free action (as part of avoiding the overrun).
- A blocking opponent is automatically entitled to an AoO. If the attack hits, the overrunner takes damage and suffers a -4 penalty on his opposed checks against the blocking opponent (checked the same as for tripping, but the defender cannot use his DEX instead of STR).

Success / Failure
- If your opponent fails to avoid/block, you knock it prone and continue with your overrun (or terminate your action anywhere midway).
- If your opponent successfully avoids, you may continue with your overrun (or terminate your action anywhere midway).
- If you're blocked, your overrun ends immediately, you fail to enter your enemy's square and the defender may immediately react and make an opposed STR check to try to knock you prone. If you lose or are currently in an occupied square, you're immediately rendered prone.

Note: An opponent 2-sizes smaller than the aggressor (or smaller) automatically loses if it tries to block (the mass difference is simply too significant). Likewise, you automatically fail to overrun someone 2 size categories (or more) larger than you.



Improved Overrun
You do not provoke an AoO from your target(s), whether they block or successfully avoid.

Play Dead
To fool an opponent, make a Perform (acting) check, synergized by Bluff. Everyone who sees you gets a Sense Motive check, synergized by Heal, to discover the ruse.


Pocket Dimensions
No such thing as different time-flow. Time has the same pace everywhere ("everywhere" meaning everywhere in the widest sense).


Poison & Level Advancement

While it's generally agreed that Poisons are an effective (albeit expensive) tool for early game, they quickly stop being useful entirely.
How would we best go about making poison use viable in endgame situations, without utterly destroying the early game?

The answer: Concentrated doses.

Sufficient alchemical skill should allow a player to distill extremely powerful concentrates from existing poisons, raising the DC of the poison.


- The craft DC for creating a given poison equals its required save DC when used in combat.
- The price for all poisons equal 50% their market value.
- Preparation time equals 1 day per 500gp.

Concentrated doses:
Distilling powerful poisons is a long and expensive process.
For each +1 DC increase, the poisonmaker requires an extra dose of active poison and a Craft DC check that surpasses the original DC by +5.
Failure entirely ruins all the dose.

Pulling Punches

Pulling your punch successfully works just like making a successful subdual attack.
You still roll for damage normally - to relay the potential of your attack to your opponent. You can choose to cause just 1 HP damage, to more effectively illustrate your readiness to draw blood.
If your attack hits but would've missed for subdual damage, you cause your weapon's base damage (no crit / stats / feats modifiers).
From this you can subtract:
- Your DEX-mod (your hand-eye coordination)
- Weapon Focus bonuses to-hit (your improved control over your weapon)
Add the carried weapon's traits (magical bonuses/effects etc) to the damage result if you deal even a single point of damage.
- by taking a -2 hit penalty, you can delay the decision to pull a punch to after confirming a hit. If the damage is enough to drop your opponent to 0 or less, or if it’s a massive damage, you get a free Intimidate check with a +4 bonus to the result.

Retraining
Every time you gain a level, you can change one feat selection (You must meet the prereqs for the new feat and can't replace a feat that's a prerequisite for any other trait you have) and/or reallocate up to 4 skill points (you cannot degrade a skill to have no ranks, if it's already at the minimum it could be according to certain class-level combos (some base classes (Bard, Monk & Rogue) gain automatic ranks in certain skills), or if it's a prerequisite for any other trait you have).


Shield Another
As an immediate action you position yourself to interfere with an enemy's attack (melee / range / ray...) against an adjacent ally.
The enemy takes -4 on his attack rolls. Even if successful, there's 50% chance that the attack hits you instead of your ally.
The enemy may expend a swift action to redirect its attacks against you instead, gaining +4 to hit you.
Note: You can't perform this maneuver if your and your enemy are (in terms of battlefield positioning) flanking your ally.


Simultaneous magical effects
Some official feats / features / class-combos (e.g. the Double Wand Wielder feat) allow characters/NPCs/monsters to generate multiple magical/supernatural/spell-like effects simultaneously. Given enough ambition, one could find a way to really abuse the system. For this reason, these rules reject the possibility of Simultaneous magical effects. Basically, during the generation of an "unnatural" effect, the forces around you are already utilized for a specific purpose and cannot be harnessed for another effect.


Spell Resistance
- Ignore on all cases of energy damage except for "automatic hit" effects.
- Harmless spells go through automatically, instead of requiring a standard action to lower SR


Uncanny Dodge
1. AGI-bonus is maintained against unseen foes in general, not just in case of invisibility.
2. The ability to avoid being flanked is determined by one's BAB (which represents the sum of one's combat experience), not class level.
3. Monks with at least 1 available Ki point and warriors that benefit from Combat Focus also enjoy the benefits detailed in the PHB for Improved Uncanny Dodge. Other classes don't gain this benefit.


Undead HP
Undead HD remain as they were in life. They just use CHA instead of CON for their bonus HP.


Undead Spawns
Only free undead can spawn/control undead minions. This eliminates a routine gathering of armies of undead, which being an earth-shattering event, should only be available to spellcasters of legendary power.


Unarmed Combat
An unarmed combatant without Improved Unarmed Strike feat takes -4 AC penalty on top of the penalties specified in the PHB.


Turn Undead – renamed to “Channel Positive Energy” and redefined

The core Turn Undead ability has 4 distinct problems:
1. It's very complicated (two rolls, nonstandard mechanics).
2. It works differently for good and evil characters.
3. It's too powerful at low levers and useless at high levels if not used to fuel divine feats (undead HD rise much faster than their CR. At levels 10+ most undead will have more HD than party level+4).
4. It affects all targets exactly the same, regardless of their efforts to resist.

The following rule is meant to solve all 4 issues:
- A priest can channel positive energy [3 + WIS-mod + 1/4 class-level] times per day.
- Channeled positive energy is a discharge that deals [1/2-class-level (rounded up)] * 1d6 damage to all undead within line of effect in [20ft + 5ft / 2-levels] radius sphere and allows Will save for 1/2 damage against DC [10 + 1/2 priest's level + CHA-mod].
- It also heals the living, and affects specific magical portals/barriers specifically designed to react to such energies. Positive energy works the same for good and evil priests. Undead priests channel negative energy that harms the living (basically, "Turning" them) and heals undead.
Turning Results:
- Targets Are Shaken: Undead that fail their saving throw by 4 or less are shaken for 1d4 rounds.
- Targets Are Frightened: Undead that fail their saving throw by 5 or more are frightened for 2d4 rounds.
- Targets Are Destroyed: Undead that fail their saving throw by 10 or more are destroyed.
- Targets take 1/2 damage: Undead that make their saving throw suffer no special effect.

Notes:
- These modifications keep undead turning strong at low levels, but not as much as the PHB version, and it keeps being useful at higher levels. Additionally, changing "nothing or destroyed" to damage & saves not only causes the ability to scale better against undead with higher CRs, it also makes turning more dynamic and creates a varied result.
- The healing aspect grants the priest extra healing without bumping its spells and makes it useful when there are no undead around.
- This setup is much stronger against a horde of weak undead than a single strong one, which is probably for the better. It means that the Priest unleashes whatever he can unleash... and it does what it does.
- Controlling Undead is a powerful tool that's accomplished with the appropriate 7th level Priest spell.

Turn Resistance note: Creatures resistant to turning also gain 5 points of positive energy resistance for every +2 save modifier.

X-modifier to Y-stat-bonus

Sometimes stats are enhanced by unorthodox means. This is reasonable and acceptable, but in case several unorthodox enhancements co-exist, they overlap. This serves to prevent game-mastery optimizers from stacking modifiers to produce overblown numbers (e.g. INT/WIS/CON/CHA to AC) that eventually ruin the fun for everyone.
Furthermore, here's a list (partial, I guess) of stat enhancements I find totally unreasonable:
The target stat to be enhanced:
- AC
- Hit
- Fort
- Ref
- Will
- Spellcasting: DC / SR penetration
The potential enhancers and what they should never augment:
- STR Bonus: AC / Ref / Spellcasting
- DEX Bonus: AC (under these rules) / Fort / Will / Spellcasting
- AGI Bonus: Hit / Fort / Will / Spellcasting
- CON Bonus: AC / Hit / Spellcasting
- INT Bonus: AC / Fort / Will
- WIS Bonus: Fort / Ref
- PER Bonus: Hit / Fort / Will / Spellcasting
- CHA Bonus: Hit
- Morale Bonus: Spellcasting
- Insight Bonus: Fort / Will

XP

XP is not a fluid substance one can trade: You cannot just "pore" your accumulated knowledge to anything. The same rule that is given for magical items' creation (special components) is applied to spells that are defined with XP cost. This is the thing that limits their uses. Other spell components are only required when they serve as receptacles.
Here's the motivation: http://forums.gleemax.com/showpost.p...postcount%3D12
And here's how to tone down the power level gained by magical items: http://forums.gleemax.com/showpost.p...postcount%3D16
XP and Level Advancement: Whenever a level is gained, the XP drops to ZERO. Gaining the next level requires earning XP equal to your next ECL (current +1) times 1000. This simplifies things significantly and is OK, given the classes are way more capable and there's no XP loss of any kind.
Energy Drain doesn't consume XP: You make an immediate save check. If you fail, you lose 1 point of STR, DEX, CON (Instant death at Stat=0) and BAB (Instant death at BAB=-1).
The HP drain isn't significant, but you may lose #Att, there's still danger of instant death and the effect is immediately permanent


Non-Mandatory (but still, good) Optional Rules

Alignment^3
http://forums.gleemax.com/showpost.p...94&postcount=1


Crowds
http://www.thealexandrian.net/creati...es/crowds.html


Crit-Substitutions (BAB +6 and higher)

An awful lot of combat in D&D devolves into "I hit it with my axe" over and over again. Sometimes characters use a special attack, but generally that still boils down to "I hit it with my axe--and do extra damage". This rule is meant to give players more to do and make combat a bit more unpredictable and exciting. The concept behind it is that if a character lands a very successful hit on an enemy, it opens up the enemy's defense and gives the character the momentum s/he needs to do something cool.

If a character scores a critical hit, he may instead take a combat action immediately after his turn. Crit-Substitutions don't require the use of a move or standard action; they happen for free and instantly.
For the most part, they also instantly succeed--in the interest of speeding up combat, no additional check is needed. However, each character can only perform one Crit-Substitutions per round for free, even if they crit multiple times.

Crit-Substitutions can be any number of things. Here are some examples (you’re welcome to come up with new ones);
-- 5ft-Step
-- Enemy’s flatfooted until next turn.
-- Fall prone
-- May drop weapon(s) and draw another item (requires Quick Draw).
-- May interact with the environment without provoking an AoO (for instance, knock over a table, pull a lever, spill a jar etc).
-- Use your opponent(s) as a “human shield” and make them take a single ranged hit for you (checked as if to gain a hold during grapple).


Damage Steps and Wounds

The more a character is injured the harder it gets for him to fight on. There are 4 different damage steps, which bring penalties to all throws, checks and saves (including damage) based upon the relation between total HP and suffered damage.
This serves as a reliable reminder why it is always important to draw first blood and gain the upper hand ASAP.
Code:
Damage Steps		Injury penalties
Full HP (unharmed)		None
75% HP left (Hurt)		-1 
50% HP left (Wounded)		-2
25% HP left (Staggering)	-4
0 HP or less (if conscious)	-8

Dice-Rolling Time Optimization (suggestion)
High level play can get very slow with massive amount of dice to roll and the variety of modifiers for each roll. If an effect calls for dice rolling, it isn't necessary to roll them all. Instead, for each 3 dice of damage that comes from an attack, roll the first and average the remaining two (e.g. a 9HD fireball would do [1d6 + 7] thrice, which is 3d6 +21).


Dismemberment (sundering an extremity – resolved on critical hits)
Typically, a body parts require a certain number of HP damage to be severed.
- Hydra: each of a hydra’s heads has HP equal to the creature’s full normal hit point total, divided by its original number of heads.
- Humanoids: A leg or the head has 50% full HP. An arm has 30% full HP.


Enhanced Diseases:
http://brilliantgameologists.com/boards/index.php?PHPSESSID=pmn1cl6i59ab21srjvcolpl4o2&topic=8736.0


Energy Immunity – Gone!

Just to clarify what is meant to be immune to an energy type: It means a power/ability that always trumps another – regardless of how powerful the attack is.
e.g. A Fire Giant is immune to fire, regardless of how hot that fire is. So even a god of fire harnessing the power of the entire plane of elemental fire couldn't burn the giant, nor would the giant be scorched by dropping him into the sun.

Energy immunities are impractical and unbalanced. They also promote the unhealthy idea of 'one-upmanship'.

For something like energy immunity I suggest the following solution:
Code:
			Revised Energy Immunity
======================================================================
Type of Immunity	Energy Resistance	Example (fire related)
======================================================================
Standard			 50		Bearded Devil
[Energy] Sub-type		100		Fire Giant, Red Dragon
Composed of [Energy]		150		Fire Elemental

Fire
http://www.thealexandrian.net/creati...ules/fire.html


Incantations
http://www.d20srd.org/srd/variant/ma...cantations.htm


Infinite Supplies
If anyone in the party has ranks in Craft (fletcher) and the environment allows use of it, the party has virtually limitless ammo supply (just because no one wants to track these things).
The same goes for food & drink where you can hunt & find water (or suck on roots ).


Insanity rules (totally optional - requires the consent of all players)

1) Your PC gets Sanity Points (SaPts) equal to [STR + CON + WIS + base Fort + base Will]

2) Any event that would erode a person's sanity (personal tragedy, horror, dread, paradigm-defying impossibilities, etc.) triggers a Will save. The DC* for the save and SaPts damage on a failed save are set by the DM, according the following save difficulty settings:
- Very easy (DC5; 1 SaPt)
- Easy (DC10; 2 SaPts)
- Average (DC15; 3 SaPts)
- Tough (DC20; 4 SaPts)
- Challenging (DC25; 5 SaPts)
- Formidable (DC30; 6 SaPts)
- Heroic (DC35; 7 SaPts)
- Nearly impossible (DC40; 8 SaPts)
* Note: It is quite reasonable that something that's Formidable at 1st level would be Easy at 10th.

3) The DM may impose a cumulative -1 penalty on the PC's save modifier for every successive event that has cost them SaPts, at their discretion.

4) Once per day, the PC can make another Will save, at DC20. If they make this save, then they regain 1SP.

5) Once one's SaPts hit ZERO, it suffers a mental stress that manifests itself as follows:
- Helplessness: -2 to all Will saves)
- Isolation: (our preoccupation with yourself applies a -4 penalty on initiative and all reaction checks
- OCD: obsessive compulsive disorder - subject to the DM's ruling
- Paranoia: 1st encounter in a waking period requires a save vs. Confusion effect
- Phobia: must save against fear or have its fear condition increase by 1 step
- Violence: always attacks recklessly

6) While adventuring and sharing your burden with others, you may lose a mental stress. Whenever your SaPts pool is full, at any day when you would regain 1 SaPt, you accumulate these virtual SaPts in a different pool. Once you've accumulated enough SaPts to match tour maximum SaPts total, you lose a mental stress chosen at random.

Knighthood status

Theoretically speaking, the title of Knighthood can be granted to just about anyone.
However, given the right requirements are upheld, the official title of Knighthood fills a Knight with great confidence and a special sense of purpose. This has some mechanical impact and comes with some social benefits.

Requirements:
- BAB +4
- Code of Honor (minor, significant or major): at least 3 obligations must revolve around loyalty to the land and its ruler.
- Braveheart
- Mounted Combat
- Weapon Focus (any melee)
- Armor Mastery (medium)
Benefits:
- You’re merely shaken by effects that would make others panic or cower and are unaffected by lesser effects.
- You’re granted a masterwork medium armor and a masterwork melee weapon of your choice.
- You and your adventuring party gain refuge for up to one month within the facilities of your knightly order, or anywhere that’s in good terms with your knightly order or the kingdom / province that you represent (provided the would-be refuge has no issues with you or your companions). You may exercise this refuge up to once per 6 months at any particular location.

Phobia
Mild Phobia: 1 flaw. Mild phobia means that a certain condition renders you shaken, unless you make a DC 15 Will save (each round anew).
Severe Phobia: 2 flaws. Severe phobia means that a certain condition renders you frightened, unless you make a DC 20 Will save (each round anew) – and then you’re shaken (special: Vertigo renders you nauseated instead of frightened).


Sea Sickness
Fort saves once/hour vs. DC 10 + [2 per degree of weather roughness].
Failure results in sickness. 3 failures in a row results in nausea.


Spells for an alignment-less campaign

Detect Hostile intents Priest 1, standard action, 60 ft (120-degree Cone), 10 min./level (check requires concentration), no save or SR)
You can sense how hostile detected creatures toward you.
1st Round: Presence or absence of living creatures with at least 3 points of Intelligence. For the purpose of this spell, every creature capable of rational thinking is assumed to possess at least a certain minimum amount of devotion.
2nd Round: Number of creatures in the area and the most inhospitable (hostile) creature present.
3rd Round: The strength and location of each target. If a creature is outside your line of sight, then you discern its direction but not its exact location.

Detect Devotion (Priest 2, standard action, 60 ft (120-degree Cone), 10 min./level (check requires concentration), no save or SR)
You can sense how devoted detected creatures are to any causes they are affiliated with. The spell detects only the strongest devotion of any particular creature. Causes include (but are not limited to): a religion, an organization and personal aims and goals. The amount of information revealed depends on how long you study a particular area or subject.
1st Round: Presence or absence of living creatures with at least 3 points of Intelligence. For the purpose of this spell, every creature capable of rational thinking is assumed to possess at least a certain minimum amount of devotion.
2nd Round: Number of creatures in the area and the devotion strength of the most devoted creature present.
3rd Round: The strength and location of each target. If a creature is outside your line of sight, then you discern its direction but not its exact location.
Devotion Strength: An aura of devotion’s strength depends on the devotion of the detected creature. It can be either faint (for non-devoted creatures), moderate (for somewhat devoted creatures) or strong (for very devoted creatures). The strength of the aura of devotion of any particular creature is completely at the DM’s discretion. Each round, you can turn to detect a new area. The spell is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3ft of wood or dirt.

Note: Each round you can turn to detect a new area. The spells are blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead and 3ft of wood or dirt.

Good DMing Thumb Rules

Encounters
- Do your homework regarding spells, feats & stats – both on the party's side and on the opponents' side (use stat-cards when necessary).
- Make your players used to several encounters between rests (even more than 4) every now and then, so they'll remember the importance of conserving their resources.
- The BBEG should never make it easy for the party to go NOVA – especially when prepared.
- Be descriptive: Don't let a quest for speedy combat resolution reduce combat to nothing more than completely abstract and rapid-fire dice rolls. It doesn't matter how fast you roll the dice: If you've taken all the flavor and excitement out of the experience, even the shortest combats will still feel tedious.

Characters and Death
Don't fudge rolls or implement dues-ex-machina specifically to save a PC (unless a player's entire gaming morale is on the line – and even then, never let your players in on the secret). However, write the campaign with the PCs' victory in mind (after all, you want them to win, so design the campaign around that idea). It should not be easy, but it should be the expected outcome.
It's all part of being a good DM. You must establish challenges for the PCs, convey (or demonstrate) the consequences of failure, and reinforce the knowledge that failure is a possibility. Once your players start feeling like they have a safety net, they will never take your challenges seriously, and you've lost something as a DM.

The Campaign In General
- Take notes and keep good records. Keeping concurrent with the details increases the general interest and makes the adventures more fun.
- Keep character ethos, alignment and CoC in mind.
- Don't give more information from Knowledge checks than it says.
- Give the characters enough downtime for resting/training, but not a lot beyond that.
- A good DM will take the time to write an adventure that takes into account the strengths and weaknesses of each character and player. He won't necessarily cater to the strengths or weaknesses all the time but he should certainly keep them in mind.
- Be generous with BREADCRUMBS.
- No adventure survives the players intact. Be ready to make changes, sometimes on the fly.
- A corollary to player death is that failure should always be an option. Players don't have to succeed in every adventure they go on. It is important to let them know at the beginning of the game that they might fail some adventures, and that's okay. They should have fun trying and they'll get a better sense of accomplishment when they do succeed.
- If the players latch on to something, grab it and run. The most ludicrous thing could blossom into world changing events, given a chance (e.g. The party catches a zealot evil priest and interrogates it for his god's name ... the DM, not being prepared replies "The Unnamed One" ... the players are awestruck and suddenly the entire campaign revolves around "The Unnamed One")
- Learn when to say "yes" and when to say "no." If it doesn't hurt the game, then "yes" is the best.

A good D&D campaign has many characteristics to it
- RP
- mystery
- drama
- intrigue
- traps
- espionage
- riddles
- puzzles
and a healthy dose of hack&slash

Things to minimize down to zero
- Price haggling in various shops (unless the seller and/or a buyer is/are a part of the plot)
- Pin-point accurate encumbrance tracking. Outside of stupid huge amounts like lifting and carrying around carriages and stuff, it really has no added vaule.
- Magic Shops. Keep in mind wealth by population size.

Wizard Towers – why?
For a long time I was under the impression that wizard towers ought to provide some mechanical game benefit.
However, the following discussions have convinced me that they may simply have a strategic value if one manages to use them the right way:
http://www.tgdmb.com/viewtopic.php?t=51416&postdays=0&postorder=asc&start=0
http://www.giantitp.com/forums/showthread.php?t=168838

Other noteworthy variant rules:
- Complex skill checks
- Contacts
- Flaws
- Honor
- Spelltouched feats
- Taint
- Test based prerequisites
- Traits

Some more Ideas, Suggestions and Guidelines to contemplate
- Dungeonomicon.
- Book of Gears.
- Tome of Fiends.




    Revised-Rebalanced Base Classes
  Entry #6    




Note: Table triumphs over Text. I personally find it a lot easier to figure a class out of its progression table. Therefore whenever a class (or PrC) feature in these rules states a class level that conflicts with the level given in its table – the table info takes precedence over the text.


Bard

Having no major kick of its own and suffering from low defensive traits, I envision the Bard as being the one true "Jack of all Trades, Master of None" – someone who can accomplish any disposition he sets his mind to, but who also serves as a sage, a story teller and a versatile & effective party support.

The following modifications serve as a major improvement to the core Bard.


Alignment: No restrictions. I never really understood why they decided that a bard had to be chaotic. Even a mischievous type can be a loyal friend and have a strict CoC. Also. Court bards actually were lawful. They served their kings/queens/etc in many ways beyond entertainment.

Skills: All skills are Class Skills for the Bard

Class Features:

Level Special
1 Bardic Music, Bardic Knowledge, Countersong, Fascinate, Inspire Courage
2 Loremaster
3 Inspire Competence
4 Spellsinger, Well Versed
5 Bonus Feat
6 Suggestion
7 Sustaining Melody
8 Break the Silence
9 Inspire Greatness
10 Discord, Accelerated Performance
11 Bonus Feat
12 Song of Freedom
13 Jarring Echoes
14 Cunning Brilliance
15 Inspire Heroics
16 Harmony
17 Bonus Feat
18 Mass Suggestion
19 Revealing Chime
20 Mimicking Retor

Bardic Music (Su)
Bardic Music can be practiced with any selected application of the Perform (…?...) skill, as long as the result is audible in some manner (vocal/instrument/brums/clicking etc).
Bladesingers (see below) are the only exception to this constraint and may use their specialized combat maneuvers to initiate Bardic Music effects.
A bard has a pool of #uses to his Bardic Music ability. At 1st level, this pool capacity is 1. At 4th level and every 3 levels thereafter, a bard's Bardic Music pool increases by +1 (2/3/4/5/6/7/... at levels 4/7/10/13/16/19/...). This number is reset once per hour.
Writer's Note: The idea was to give the Bard a lot more lasting power throughout the day, but not to let a player burn out everything within a single encouter. While this is not a reasonable scenario with the core class and rules, This Bard variant's Bardic Music has a lot more power and versatility, and - as will be evident by reading on and going through the Bardic Music feats - allows a significantly faster burn with level progression. This will make the Bard a lot more useful and interesting to play in the long run, and guarantee that it is not an option to just stand and sing throughout entire encounters (unless a player idiotically insists on spending just 1 Bardic Music use per round).

Inspire Courage (Su)
Inspire Courage starts by granting +1 bonus. For each 6 levels beyond 1st, this bonus increases by +1 (+2/+3/+4 at level 7/13/19 respectively). In addition, Inspire Courage also has the following cumulative effects:
Bard Level 1: Automatically cancels Shaken condition upon all affected allies
Bard Level 7: Automatically cancels Frightened condition upon all affected allies
Bard Level 13: Automatically cancels Panicked condition upon all affected allies
Bard Level 19: Automatically cancels Cowering condition upon all affected allies

Loremaster (Ex)
Bards are the renowned sages of the game world. On top of Bardic Knowledge, a bard gains a bonus of +1 rank per 2 Bard levels to all knowledge skills given in PHB I (ranks for "Local", "History" and "Nobility & Royalty" Knowledge categories may be assigned to more than a single nation, but the total bonus is still +1 per 2 levels each).

Spellsinger (Su)
Beginning at 4th level, a bard gains an ability to cast spells while in the middle of performing Bardic Music, by weaving the incantation into the song. By spending one Bardic Music use, he can cast a spell without ending or interrupting an ongoing song. Only spells gained as a bard can be cast in this way, not spells gained from other classes.

Well Versed (Ex)
The bard's rich experience with music and sound grants him high tolerance to associated effects.
The bard gains a +4 bonus on saving throws made vs. all voice/music/sonic effects that are associated with enchantment, illusion and compulsion. This, of course, encompasses all Bardic Music derived effects where a save is relevant.

Bonus Feat
Choose any feat that affects Bardic Music in any way or grants a new Bardic Music power.

Sustaining Melody
All allies within 30ft are healed at a rate of 1 HP / round.
Dying allies also stabilize.

Break the Silence (Su)
By expending 1 use of his Bardic Music as a part of another action that involves the character’s voice, the bard can breach through a Mute spell, sphere of Silence, or other barrier designed to negate or prevent sound transmission. In order to do so, he must either be affected by the spell or be within the area of influence.
He may either breach it momentarily (automatic success), or attempt to dispel is (as Dispel Magic, checked against his CL).

Discord (Su)
The bard can use his Bardic Music to cause his enemies to become confused (up to a maximum of 1 round per class-level).
To be affected, an enemy must be able to hear the bard perform and within 60ft line of effect. Each enemy receives a Will save (DC 10 + 1/2 Bard level + CHA-mod) to negate the effect. At the end of an affected creature’s turn, it is allowed a new Will save to overcome the effect.
Once a target successfully resists the effect, it is immune to Discord for 24 hours.

Accelerated Performance
The Bard's speed and precision increase, allowing him to use Bardic Music as a move action (but still only once per round), or combine Bardic Music with countersong in a single standard action.

Jarring Echoes
At any given round, a selected opponent that casts a spell must make a Concentration check vs. the bard's perform check to avoid losing the spell.
A bard can sustain this performance for up to 10 rounds.

Cunning Brilliance (Ex)
Drawing upon a great wealth of stories and insights, through sheer inspiration and latent talent, the bard is able to augment his actions, enabling him to fill the shoes of his companions or of his beloved heroes when needed most.
By spending 3 uses of Bardic Music, as a free action, the bard may gain the benefits of any single extraordinary class feature of any other base class of his level or lower, for 1 round per class-level.

Harmony
The bard has mastered his art, allowing him to use 2 Bardic Music effects and one countersong as a single standard action.

Revealing Chime
This power enables all allies to see things as they truly are.
All allies within 30ft, including the bard, are affected by True Seeing that lasts for 10 rounds.

Mimicking Retort (Sp)
once per encounter, after surviving the effects of a spell, assuming he is still able to act in combat, the bard may make a spellcraft check against the sell that struck him moments before. If he succeeds, he manages to temporarily preserver the effect's energies and may recreate it once (using his own CL and CHA-mod) within the next [3 + CHA-mod] rounds.



Additional Bard Spells (to further expand the Bard's range of options):
1st: Detect Snares and Pits
2nd: Pass Without Trace
3rd: Remove Curse
4th: Restoration
5th: Heal
6th: Vision
Note: These spells are added to expand the "jack of all trades" aspect. Adding them doesn't change the Bard's "Spells Known" table.



Ancient Bardic Mysteries

A bard's knowledge is vast and diverse. By spending many months during their apprenticeship under the watchful guidance of an appropriate Bard mentor (manifested in expending their 1st general feat (1st character level only) and taking 4 ranks in an appropriate skill), many receive extensive training associated with one of the primary spellcasting base classes or even delve deeper into bardic mysteries. This extensive training eventually grants them additional known spells (and occasionally additional benefits).
Taking one of the features noted below, the Bard's starting age is calculated according to the next age group (Druid/Mage/Monk/Priest).


Chanter of Life & Afterlife (divine studies) [Bard, Knowledge (religion) 4, must revere a deity associated with life/death]
Your fascination with the afterlife enables you to dabble into powers related to life, death and afterlife.
You add the following spells to your Known-Spells collection:
- 0th level: Purify Food and Drink
- 1st level: Bless Water
- 2nd level: Consecrate
- 3rd level: Speak with Dead
- 4th level: Death Ward
- 5th level: Commune
- 6th level: Raise Dead

Green Whisperer (nature studies) [Knowledge (nature) 4, must select Detect Animals or Plants as a 1st level known spell, must revere a deity associated with nature]
Your training has significantly strengthened your ties with animal & plant life and with nature in general.
1. You gain Wild Empathy (see the Druid's Redefined feature).
2. You add the following spells to your Known-Spells collection:
- 0th level: Know Direction
- 1st level: Charm Animal
- 2nd level: Speak with Animals
- 3rd level: Speak with Plants
- 4th level: Command Plants
- 5th level: Awaken
- 6th level: Transport via Plants

Knowledge Hunter (arcane studies) [Spellcraft 4]
Bards, more than everyone else, understand the power of "being able to get there" and obtaining the desired information.
You add the following spells to your Known-Spells collection:
- 0th level: Message
- 1st level: Mount
- 2nd level: Darkvision
- 3rd level: Water Breathing
- 4th level: Fly
- 5th level: True Seeing
- 6th level: Plane Shift

Mystical Hymnist (strong-bardic-focus) [Perform (singing / musical instrument) 4]
Knowledge and melody run more deeply in your veins than even most other bards.
1. You gain a permanent +2 competence bonus to all Bardic Knowledge checks.
2. You add the following spells to your Known-Spells collection (described in "Song & Sorcery", unless noted otherwise):
- 0th level: Fine-Tuning
- 1st level: Joyful Noise
- 2nd level: Summon Instrument, Greater (can summon a large instrument and has 1-hour / level duration (see the 0-level Bard spell))
- 3rd level: Hymn of Praise
- 4th level: Follow the Leader
- 5th level: Wail of Doom
- 6th level: Fanfare

Occult Spinner (occult studies) [Craft (alchemy) 4]
Your obsession with the occult leads you through a path of manipulation and dark powers
1. You may spend a general feat in the future to gain a familiar just like a Witch.
2. You add the following spells to your Known-Spells collection:
- 0th level: Prestidigitation
- 1st level: Obscuring Mist
- 2nd level: Gust of Wind
- 3rd level: Bestow Curse
- 4th level: Black Tentacles
- 5th level: Baleful Polymorph
- 6th level: Finger of Death


Bard Variant: Bladesinger

Some Elven societies have a special, highly graceful, Bard variant that is somewhat more combat focused.

Variant Requirements: Race: Elf, AGI 15+, CHA 15+, INT 13+, Mobility, Balance 4, Tumble 4.
Bardic Perform focus: Sing / oratory (player's choice) and dance – both are maximized at no SkPts cost.


Bladesingers don't gain the following Bard features:
- Bardic Knowledge
- Fascinate
- Loremaster
- Bonus Feat
- Suggestion
- Song of Freedom
- Mass Suggestion


Bladesingers gain* the following features:

Combat Performance (Ex)
Bladsingers use their performance skill when making Concentration checks related to spellcasting and Bardic music (such as maintaining a spell while taking damage).

Inspiring Dance (Ex)
Starting at 2nd level, a Bladesinger's unique and impressive combat style allows him to use any of his "Inspire" Bardic Music abilities to influence allies and Discord to influence enemies as part of his melee or range attacks. To be affected, targets must be able to see the Bladesinger.
Note that Bladesingers still depend on their Sing / Oratory performance for the remaining Bardic Music features.

Defensive Aptitude (Ex)
Putting more emphasis on combat prowess than musical versatility, and stepping into the pyre on a much more regular basis, Bladesingers hone impressive defensive capabilities. At levels 5, 11 & 17 Bladesingers select one of the following abilities (at any desired order): Evasion, Mettle, Uncanny Dodge.

Battlegrace (Ex)
At 6th level, a Bladesinger may add his CHA-mod to AC and Ref saves.
He also no longer provokes movement-derived AoOs.

Bladecasting (Ex)
At 12th level, a Bladesinger no longer provokes AoOs from casting Bard spells in melee combat, unless denied his AGI-bonus to AC.
Also, by expending one use of his Bardic Music as he casts, the Bladesinger may cast any of his Bard spells as a swift action (a multiclass Bladesinger may not use this ability with spells that he did not obtain via his Bard class).

Bladesong Perfection (Su)
At 18th level, a Bladesinger can truly mesmerize his opponents. Every time he hits an opponent (mild touch is enough), he may discharge one of his Bard spells upon it.


* All of the Bladesinger's class features are inapplicable unless he's:
1. Wielding longsword/rapier/scimitar in one hand and nothing in the other (also unarmed, with Improved Unarmed Strike).
2. Wearing light or no armor.
3. Light loaded.
Also, all Bladesinger features are inapplicable during Rage or under any form of mental compulsion spell or effect (e.g. Confusion).



And the Bladesinger's table goes as follows:

Level Special
1 Bardic Music, Combat Performance, Countersong, Inspire Courage
2 Inspiring Dance
3 Inspire Competence
4 Spellsinger, Well Versed
5 Defensive Aptitude
6 Battlegrace
7 Sustaining Melody
8 Break the Silence
9 Inspire Greatness
10 Discord, Accelerated Performance
11 Defensive Aptitude
12 Bladecasting
13 Jarring Echoes
14 Cunning Brilliance
15 Inspire Heroics
16 Combine Songs
17 Defensive Aptitude
18 Bladesong Perfection
19 Revealing Chime
20 Mimicking Retor


Writers notes

• It took me forever to nail this one right. I finally figured that to keep concurrent with the other classes and my view of things, I'd have to make the Bladesinger a Bard variant (even though I didn't like the heavy 1st-level prereqs), since:
- The Bladesinger is supposed to combine sword & spells effectively from the get go, so it was inappropriate as a PrC.
- It must be a hybrid class, since it delves into many aspects: sword, spells, skills & song.
- Its signature features are combat-singing & combat-grace – both extremely Bard-ish.
- OTOH, there's nothing to hint of a Bladesinger being able to use the omitted features, and most of them are still available as spells, if one really finds them hard to give up.

• Basically, Bladesinger IS the base-class gish of this system.

• Now, is it worth it? Well, it's all a matter of personal preference. If you have no problem with being an Elf and are ok with the restrictive build and are patient enough:
- You save all those precious Concentration SkPts.
- At 6th level you gain significant defensive bonuses that help you linger on in direct confrontation.
- At 12th level you can wield magic free of quite a bit of worries. Sure, you're no Mage, but both factors offset one another quite nicely.
- At 18th level you absolutely rock against opponents susceptible to mind effects (note that some are quite immune at these levels).



Bard Variant: Feral Bard

Bards are first and foremost scholars and sages, so there aren’t truly feral Bards.
However, some prefer to study instincts more primal to valor and majestic heroics.
Feral bards are rare but dangerous heralds of the wild. They perform the savage anthems and rhythms of nature with voice and drums, eschewing most other forms of inspirational performance. They know songs that spur their allies to savagery, cooperation and freedom in combat.


Inspire Rage (replaces Inspire Courage)
The feral bard’s chants and rhythms inspire a violent fury in his allies.
At 1st level, a Feral Bard may use his bardic music to instill rage in his companions.
Any willing ally (including the bard) who can hear the bard gains a +2 morale bonus to STR and CON, and a +1 morale bonus to Will saves. However, while under this effect, they are under the same restrictions to their actions as a raging barbarian.
This effect lasts for as long as the ally hears the bard sing and for 3 rounds after.
After this effect ends, the allies are fatigued for twice as long as they were enraged.
At 7th level, and at every six bard levels after, the Strength and Constitution bonus go up by +2 and the Will bonus by +1.

Inspire Pack Tactics (replaces Inspire Competence)
The feral bard inspires his allies to work together as a team, in order to be more efficient and deadly.
While the bard is performing, all bonuses from aid another attempts and flanking are doubled. This stacks with any other ability that increases bonuses from flanking or aid another. The effect lasts as long as the feral bard concentrates, up to 1 minute.

Song of the Free Spirit (replaces Song of Freedom)
The feral bard plays a fast and wild beat, urging his comrades to break free of their shackles.
The feral bard may enhance his allies’ movement. All allies within 60ft of the bard who can see and hear him gain a 20ft morale bonus to all forms of movement that they possess. In addition, they are treated as though under the effects of a freedom of movement spell.
This effect lasts as long as the feral bard concentrates, up to two minutes. The feral bard cannot use this ability on himself.


Dragonfire Adept

The DFA (Dragonfire Adept – DrMg; p.25) and the DS (Dragon Shaman – PHB-II, p.11) are both intended to embody draconic aspects. To my personal taste, the DS has way too many features that have nothing to do with the draconic theme (and, AFAIK, all correlative features in other sources came later, so I don't regard them as noteworthy references/justifications for these controversial features), and is quite poorly designed mechanically and can't keep up the pace.
The DFA, OTOH, is quite appropriate thematically and is practically the only official base class who’s general makeup I found quite appealing and with great potential of fitting nicely to these house rules (given the revised HP rules, it could definitely keep up the pace damage-wise). However, it's just far too puny physically to relay the "dragon might" feel, and a bit lacking to come anywhere near a true dragon’s versatility (focused too much on just blasting).

Sure, the official class is more than decent, versatile and interesting compared to the other official non-caster base classes, and the majority of features are more or less where they're supposed to be, but in order to be just as interesting as the other classes presented in these rules, I feel it needs a bit more.

I've been trying to nail down a decent draconic class ever since the days of 2e. I played around with dozens of base classes and PrCs (core and non-core), and there was always something that just didn't feel right.
This revision is a sort of cocktail between DFA, DS and Dragonborn of Bahamut. It combines all the features I found to be genuinely draconic into one class. It basically provides all 3 draconic aspects of Dragonborn of Bahamut into a single base class (given this is doable with no LA by taking a Raptoran Dragonborn of Bahamut that goes DFA, and given I find the Dragonborn of Bahamut – as presented – to be pretty farfetched, I see no reason to make a player go through hulahoops to get there).

This is the second (and probably last) version I present for the DFA, in the game that has more to do with dragons than all others:

To enter this class, one must first take the Dragontouched feat, keyed to a fire breathing dragon subtype (e.g. Red or Gold).
The process of gaining 1st DFA level includes a special Rite of Rebirth that causes the character to further drift toward his draconic bloodline. The character’s hands become claws (ineffective as weapons at this stage), his facial features elongate, his skin becomes scaly and he starts sprouting a pair of small wings and a short tail. With each level these features become more and more evident, as the DFA rises in power and with time he learns to use them all effectively.
Just like a sorcerer (see the revised Warlock below), a DFA may spend feats to gain extra invocations. A DFA may also spend feats to gain more Breath Effects, but no more than one per power category.


The following details specify the additions and modifications to the official DFA.
They don’t have a dramatic affect on the DFA's power level (other than making it a lot more robust), but I find them to make it a much more "round" and complete class.


BAB & HP: DFAs gain med. BAB and 6 HP / level, so that they can do battle reasonably on those occasions when breath weapon is inappropriate or delayed due to certain feats / breath effects (plus, dragons have full BAB).

Class Skills: Dragons don't ride other creatures, they don't tinker and they're not particularly agile. Other than that, they're extremely skillful. Therefore all skills are class skills for the DFA, except Disable Device, Escape Artist, Handle Animal, Ride, Sleight of Hand, Tumble and Use Rope.

Weapons & Armor: DFAs are proficient with Claw Weapons, Light Blades, Heavy Blades and Spears. They’re not proficient with any armor or shield.

Energy Resistance: A DFA gains energy resistance equal to his class level, plus his class-derived natural AC. This energy resistance is applied to any breath weapon damage type in the DFA's repertoire (starting with fire at 1st level). And like the official class, a DFA is never affected by his own breath weapon.


Class Features:

Level Special Breath Effects Scales Draconic Invocations
1 Dragonborn, Breath Weapon 1 (Least)
2 Dragonkin 1 +2 AC 1
3 Draconic Evolution * (Jump +10, gliding) 2
4 Draconic Resolve DR 1/– 2
5 2 2
6 Draconic Evolution * (Darkvision 60, Lowlight Vision x3, Flight) +3 AC 3 (Lesser)
7 Draconic Might (claws, bite, +2 STR, +2 CHA) 3
8 3 DR 2/– 4
9 Draconic Evolution * (Darkvision 90, Lowlight Vision x4) 4
10 Breath weapon range doubles (x2) +4 AC 4
11 4 5 (Greater)
12 Draconic Evolution * (Effortless Flight, Darkvision 120ft, Blindsense 30ft) DR 3/– 5
13 Greater Draconic Might (tail, full BAB, +2 STR, +2 CON) 6
14 5 +5 AC 6
15 Draconic Evolution * (Blindsense 60ft, Frightful Presence 3/day: 30ft) 6
16 Dragon Transformation DR 4/– 7 (Grand)
17 6 7
18 Draconic Evolution * (Frightful Presence: 60ft - always active) +6 AC 8
19 Breath weapon range doubles (x4) 8
20 Superior Draconic Might (hover, +2 STR, +2 CON, +2 CHA) 7 DR 5/– 8


Dragonborn (Ex)
The following stats supersede and overlap with the modifiers gained by the Dragontouched feat:
• Humanoid (dragonblood): DFAs are humanoids with the dragon subtype and any other subtypes they had before undergoing the Rite of Rebirth.
• Darkvision 30ft
• Low-light vision
• +1 nat. AC
• +2 racial bonus on Listen, Search, and Spot checks
• +2 STR, +2 CON, -2 DEX
Note: Regardless of the heritage chosen for Dragontouched, your color is now red and you breath weapon deals heat damage.

Breath Weapon (Su)
As given for the official DFA, but the damage progression is a steady accumulation of 1d8 at each odd level (10d8 at 19th).

Dragonkin (Ex)
You gain a +4 competence bonus on Diplomacy checks made to influence the attitude of dragons or creatures of the dragonblood subtype (see page 4).

Breath Effects (Su)
This power basically functions as given in Dragon Magic, except for the given below:
1. Breath Effects that in the book are limited to levels 10 & 15 are limited to levels 8 & 14 respectively, except Enduring Breath that's restricted to 11th level.
2. Discorporating Breath of Bahamut and Fivefold Breath of Tiamat are banned (if you have to be brain dead not to take it, then it probably should be a class feature or is simply too much).
3. A DFA's skin & scales change colors to reflect all the different breath weapon damage types he can generate.
4. Breath Effects' level-limits are, in effect, HD limits, not class-level limits.

Draconic Resolve (Ex)
You gain immunity to paralysis, sleep effects and frightful presence of dragons, and a +2 CHA increase.

Draconic Evolution (Ex)
These features describe the sensory and flight capabilities of the DFA as it rises in power:
Jump: a DFA’s proto-wings grant it a +10 racial bonus to all Jump checks. When flight is gained, the wings become too large to grant this bonus in confined spaces.
Gliding: A DFA can use his wings to glide, negating damage from a fall from any height and allowing 20ft of forward travel for every 5ft of descent. DFA glide at a speed of 30ft with average maneuverability. Even if a DFA’s maneuverability improves, he can’t hover while gliding. A DFA can’t glide while carrying medium or heavy load. If a DFA becomes unconscious or helpless while in midair, his wings naturally unfurl, and powerful ligaments stiffen them. The DFA descends slowly in a tight corkscrew and takes only 1d6 points of falling damage, no matter the actual distance of the fall.
Flight: When a DFA reaches 6th level, he gains a fly speed of 30ft with average maneuverability. A DFA can’t fly while carrying medium or heavy load or while fatigued or exhausted. A DFA can safely fl y for a number of consecutive rounds equal to his CON-mod (minimum 1 round). He can double this length of flight but is fatigued by such exertion. The DFA is likewise fatigued after spending a total of more than 10 minutes per day flying. Because a DFA can glide before, after, and between rounds of actual flight, he can remain aloft for extended periods, even if he can only use flight for 1 round at a time without becoming fatigued.
Effortless Flight: At 12 HD, a DFA has enough stamina and prowess to fly without tiring. He can fly at a speed of 30ft (average maneuverability) with no more exertion than walking or running. A DFA with flight can make a dive attack. A dive attack works like a charge, but the DFA must move a minimum of 30ft and descend at least 10 ft. A DFA can make a dive attack only when wielding a piercing weapon. If the dive attack hits, it deals double damage. A DFA with flight can use the run action while flying, provided he flies in a straight line.
Sensory Enhancements: As given in the table
Frightful Presence: Other than the table details and the save DC of [10 + 1/2 DFA level + CHA-mod], this ability is identical to true dragons’ frightful presence. Epic DFAs affect creatures within 90ft.
* At 3rd level a DFA’s lifespan doubles. At 6th level a DFA’s lifespan triples. This goes on with each stage Draconic Evolution. Epic level DFAs’ lifespan is 10 times greater. This increase has no affect on the character’s original racial mental-abilities’ increase. At DFA level 30, one’s lifespan becomes limitless and he never ages beyond adult. Note that advancement can actually regress one’s aging process, which makes sense, in the spirit of draconic vitality.

Draconic Might (Ex)
The DFA gains +2 STR and +2 CHA increase. The DFA may now make Claws & Bite attacks as detailed for the Half-Dragon template.
Additionally, the DFA may once per day boost his breath weapon and deal 1d8 per DFA level, but then he must wait 1d4 rounds before he can use his Breath Weapon class feature again.

Greater Draconic Might (Ex)
The DFA gains +2 STR & CON increase and may now make a tail-slap attack against a different target within reach. This attack does the same damage as claw attack and trips automatically (allows counter-tripping).
When attacking with his class-related natural weapons (full, standard or even move action), a DFA's class-derived BAB is considered good rather than average.
Additionally, the DFA may now boost his breath weapon damage three times per day to 1d8 per DFA level.

Draconic Transformation (Su)
As a full round action that provokes AoOs, the DFA can assume the physical form of a true dragon (Su) for a total of up to 1min per class-level per day. He may select any age-color combination whose HD don't exceed his DFA class level, gaining the form's physical ability scores and retaining his mental stats. The DFA can only choose a dragon race with a breath weapon that's already available to him. The DFA may change back and forth and even switch forms, as long as the total daily duration is not exceeded. In dragon form, if and when his class-derived breath weapon is delayed, he may still use his form's standard breath weapon (which required 1d4 rounds to replenish and doesn't stack with his class-related breath weapon).
In dragon form, the DFA's physical stats change to match that of his chose dragon's color and HD.

Superior Draconic Might (Ex)
The DFA gains +2 STR & CON & CHA increase. The DFA may now spend a full round action to either make wing attacks against secondary targets or to hover and make 4 natural attacks (2 claws, 1 bite, 1 tail) against a single target.




Thoughts:
Dragons are powerful and highly intelligent magical beasts, right? Right.
Well, this doesn't sit well with arcane spellcasting for me.
Having innate magical abilities in the form of invocations is much more intuitively sound than education-based spellcasting for magical beings. say as many as a DFA of equal level.
A dragon, unless possessing levels in DFA, cannot modify the type of its breath weapon, and the class' breath weapon damage doesn't stack with a dragon's racial breath weapon damage.




One last touch: I find that there are 2 invocations that are missing, if the DFA is not to be dependent upon spellcasters to live out to its full potential.

Ghostly Scales [Lesser, 4th]
Your DFA scales gain the Ghost Touch property.
Note: This one's an absolute must, given the class has no dodge or deflection based AC.

Ghostly Touch [Lesser, 4th]
Your natural attacks gain the Ghost Touch property.

Druid

From the few fantasy books I've read in my life and several scenes I've seen, I never saw the Druid archetype as someone built to dominate combat or hold a dinosaur on a leash.
I picture the Druid as someone who starts as caretaker for the woods, evolves into a nature-bonded sage and eventually becomes a living conscious part of the land, equipped with everything one could imagine fantasy world's nature can grant.


BAB: Poor
Class Skills: Druids also have Climb, Hide and Move Silently as class skills.
Druidic language: No such thing. Many druids safeguard their secrets by taking the Innuendo feat.

Class Features:

Level Nature's Fortification Special
1 Nature Sense, Wild Empathy
2 Create Infusion, Nature's Remedy
3 Elemental Resistance 5 Eye in the Sky, Terrain Mastery
4 +1 AC ; DR 1/Metal Plant Facility, Scent
5 Wild Shape (Medium; Mammal)
6 Fast healing 1 Wild Shape (Small; Reptile)
7 Burgeoning Touch, Tremor-Sense
8 +2 AC ; DR 2/Metal Wild Shape (Bird, Fish)
9 Wild Shape (Large; Insect)
10 Elemental Resistance 10 Venom Immunity, Cudgel
11 Wild Shape (Plant)
12 +3 AC ; DR 3/Metal Wild Shape (Tiny; Swarm)
13 Gaia’s Embrace, Voices of World
14 Fast healing 2 A Thousand Faces, Primal Overlord
15 Wild Shape (Elemental)
16 +4 AC ; DR 4/Metal Nature's Gift, Extraordinary Wild Shape
17 Elemental Resistance 15 One with the Green
18 Wild Shape (Huge), Assume Supernatural Quality
19 Resident of the planes
20 +5 AC ; DR 5/Metal Essence of Eternity

Spellcasting:

Druids don't cast spells (but for description simplicity's sake, we'll call them spells). They merely invoke magical effects. These effects are activated with the minimum conceivable amount of gesturing required to deliver a desired effect. Doing so still requires concentration and a standard action (unless noted otherwise), and may be foiled if a druid takes damage or is distracted, but a druid needs neither vocal nor somatic components.
Personal auxiliary effects (e.g. detections of any sort, communication enhancers, Spider Climb, Water Breathing, Air Walk etc.) are applicable simultaneously with other actions.
Druids gain known spells as given in the table below. Additionally, they know all "Summon Nature’s Ally" spells and any PHB spell associated with animals or plants. From level 15 and on - when a druid gains the ability to wild shape into an elemental, he may also summon elementals when casting any of the "Summon Nature’s Ally" versions.
Druids don't have access to Priestly healing spells. Instead, they have access to the regenerative druidic healing spells given in MotW.
Whenever a druid gains an even class level he can replace a single known spell for another spell from the same level.

Spells Known*:
Code:
level	0   1   2   3   4   5   6   7   8   9  10
=================================================
1 3 1 - - - - - - - - - 2 3 2 - - - - - - - - - 3 3 2 1 - - - - - - - - 4 4 3 2 - - - - - - - - 5 4 3 2 1 - - - - - - - 6 4 3 3 2 - - - - - - - 7 4 4 3 2 1 - - - - - - 8 5 4 3 3 2 - - - - - - 9 5 4 4 3 2 1 - - - - - 10 5 4 4 3 3 2 - - - - - 11 5 5 4 4 3 2 1 - - - - 12 5 5 4 4 3 3 2 - - - - 13 6 5 5 4 4 3 2 1 - - - 14 6 5 5 4 4 3 3 2 - - - 15 6 5 5 5 4 4 3 2 1 - - 16 6 6 5 5 4 4 3 3 2 - - 17 6 6 5 5 5 4 4 3 2 1 - 18 6 6 6 5 5 4 4 3 3 2 - 19 7 6 6 5 5 5 4 4 3 2 1 20 7 6 6 6 5 5 4 4 3 3 2
* Upon gaining a new SL (including 1st), a druid also gains the appropriate Summon Nature's Ally of the newly gained SL.



Spells removed from the Druid's list
• Guidance (0) – Druids cannot turn to mystical insights
• Read Magic (0) – Druids do not cast spells
• Virtue (0) – Utterly useless and thematically meaningless
• Hallow (5) – Druids have no access to anything holy.
• UNHallow (5) – Druids have no access to anything unholy.
• Foresight (9) – Druids cannot turn to mystical insights.

Spells added to the Druid's list
• Alter Self (2)
• Polymorph (4)
• All spells from the following domains not already on the list: Animal, Air, Earth, Fire, Plant and Water.




New Druid Spells:


Overgrowth
Conjuration (Creation)
Level: Drd 6
Components: V, S, M
Casting Time: 1 round
Range: Medium (100 ft. + 10 ft./level)
AoE: 10 ft. radius/level
Duration: 1 day/level
Saving Throw: None (see below)
Spell Resistance: No
When this spell is cast, grasses, vines, and creepers in the area of effect grow at an accelerated rate, and more of the same magically sprout to support the ones already there. These plants grow up along any structures in the area, including objects left out in the open – wagons, siege engines, etc. The plants ignore living beings, but they totally engulf corpses. They grow at the rate of 1 foot per hour; after the first day (when, presumably, they've overgrown most structures), they deal damage at the rate of 1 point per two rounds, bypassing hardness, as the roots burrow into stone and wood (metal objects are immune). The plants can be cleared away, but it takes about an hour to completely free a small house or hut, and the plants immediately start to grow back.
Constructs caught in the area of effect, if they are active, are considered grappled (the plants have an effective Strength of 26); the DM can impose penalties according to how far engulfed the construct is. As with structures, the plants deal 1 points of damage every other round, which bypasses DR, though metallic golems are immune.
When the spell ends or is dispelled, the plants recede back to their previous levels.

Tumultuous Thump
Evocation (Earth)
Level: Druid 4
Components: S
Casting Time: 1 swift action
Range: Personal
AoE: 40-ft radius spread centered on you.
Duration: Instantaneous
Saving Throw: see text
Spell Resistance: no
With the stomp of your foot, you cause the ground to lurch with sudden vehemence.
When your foot touches the ground, you evoke a sudden and violent convulsion of the ground that affects creatures in contact with the ground within the area of effect.
Creatures within the area of affect make a Ref, Fort AND Will save.
- Creatures that fail the Ref save are knocked prone and take 1d4 damage + 1d4/2 caster levels (max 5d4 at level 8).
- Creatures that fail the Fort save are dazed for 1d4 rounds
- Creatures that fail the will save are stunned for 1 round and shaken for 1d4 rounds after that.
This upheaval does not damage structures.


Nature's Fortification (Ex)
Becoming a part of the land, the druid slowly drifts. His ties to the earth strengthen his essence. At lower levels, his skin becomes wood-like and at higher levels his skin becomes stone-like with "woody" patterns. This gives away the druid's nature. This bonus is lost in wild shape.

Nature Sense (Ex)
Every druid feels particularly at home in the forest. Within forests & jungles, a druid is considered to be having maximized ranks in Knowledge (geography) & Survival, and gains a +2 bonus to all his Spot & Listen checks. This bonus is increased by +1 with each 6 levels beyond 1st. You can also get a reasonable idea of how the weather has been recently due to how the ground and plants feel/look.
As an intrinsic part of his ties to mother earth, at 2nd level and every 3 levels thereafter, a druid may select another terrain he gains strong familiarity with. The available terrains are taken from the Horizon Walker’s Terrain Mastery list, not including planar terrains.

Wild Empathy (Ex)

I'm trying to set some rules of how Wild Empathy could more vividly represent a druid's knowledge of the way of the animal & plant kingdom (the sounds they make, their body language / smells / droppings etc) and how he could use such knowledge to make them work for his (their) cause & interests. A druid should also have an unnatural ability to establish direct empathic communication with "creatures of the forest" (Animal, Monstrous Plant or Wild Beast, generally referred to as "animals").
I want it to be a tool for a druid to cooperate with whatever animal/plant lives are available wherever he goes. I want an interaction with the wild to feel more natural rather than for a druid to be toting a handy mobile cannon/meatshield at all times.
A druid could, of course, have an animal pet without even needing a single rank in Handle Animal and influence it with Wild Empathy. However, making an animal follow you everywhere takes time and it will receive no empowerment of any sort from accompanying the druid (I don't subscribe to the concept of empowering an animal just because it is loyal to you).


Wild Empathy serves a druid as follows:

Influencing Animal:
A druid thinks and animals around him instantly know what he wants of them.
As a standard action that doesn't provoke AoOs, a druid can influence animals within line of sight.
He can either:
- Shift their attitude (according to the core Diplomacy "Influencing NPC Attitudes" table) by 1 step in his favor.
- Have animals with Friendly/Helpful Attitudes perform tricks.
In both cases, the druid counts as having maximized ranks in both Diplomacy and Handle Animal - and both are susceptible to augmentations by Skill Focus and skill-feats.
A druid can relay his desires/intentions to up to 1 animal per 4 Druid levels (rounded up) plus his WIS-mod (including different applications/instructions to each animal), and a separate check is required for each animal to be affected, however, for each animal beyond the first, the druid takes a cumulative -1 penalty to all Diplomacy/Handle Animal checks.
Restrictions: A druid cannot just influence all animals at all times. To determine the creatures susceptible to a druid's influence, consult the core rules that define which creatures are candidates as Animal Companions. Other unlisted creatures are assigned according to their appropriate CRs.
Note: As dictated by RAW, magical beasts are harder to influence and all DCs are increased by +4.

Getting Information About Animals & Plant Life:
- 3rd level: a druid can spend 2d6 minutes to determine general characteristics of animal & plant life that dominate an unfamiliar natural region he enters, provided he gains Nature Sense bonuses in that area. Otherwise he requires 1d3 hours to make such analysis.
- 5th level: a Dduid can read the different signs animals relay to determine weather changes or incoming earthquakes, floods, volcano eruptions etc.
- 8th level: when inspecting an unfamiliar area, the druid also learns of not-so-common creatures of interest (should they be present).
- 13th level: the druid may influence animals as a move action, but only once per round. This improves yet again to swift/immediate action at 17th level, but again, it's only applicable once per round.

Animal Companions:
At any given time, a druid may select a single Helpful animal (and only it) to accompany him as his current animal companion.
The animal companion receives training (normal Handle Animal training times) according to the druid's choice, just from being in the druid's presence. Furthermore, a companion is taught a number of extra tricks that's mentioned in the core "The druid’s Animal Companion" table (according to the given animal and the druid's level).
Should a druid decide to take a new companion, the old one loses its extra tricks at a rate of 1 trick per week. These lost tricks do not automatically reappear if the druid takes a "discarded" animal a second time (they require "training" time once again).
If a druid does take an animal companion and it dies, it may not be replaced until a morning period equal to [1 week + 1 day per level] has passed.


Notes:
- Since overall Handle Animal is a subset of Wild Empathy, Handle Animal synergy to Wild Empathy is no longer valid. OTOH, a druid is considered to have Animal Affinity regarding all animals resident to any of his favored terrains.
- Some base-class variants (Green Whisperer Bard and Wild Warrior) also get Wild Empathy. However, their Wild Empathy related Diplomacy & Handle Animal ranks are treated as maximized cross-class skills. Furthermore, for their level-dependant Wild Empathy options, they require twice the level as required for druids.
Create Infusion

"This forest is our home. We derive Strength from its roots. You do not, unless we say so." – Xanaphia.

What Is an Infusion?
An infusion is a druidic spell, stored within a specially treated plant (herb, root, fruit, vegetable, mushroom, bud etc). It works like a scroll. The process of preparing an infusion takes 1 day per spell-level (30min for 0-level effects) and the costs are as given in MotW.
A spell successfully activated from an infusion works like a spell cast in the normal way by the creator at the time of creation.

Activation
To activate the spell, the user must consume the infusion (a standard action that provokes AoOs). This makes infusions ideal for a druid; he can hide several of them for later consumption, thus gaining access to his top-tier spell effects while in wild Shape (see "Wild Shape & Spellcasting" below).
A successful attack against the user forces a Concentration check (DC 10 + damage dealt). Failure means the character cannot eat the infusion in that round. If desired, an attacker may direct the AoO against the infusion rather than the character, destroying it on a successful hit.
An infusion cannot be administered by force or to an unconscious creature.

Who can use it and when?
An infusion usually works only for druids.
The druid that created an infusion can use it with automatic success. A druid that happens to stumble upon an infusion must first make a level check (class-level + d20) vs. DC [15 + spell level] to identify one as such and what it does.
A druid that can use a given infusion can let go of it, making it available for everyone’s use for the next 3 consecutive rounds. Alternatively, a druid can hand over an infusion, permanently (until use, of course) attuning the recipient to it.
Otherwise, the infusion acts as an ingestive poison. The user must make a Fort save (DC 10 + one-half of the infusion's CL) or take 1d3 CON damage and become nauseated. A second saving throw at the same DC and with the same consequence for failure must be made 1 minute later.
Nature's Remedy (Ex)
In real life nearly all diseases and all cures come from nature. The druid's ties to nature provide protection against all the world's diseases. The druid is immune to any non-magical disease.

Elemental Resistance (Ex)
The druid gains the indicated resistance against all acid, cold, electricity, fire and force effects.

Eye in the Sky (Ex)
Starting at 3rd level, a druid's senses are not hindered by weather conditions as other humanoids.
Moderate natural weather conditions such as snow, hail, rain, light fog and strong winds (21 mph) do not raise the DC on Spot, Listen, and Search checks.
When in a dense fog (such as an Obscuring Mist spell, or any similar effect) a druid may make a spot check of 10 + spell level (for non-magical fog the DC is a flat 10) to see through the fog as if it was not there. A druid only needs to succeed once to see through the fog until the effect ends and can retry once per round.
At 6th level and on, all of the Druid's senses (sight hearing and smell) double in range and all of his PER based skills gain a +10 bonus when he's within any of his favored terrains.
The druid may hold hands with up to 2 characters and spend a standard action concentrating to relay these benefits. This specific ability is supernatural.

Terrain Mastery (Ex)
From this point and on, whenever a druid is in one of his favored terrains, he can move unhindered through any sort of naturally created difficult terrain. Areas that have been magically manipulated to impede motion still affect him normally though.
If he is in his favored terrain, he may also choose not to leave any trail (making him impossible to track).
Furthermore, the Druid's knowledge of the terrain and its natural denizens grants him +4 to save against any special attacks they might have (Ex, Su or Sp).

Plant Facility (Ex)
The druid gains an ability which is mechanically identical to the core Rebuke Undead, but in regards to plants, and can rebuke or command plants as detaied for evil priests (according to the core rules) of his actual CL.

Wild Shape (Su)
A druid can Wild Shape a number of times per day equal to [WIS-mod + 1/4 class-level].
Of each creature type available to a druid by level progression, he can Wild Shape into a single species per size category.
A 5th level druid may thus choose a single medium animal to turn to, such as a Puma, a Mastiff and so on.
At 6th level, a druid may choose one small mammal form and two reptile forms (one medium and one small).
By 11th level, a druid has 5 forms for each avilable size category (15 overall).
A 15th+ level druid can Wild Shape into an elemental of any of the 4 types and of any size available to him.
At 11th level a druid can activates Wild Shape as a move action. The transformation still takes a standard action to complete, but the druid now has an extra move action at his disposal. At 15th level a druid can activates Wild Shape as a swift action, which no longer provokes AoOs. The transformation still takes a standard action to complete, but the druid now has an extra standard action at his disposal.
Note: A single "retraining" is allowed upon level progression.
Wild Shape & Spellcasting: Upon transforming, the druid may select a number of spells with a total SL of up to his [class-level + WIS-mod] to be available for activation as a swift action (1 spell effect / round at most).
The strain cost for these spell effects persists for each spell until it is used.
Upon transforming back, all prepared effects dissipate with no effect and the strain toll for all unused effects decreases normally.

Burgeoning Touch (Su)
At will, a druid's touch can enable flowers to bloom, grass to sprout, or enable other minor plant growth. [1 + WIS-mod times per day] (min 1), he can enact a greater amount of growth - causing a tree to sprout from a seedling (it grows to sapling size only), a vine to snake up a wall, a tree's roots to delve deeper (this is often used to break rocks or anchor the tree more securely), etc. Minor changes are a free action that can be used once per round; major changes require at least a full round of concentration to achieve the desired effect (though if the druid is interrupted, the ability doesn't fail; the plant merely stops growing at that point, which may be well short of where he wishes).
Vines and trees grow at the rate of 1 foot per round; saplings and bushes require a full minute to grow from a seedling, while flowers take only one round. Plants must be able to survive in the soil and climate where they are planted (no oak trees in the desert, cacti in the tundra, etc.), or the ability fails. Tree roots deal 2d10 points of damage to structures each round (bypassing hardness).

Tremor-Sense (Su)
At 7th level, this ability has a range of 30ft. With each additional 6 levels (13th, 19th etc), the range increases by another 30ft.

Cudgel (Su)
The druid never has to carry weapons. As a swift action, The druid may manifest a cudgel (Club / Quarterstaff – according to the druid's choice) at will. If the cudgel is disarmed / sundered, it vanishes, reappearing when the druid summons it again. Dismissing the cudgel is a free action. The cudgel is always enhanced with Shillelagh and Ironwood – even if the druid never took them as known spells. At 16th level and on the cudgel bypasses hardness as if made of adamantine.
Note: The druid is not just a forest protector and a part of nature, but also an emissary of all that is natural. It is not fitting for an emissary to carry arms all the time. This also serves to enhance the archetype and somewhat compensates for the dramatic depowering compared to the core Druid.

Gaia’s Embrace (Ex)
By now, the druid’s life force has become directly linked to mother earth and his life essence gains an unnatural strength.
From this point and on, whenever the druid is anywhere on his home world, he’s treated as if affected by Death Ward.

Voices of World (Su)
The druid gains unparalleled empathic abilities. He may now use Speak With Animals, Speak With Plants, Stone Tell, and Tongues – as by the spell effects of the same names – at will. He may also communicate mentally with any entity that has a language of any sort.

A Thousand Faces (Ex)
This ability can also mask the druid's unique skin patterns, but at a price of suppressing all benefits of "Nature's Fortification".

Primal Overlord (Su)
The druid’s bond with the land and with its natural denizens, and his commitment to them are now sealed.
The druid now radiates a primal magnificence that animals automatically sense. Unless supernaturally coerced, an animal will not attack the druid. Those that come within 20ft must succeed on a Will save (DC 10 + 1/2 class level + CHA-mod) or be affected as by the Charm Animal spell (if successful, they’re immune to the effect for the next 24 hours).
Whenever the druid is aware that “The Land” is in an immediate peril (such as deforestation, massive mining, despoilment of a large lake, damming etc), the druid may issue a great mental callout to all of the area’s natural denizens of above INT 0 (animals, giant animals, magical beasts, monstrous plants and fey) within 1 mile per druid’s class level.
All the alpha males of any pack/herd creatures and anything between 20% and 40% of all adult denizens (be they pack/pride/herd or solitary creatures) arrive as fast as they can to aid the druid in his just cause.
During the combined effort, the calling druid can mentally coordinate the arriving creatures to act against their common foe, to a general resolution of “retreat”, “regroup”, “runaway” or “fight to the death” – all depending on the circumstances (note that sometimes, such as in cases of an impending volcanic eruption or major earthquake, the only rationale course of action is to run away.
Once such a call is issued, it cannot be repeated for at least 6 months minus 1 week per level of the druid.
Note: The druid must genuinely believe that the very ecology of the land is in jeopardy and that there’s a reasonable chance for a combined effort to thwart off the menace for this ability to take effect. A failed attempt is still a wasted attempt.

Nature's Gift (Su)
The druid gains the following abilities given for the CW Nature's Warrior PrC under "Nature's Armament" feature:
- Blaze of Power
- Water's Flow
- Wings of the Hurricane
In addition, the druid can use Robe of Clouds [3 + WIS-mod] times per day.

One with the Green (Ex)
This feature grants the druid the following benefits:
- Gains the "Plant" template and no longer needs to eat, sleep or breathe. Instead, he requires only water and sunlight. If he does not receive sunlight in a number of days equal to his CON-mod + 3, he begins to starve.
- Can cast modified Warp Wood at will. The wood affected may be alive both before and after reshaping, and if so, continues to grow unharmed. Warp Wood may be retrained, if previously taken as a known spell.
- May meld into a tree (or similar plant) of larger size than himself (same as Dryad's ability) for an unlimited duration. Any plant the druid melds with becomes hardened as if affected by Ironwood.
- By making a DC 15 Concentration check as a swift action, the druid may use living plants as an extension of his own senses. The druid can sense as if in the space of any tree within 60ft. You can pick a new tree each round.
Sight based spells, spell-like or supernatural effects you manifest can work as if you were seeing with your own eyes and actually standing in the spot of the selected tree.
- Rooting: The druid may spend 1 minute and root (or unroot) himself to the ground. While rooted to a moist soil and exposed to sunlight, the druid’s fast healing is replaced with regeneration.

Assume Supernatural Quality (Su)
When the druid changes form with his Wild Shape ability, he may choose a single Su quality of the new form and becomes capable of using it while he remains in that form.
Choosing this option comes at the expense of Ex Wild Shape.

Resident of the planes (Su)
The druid has become one with nature. Once per day He can travel (as with Plane Shift spell) to each of the elemental planes as well as the Ethereal and Astral planes, and back. The druid must shift back to the material prime before going from one plane to another.

Essence of Eternity (Ex)
The druid's physical age returns to Adult (eliminating any age penalties), he never dies of old age and he becomes totally immune to all corrupting effects.
If the druid is slain, his spirit travels to the material prime (anywhere he knows within his home world), where his body reforms 1 week / character-level later, as if restored via Miracle spell, even if his body had been obliterated.
From this point and on, a druid can maintain Wild Shape indefinitely and is immune (non-voluntary) to all kinds of polymorph, except for Wild Shape and A Thousand Faces.




A standard Druid as a Master of Many Forms

Given the official Wild Shape feats are either already covered by the Druid or are inappropriate with these rules, and given the Druid is already half way there, the following feats are my suggestion for how to allow the Master of Many Forms without even requiring a PrC:

Type Expansion

Aberration Wild Shape [Insect Wild Shape, Knowledge (dungeoneering) 5]
You add Aberration to the repertoire of form-types available to you.

Ooze Wild Shape [Aberration Wild Shape, Knowledge (dungeoneering) 8]
You add Ooze to the repertoire of form-types available to you.

Magical Beast Wild Shape [Plant Wild Shape, Knowledge (arcana) 5]
You add Magical Beast to the repertoire of form-types available to you.

Dragon Wild Shape [Magical Beast Wild Shape, Knowledge (arcana) 8]
You add Dragon to the repertoire of form-types available to you.

Size Expansion

Diminutive Wild Shape [Tiny-sized Wild Shape]
All of the monster categories available to you also gain one Diminutive size category.

Fine Wild Shape [Diminutive-sized Wild Shape]
All of the monster categories available to you also gain one Fine size category.

Gargantuan Wild Shape [Huge-sized Wild Shape – 6 levels straight]
All of the monster categories available to you also gain one Gargantuan size category.

Colossal Wild Shape [Gargantuan-sized Wild Shape – 6 levels straight]
All of the monster categories available to you also gain one Colossal size category.


Notes:
- Wild Shape is only applicable for life forms. No feat in the world can grant a druid the ability to transform into an undead or construct.
- Wild Shape feats cannot be retrained.




ACF: Nature's Avatar
The druid becomes an avenger that wields nature's wrath.
Loses:
This variant doesn't gain the druid's regular spell selection (but still gains all "Summon Nature's Ally [x]" variants).
Gains: - Med. BAB
- The granted power of the Freedom domain.
- May select known spells + gains all powers from the Air, Animal, Earth, Fire, Plant & Water domains, plus the regenerative druidic healing spells given in MotW, plus the following 0-level spells: Cure Minor Wounds, Detect Poison, Know Direction, Naturewatch(SC) and Purify Food and Drink.
- The Shapeshift ability detailed in PHB-II (on top of Wild Shape). While shapeshifted (and only while shapeshifted), a Nature's Avatar gains full BAB, but cannot cast spells.

Ghostknife

The Soulknife is quite an attractive concept - a combatant that's never unarmed and can get along decently without magical gear. However, the result is craptacularly underpowered, totally not gear-independent enough and very low on survivability (barely a low Tier-5).
Notes:
- The additions/modifications given here are based on the official Soulknife. Whatever's not mentioned here is to be taken from the description of the core class.
- There are several Ghostknife features that are defined with plusses (+1 to +5). These plusses have absolutely nothing to do with hit & damage modifiers. They're simply a measurement instrument to scale effects for the purpose of determining when theyre applicable and which power combinations are viable at which level.


Class Skills: Autohypnosis, Balance, Climb, Concentration, Escape Artist, Hide, Jump, Knowledge (arcana, dungeoneering, the planes), Listen, Move Silently, Perform, Profession, Spot, Swim and Tumble.
Skill Points Per Level: 6 + INT-mod



Class Features:

Level Weapons Aptitude Special Enhancements
1 Focused Mind, Mind Blade Psychic Armor (+4 ; 0 ; 0)
2 I Throw Mind Blade Blade Enhancement +1 (Level 1)
3 Evasion Psychic Strike (1d8)
4 Mind Surge (Burst of Speed) Blade Enhancement +2
5 Mind Blade Mastery Psychic Armor * (+5 ; 2 ; 5)
6 II Mind Surge (Fade) Blade Enhancement +3 (Level 2)
7 Psychic Strike (2d8)
8 Mind Surge (Vision) Blade Enhancement +4
9 Blade Wind Psychic Armor * (+6 ; 4 ; 10)
10 III Fortified Blade Blade Enhancement +5 (Level 3)
11 Mind Surge (Breach the Gap) Psychic Strike (3d8)
12 Blade Enhancement +6
13 Ranged Blade Wind Psychic Armor * (+7 ; 6 ; 15)
14 IV Mind Surge (True Vision) Blade Enhancement +7 (Level 4)
15 Improved Evasion Psychic Strike (4d8)
16 Blade Enhancement +8
17 Blade Storm Psychic Armor * (+8 ; 8 ; 20)
18 V Mind Surge (Unyielding Mind) Blade Enhancement +9 (Level 5)
19 Psychic Strike (5d8)
20 Blade Barrage Blade Enhancement +10

I, II, III, IV, V
A ghostknife progresses in his weapon aptitude just as if he were a warrior of his BAB-equivalent level (see the "Warrior" spoiler below). He may advance any weapon he can materialize as a Mind Blade.

Focused Mind (Ex)
Ghosknife capabilities require top notch mental focus to manifest. Therefore, training and advancement of those capabilities come with maximized ranks in both Autohypnosis and Concentration. In addition, Ghosknives also gain Introspective as a bonus feat.
This is the preliminary training required before one is ready to learn how to manifest both Mind Blade and Psychic Armor.

Mind Blade (Ex)
A ghostknife can materialize any of the following weapons: short/long/bastard sword, dagger, rapier, scimitar, short/long spear or a quarterstaff.
Re-shaping the Mind Blade takes a standard action that doesn't provoke AoOs. When the Mind Blade(s) is(are) manifested, it appears in the last form it was in prior to dismissal.
A Mind Blade can be made (optional) to give off either bright illumination of 10ft with shadowy illumination of 20ft, or darkness of 5ft with shadowy illumination of 10ft, which a ghostknife may change as a swift action. These forms of illumination are not magical, and can thus be countered by magical darkness/light (respectively).

Psychic Armor (Ex)
Ghostknives can engulf themselves with a force effect that grants them powerful defenses. This protection persists at all times the ghostknife is conscious, but the ghostknife cannot maintain it while wearing armor of any kind, or carrying Medium or Heavy Load.
The numbers in parenthesis indicate: Armor bonus to AC / DR (as specified for the core Barbarian) / Energy Resistance (acid, cold, electricity, fire and sonic) - in the given order.
* At 5th level, a ghostknife's Psychic Armor gains the "Ghost Touch" property.
* At 9th level, a ghostknife's Psychic Armor grants Light Fortification.
* At 13th level, a ghostknife's Psychic Armor grants Moderate Fortification.
* At 17th level, a ghostknife's Psychic Armor grants Heavy Fortification.

Throw Mind Blade (Ex)
The range increment is modified to 25ft + 5ft / class-level.
When multiple attacks are gained, the Mind Blade may be thrown multiple times.
If the ghostknife also possesses the Rapid Fire feat, he may apply it to his Mind Blade as well.
If he could Sunder or Trip in melee with his Mind Blade's current shape, he can also do so with it on range attacks.

Blade Enhancement (Su)

in addition to combat stat augmentations, a Ghostknike may imbue his mind blade(s) with the following powers, according to the total level limit indicated in the Ghostknife's table:
- Level 1: Keen, Ghost Touch
- Level 2: Anarchic/Axiomatic/Holy/Unholy, Disruption, Wounding
- Level 3: Speed, Bodyfeeder
- Level 4: Brilliant Energy
- Level 5: Coup De Grace, Vorpal
A ghostknife may apply one of the highest level effects available or any combination that amounts to that value (e.g at 10th level, a ghostknife may enhance his weapon with one Level 3, one Level 2 and one Level 1 effect or three Level 1 powers). It takes 1 hour of uninterrupted meditation to set up a specific combination of enhancements. Once set, they persist until the ghostknife spends another uninterrupted hour of meditation to reassign a new combination of powers.

Later on, when a ghostknife gains the ability to materialize a shield via Mind Blade Mastery, he may enhance it with the following effects:
- Level 1: Bashing
- Level 2: Arrow Deflection
- Level 3: Ghost Touch
- Level 4: Energy Resistance 10
- Level 5: Reflecting
Special: A ghostknife may detract combat stat enhancements to assign more effects to his blade(s) and/or shield, at a rate of 1 accumulated Level per +2 attack/AC modifier.
Special: once per encounter, as a move action that doesn't provoke AoOs, a ghostknife may elect to lose a single enchantment for gaining another of equal or lower level. This substitution lasts [5 rounds + 1 round per 2-class-levels].

Psychic Strike (Ex)
As a swift action, the ghostknife may charge his weapon(s) with a powerful force halo. This force discharges upon a successful touch attack (even if the weapon’s base damage + enhancements didn’t breach through the target’s armor).
Psychic Strike dissipates at a rate of 1d8 per successful hit. For instance, an 11th level ghostknife that manages to connect 3 times in a single round after activating Psychic Strike deals 3d8 force damage on his 1st attack, 2d8 damage on his 2nd attack and 1d8 damage on his 3rd attack (which, btw, could be an AoO).
When the mind blade is split, Psychic Strike damage is spread between both weapons. In case of Blade Wind and its improvements (see below), the highest value applies against all targets.
Psychic Strike doesn't linger when the Mind Blade is dismissed.

Mind Surge (Su)

Mind Surge is a powerful means, an exertion of will, by which Ghostknives temporarily augment the reality of their own being.
Mind Surge is applicable [3 + WIS-mod] times per day at 4th level and an additional time per 3 class-levels thereafter. Mind Surge can only be activated when the ghostknife is engaged in combat and any continuous effect generated by this ability dissipates once combat ends (regardless of the mimicked effect's spell duration).
- At 4th level, a ghostknife can spend 1 use of his Mind Surge ability to mimic the Xeph's 'Burst of Speed' ability (see the revised Xeph, entry #2).
- At 6th level, a ghostknife can spend 1 use of his Mind Surge ability to mimic the effect of Invisibility spell. 'Fade' can be activated as a swift action, an immediate action or as part of movement/attack action. At 10th level, the effect changes to mimic Greater Invisibility.
- At 9th level, a ghostknife can spend 1 use of his Mind Surge ability to gain superior vision out to a 60ft. While using this sight, he gains Superior Darkvision (penetrates magical darkness) and may view any incorporeal or invisible creatures, creatures on the Ethereal Plane or Plane of Shadow, and creatures within any extra-dimensional space. Such creatures include ethereal creatures, invisible creatures, creatures that are blinking or shadow walking, manifested ghosts, and creatures within any form of extra-dimensional space. This ability lasts a number of rounds equal to the ghostknife's WIS-mod. 'Vision' is a free action.
- At 11th level, a ghostknife can spend 1 use of his Mind Surge ability to make short distance teleports, to a distance no farther than his movement speed. If the Gostknife's speed is already enhanced with his Burst of Speed ability, his augmented speed counts for this power. 'Breach the Gap' is a move action.
- At 14th level, a ghostknife can spend 2 uses of his Mind Surge ability to mimic the effect of True Seeing. Activating True Vision is a free action. This power can be activated simultaneously with 'Vision'.
- At 18th level, a ghostknife can spend 3 uses of his Mind Surge ability to mimic the effect of Mind Blank. Activating Unyielding Mind is a free action. This power can be activated simultaneously with 'Vision' and 'True Vision'.

Mind Blade Mastery (Ex)
The ghostknife can now split his Mind Blade into a [short/long/bastard-sword coupled with small/large-shield or short-sword], or to materialize it as a great sword, a 2-Bladed-Sword or a Halberd.
When the mind blade is split, Psychic Strike damage is spread between both weapons.
Note: For not gimping 2WF, when splitting the Mind Blade, both weapons carry all the imbued magical powers.
Note: The ability to split the mind blade comes with shield proficiency, Ambidexterity and TWF. This may seem like a lot, but the Warrior class starts with a lot more at 1st level and general feats are practically all the build customization this class ever gets.

Blade Wind (Ex)
This ability works as given for the official Shoulknife base class, but with 2 important differences:
- The attack can be used for no other purpose than to deal damage (no special maneuvers like Disarm, Trip etc).
- The ghostknife must spend his following immediate action to gather the shards and reassemble his mind blade(s) - meaning he's considered unarmed from the beginning of his current combat turn until the beginning of his next combat turn.
Note: Given Psychic Strike is a swift action, this balances out quite nicely (and forces the player to use combat tactics rather than always apply the same shtick).

Fortified Blade (Ex)
The ghostknife's Mind Blade gains hardness increase equal to hit [class level + WIS-mod].

Ranged Blade Wind (Ex)
Blade Wind effect is now applicable against a chosen square (or Hex, if Hex grid is used) within the range increment and all adjacent squares.

Blade Storm (Ex)
As a full round action, the ghostknife can make either a Blade Wind attack against all enemies within 20ft reach, or a Ranged Blade Wind attack against all enemies within a 20ft radius sphere.
Special: Blade Wind and Ranged Blade Wind are now a standard action.

Blade Barrage (Ex)
When performing a Blade-Wind or Ranged Blade-Wind (but not Bladestorm), the ghostknife can make multiple attacks against each foe he targets.



Ghostknife exclusive feats

Fiery Mindblade [Psychic Strike class ability]
The ghostknife may charge his mind blade with fire damage instead of force damage. While fire damage is inferior to force damage, it enables the ghostknife to ignite stuff.

Icy Mindblade [Psychic Strike class ability]
The ghostknife may charge his mind blade with cold damage instead of force damage. While cold damage is inferior to force damage, it enables the ghostknife to quench flames.

Acidic Mindblade [Psychic Strike 2d8]
The ghostknife may charge his mind blade with acid damage instead of force damage.

Electric Fire [Psychic Strike 3d8]
The ghostknife may charge his mind blade with electrical damage instead of force damage.


Hexblade

The creation of this class was heavily influenced by Otto the Bugbear's version.

HP: As Warrior (6 / level)
Good Saves: Fort & Will
Class Skills: Bluff, Climb, Concentration, Craft, Diplomacy, Disguise, Hide, Intimidate, Jump, Knowledge (arcane, the planes), Move Silently, Sense Motive, Ride, Spellcraft and Swim.
Skill Points per Level: 4 + INT-mod.


Class Features:

Level Special Hexes Known
1 Bonus Feat, Hex 1
2 1 Invocation (least)
3 Hideous Blow 1d6, Gray Hearted
4 Dark Companion 1 1
5 2 Invocations
6 Hideous Blow 2d6, Swift Hex
7 Bonus Feat 2 1 1
8 3 Invocations (lesser)
9 Hideous Blow 3d6, Persistent Hex
10 Mettle, Aura of Unluck 2 2 1 1
11 4 Invocations
12 Hideous Blow 4d6, Hexing Strike
13 Bonus Feat 3 2 2 1 1
14 5 Invocations (greater)
15 Hideous Blow 5d6, Hex Mirror
16 Heart of Darkness 3 3 2 2 1 1
17 6 Invocations
18 Hideous Blow 6d6, Zoned Hex
19 Bonus Feat 3 3 2 2 2 1 1
20 7 Invocations (dark)

Bonus Feat
At 1st level and every 6 levels thereafter, a hexblade gains a bonus feat from the following list: Ability Focus, Communicator, Empower Spell-like Ability, Extra Invocation, Insightful, Maximize Spell-like Ability, Necropolis Born, Night Haunt, Quicken Spell-like Ability, Spell Hand.

Hex (su)
Once per round, as a move action, a hexblade can unleash a hex upon his foes. The target must be within 30ft to be affected by the hex and is entitled to a Will save vs. DC [10 + 1/2HD + CHA-mod] to negate the effect. The range of this ability increases by +10ft at levels 5, 9, 13, 17 and every 4 levels thereafter.
Each hex has a minimum Hexblade level requirement before it can be added to a hexblade’s repertoire, numbered from level 1 to 7 (at levels 1, 4, 7, 10, 13, 16 and 19 – as given in the table).
because epic level hexblades have very little going for them in terms of class features’ progression, each epic hexblade level counts as 3 levels for calculating known hexes. This means that by 25th level, a hexblade knows the entire hex repertoire.
When a hexblade activates this ability, he must choose one of his known hexes to afflict the target with. If a target makes its saving throw, it is immune to that hex for 24 hours, though it may still be affected by other hexes the hexblade knows.
Any effect that removes curses or dispels magic works on Hexes as normal. Treat the hexblade's class level as the CL for opposed dispel checks. In addition, a hexblade may lift his own hex from any creature as a non-action. He may also choose to lift one hex, but leave others in place, in the event of a creature that is suffering from more than one hex.
Unleashing a hex involves both verbal and somatic components (thus, a helpless or silenced hexblade cannot invoke her curses), but does not provoke AoOs.
Hexes are not subject to spell failure from wearing armor. The gestures are simple enough that armor does not interfere with the ability to apply them.
An applied hex lasts for 1 hour per Hexblade’s level, unless noted otherwise.

Invocations (Sp)
Taken from the Sorcerer's list (see the Revised Warlock below), not including Blast Shape invocations (also see "Hideous Blow" right away).

Hideous Blow (Su)
The hexblade can apply EB damage the same way as given later on for the Sorcerer's (revised Warlock's) invocation of the same name (below).
A hexblade cannot use EB in any shape other than Hideous Blow.

Gray Hearted (Ex)
The hexblade's expertise with negative effects and his generally dispassionate attitude combine to render him immune to all undesired emotional effects. This includes charm, fear and spells such as crushing despair. The hexblade can still gain morale bonuses.

Dark Companion (Su)

At 4th level, you can create an illusory companion that appears as a shadowy panther (a twisted caricature of a panther, at best), spun from the darkness of the night.
Your dark companion stands with you in battle, hindering your enemies’ defenses.
Any enemy adjacent to your dark companion takes a –2 penalty on its saves and to its dodge AC.
Your companion’s speed is 40ft flight and it acts during your turn each round.
It follows your mental commands perfectly — in effect, it is merely an extension of your will.
Your dark companion has no real substance, and thus can’t attack or otherwise affect creatures or objects.
It occupies a 5-foot space. Even though any creature can enter a dark companion’s 5-foot space without restriction,
It must occupy its own space in order to have any effect on enemies. It is immune to any damage or other effects that might harm creatures, though it can be dispelled or suppressed just like a spell effect (treated as a spell whose level is equal to 1/2 your Hexblade level).
If it is dispelled, it automatically reforms at your side 24 hours later.
A dark companion can’t create flanking situations, nor does it provoke AoOs from movement, because enemies automatically recognize it as an illusion.
If it is more than 120ft from you at the start of your turn, or if you ever lose line of effect to it, it instantly reappears adjacent to you.

For a total duration of 10 rounds + 1 round per class level, the hexblade can replace his Dark Companion with a creature of the same appearance that’s native to the Plane of Shadows and will act in concert with the hexblade.
The combat aspect of a hexblade’s Dark Companion takes a full-round action to invoke and a free action to dismiss.
The duration does not have to be consecutive and may be broken down to dingle-round (or any other duration) intervals.
The Dark Companion immediately appears in short range (25 ft. + 5 ft./2 levels) of the hexblade, in any unoccupied square of the hexblade’s choice.

The Combat Companion is the same animal each time it is called, and retains any equipment or items it is outfitted with. While on the Plane of Shadow, it has regeneration 1. On any other plane it doesn’t heal at all.
If it is ever slain, it immediately vanishes back to the Plane of Shadow (along with equipment worn or carried) and a new creature takes its place next time the hexblade attempts to call one forth.

Though an outsider, a Combat Companion draws strength from its hexblade master and advances as an animal.
This means it has BAB of 3/4 its Hit Dice (round down), good Fort and Ref saves, and 2 SkPts per HD.

At 4th level, the Dark Companion has the following statistics:

Dark Companion:

Medium outsider – (about 4ft long, not including tail, and weigh about 150 pounds)
initiative: +8;
Senses: Listen +3, Spot +3; Darkvision 60ft.
AC: 17 (+5 AGI, +2 natural), touch 15, flat-footed 17
HP: 37 (3 HD); DR 2/cold iron
Saves: Fort +4, Ref +10, Will +2
Immunities: Mind altering effects, Poison and Disease.
Speed: 40ft.
Melee: bite +5 (1d6+3, 20/x2)
Base Attack: +2; Grapple: +5
Attack Options: natural flanker
Abilities: STR 16, DEX 19, AGI 20, CON 13, INT 4, WIS 10, PER 20, CHA 10
Special Qualities: tricks, link, natural flanker, darkvision 60 ft., improved grab, skills, uncanny dodge
Feats: Combat Reflexes (1), Lightning Reflexes (3)
Skills: Balance +7 (0 ranks), Climb +8 (4 ranks), Hide +11 (3 ranks), Jump +8 (3 ranks), Listen +7 (2 ranks), Move Silently +11 (3 ranks), Spot +8 (3 ranks).

Dark Companion Abilities:

Tricks
The Dark Companion knows 6 tricks (see Handle Animal) and learns a new trick for every three hexblade levels above 4th. The hexblade does not need to train the Dark Companion these tricks; it just knows them.

Link (ex)
The Dark Companion understands the hexblades desires and commands. Though it cannot verbally communicate with the hexblade, it understands the hexblade’s commands regardless of what language is used. The hexblade does not need to use Handle Animal to command or push the Dark Companion.

Natural Flanker (ex)
The Dark Companion always attempts to flank with the hexblade.

Improved Grab (ex)
To use this ability, the Dark Companion must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an AoO.

Skills
Dark Companions have a +8 racial bonus on Balance, Climb and Jump checks and a +4 racial bonus on Hide and Move Silently checks. *In areas of shadowy illumination or darkness, the Hide bonus improves to +8.

As a hexblade advances in level, so does the Dark Companion grow in power.

Dark Companion
Level Bonus HD CHA/INT Adj STR/DEX Adj Natural AC DR[x] /
Cold Iron
Special
7 +2 +1 +2 +2 Evasion, Secondary Claw Attacks
10 +4 +2 +4 +4 5 Pounce, Rake
13 +6 +3 +6 +6 Secondary Tentacle Attacks, Imp. Evasion
16 +8 +4 +8 +8 SR, Shadowy Breath Weapon
19 +10 +5 +10 +10 10 Confusion, Poison Attacks


Secondary Claw Attacks
The Dark Companion gains two claw attacks that suffer the standard penalties for being a secondary attacks (-5 to hit and 1/2 STR-mod to damage). These claw attacks deal 1d6 + ½ Str damage.

Pounce
If a Dark Companion charges a foe, it can make a full attack, including its rake attack.

Rake
The Dark Companion gains a rake attack as a secondary attack. This is only usable with Pounce.

Secondary Tentacle Attack
The Dark Companion can spontaneously generate a tentacle-like appendage from its shoulder or chest. This tentacle attack suffers the standard penalties for being a secondary attack (see above). It deals 1d6 + 1/2 STR-mod damage.

Spell Resistance (ex)
A Dark Companion’s spell resistance equals the hexblade’s class level + 5.

Shadowy Breath Weapon (su)
A dark companion gains a breath weapon. This is a line of dark energy 5 ft. wide x 60 ft. long. Any creatures in the effect take 11d6 damage and may make a Ref save (DC 10 + ½ HD + Cha modifier) for ½ damage.

Poison Attacks (ex)
The Dark Companion’s tentacle attacks drips with a shadowy poison. Creatures struck must make a Fort save (DC 10 + ½ HD + Charisma Modifier) or suffer 1d6 Con damage. Like all poisons, this ability damage repeats itself 1 minute later.

Confusion (sp)
The Dark Companion may make a gaze attack against a single creature to cause confusion (as the spell), with a CL equal to its Hit Dice. The creature targeted by this gaze attack may make a Will save (DC 10 + ½ HD + Cha mod) to negate.

Swift Hex (Su)
The hexblade may now activate a hex as a Swift Action.

Persistent Hex (Su)
Your hexes resist almost every attempt to dispel them. A successful dispel attempt merely grants a victim a second saving throw. If this save fails, the hex still afflicts the target.

Aura of Unluck (Su)
Once per day, as a move action that doesn't provoke AoOs. a hexblade can activate an aura that jinxes his opponents in battle.
When making an attack roll, skill check, or ability check against the hexblade or his actions, foes within 60ft must roll twice and take the worst result. This affects only the first such roll per opponent in a given round. Additionally, this power affects anyone targeted by the hexblade in any way until the beginning of the hexblade's next turn.
At 20th level, this power changes to affect all actions.

Hexing Strike (Su)
You may bestow a hex upon an opponent that's struck by your melee or range attack.
This option must be declared before making an attack roll. If you miss, your hex is wasted.

Hex Mirror (Su)
The hexblade knows how to twist negative energy and curses back upon their senders.
If the hexblade succeeds at a saving throw against a spell or ability that would inflict a fear, luck, morale, and/or profane penalty upon him, or any other effect that’s removable via Remove Curse, he avoids that effect completely – even in cases of partial effect. Furthermore, the originator of that spell or ability suffers its full effects (save allowed). The hexblade benefits from this ability even while helpless, but not while unconscious.

Heart of Darkness (Ex)
The hexblade is actually healed by negative energy as well as by positive energy. Furthermore, he's immune to death effects, and any effect which can be removed by Remove Curse.

Zoned Hex (Su)
Your hexes may now affect up to 1 opponent per CHA-mod within 30ft. This power is restricted to 4th level or lower hexes.



Hexblade’s Hex List

Minimum Level 1 Hexes:
Hexblade's Curse: You curse a creature to failure. The target of this hex takes a -2 penalty on attack rolls, saves, ability checks, skill checks and damage rolls. The effects of this curse do not stack.
Curse of Weakness The target's strength score takes 1d4+2 reduction.
Truth: The target cannot tell a lie. He may choose to avoid saying the truth, but if he speaks it will be a truthful statement.

Minimum Level 4 Hexes:
Babbler's Bane: The victim of this hex is unable to speak intelligibly, even through abilities such as telepathy. Spells with verbal components may not be cast while they this hex is in effect.
Pins and Needles: One of the target's limbs becomes numb and ceases to function. The limb is chosen randomly. If an arm is chosen, any items held by that hand are dropped. If a leg is chosen, the target's land speed is halved (round down) and any Balance or Tumble checks are made at -8. This lasts for 1 hour.
Social Gracelessness: The target takes a -6 penalty on Bluff, Diplomacy, Gather Information, Intimidate and Sense Motive, on Charisma checks to influence someone, and on Disguise checks when attempting to act as someone else. This hex lasts for 1 day per class level.

Minimum Level 7 Hexes:
A Cursed Gift for You: The target of this hex must carry an object designated by you or suffer a -5 penalty on all saves. The item can be vague (such as "a bucket") or very specific (such as "this sack of rocks"), but it cannot be something dangerous or deadly to the target. You must give the object to the target when you activate this hex.
Dancer's Bane: The victim of this curse finds that their movement speed (in all its forms) is reduced by [5 x CHA-mod) feet upon a failed save (down to a min 5ft).
Improved Hexblade's Curse: You curse a creature to ineptitude. The target of this hex takes a -4 penalty on attack rolls, saves, ability checks, skill checks and damage rolls.

Minimum Level 10 Hexes:
Iron Maiden: The unhappy soul who fails his save against this hex suffers half the damage he deals with melee or ranged weapons (including natural attacks).
Weaken Natural Toughness: Choose either damage reduction, spell resistance, or one type of elemental resistance. If the target has the chosen “item”, it’s reduced by 1 per class level (min 0).
Shakes: The target has uncontrollable shakes, and suffers a -4 penalty to all ranged attack rolls and a 20% spell failure chance for spells with somatic components.

Minimum Level 13 Hexes:
Elemental Weakness: The target becomes more susceptible to one energy type chosen by you (fire, acid, electricity, cold, or sonic) and takes an additional 50% damage from that energy type.
Shadow’s Curse: With this unusual power, the hexblade can harm the shadow of a living being, dealing that being 2d4 points of damage to STR, DEX, INT and CHA. A being whose shadow has been harmed in this fashion casts a very weak shadow that seems to limp, stumble, and collapse independently of them, and they become fatigued and exhausted at double the normal rate, until they have healed their ability damage. A creature targeted by Shadow’s Curse (regardless of their failure or success on the save) is immune to further uses of Shadow’s Curse for 7 days and nights afterwards.
Skill-less: The target is unable to use three skills of your choosing.

Minimum Level 16 Hexes:
Greater Hexblade's Curse: You curse a creature to catastrophe. The target of this hex takes a -6 penalty on attack rolls, saves, ability checks, skill checks and damage rolls.
Forced Reincarnation: The hexblade causes a creature within 30ft to die and be immediately reincarnated into a new body. A Will save negates this effect. Those that fail are slain and immediately brought back to life as with the spell reincarnate. This process takes 1 full round, during which time the creature is in complete agony, which results in 1d4 rounds of nausea. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.
No Rest for the Wicked: The target can no longer sleep soundly. He wakes fatigued each morning and cannot perform tasks that require him to be well rested, such as preparing spells. This hex lasts 1 day per class level.

Minimum Level 19 Hexes:
Dead Man Walking: The hexblade may declare that one of his foes is a dead man walking. He may inflict this ability upon any intelligent being (INT score 3+). The victim must make his save or go into a suicidal frenzy, seeking the closest, most efficient method of taking his own life and attempting to do so for a number of rounds equal to the hexblade’s CHA-mod.
If restrained, the victim will attempt to free himself and continue his suicide, and the victim will always harm himself in preference to another being if capable.
The victim retains his ability to distinguish friend from foe during this time.
A victim who survives the effects of a failed save suffers 1d4 points of wisdom drain from mental shock, despair, and guilt.
Reciprocal Curse: The target takes damage equal to the damage he deals to others with weapons. This hex lasts for 1 hour per class level.
Word of Binding: Upon failing their save against this curse, the victim is bound tight by a magical force that restricts their movement and prevents the use of magical powers; in essence, rendering them helpless and unable to use supernatural, or spell-like abilities (including casting spells or manifesting powers) for the duration of the curse.



ACF: Dark Steed
The Dark Companion is an ideal feature for an adventuring hexblade. However, it wouldn’t adequately serve a dark warlord who wishes to lead mass armies of darkness on his hungry quest for power, riding his dreaded stallion for all to see. Therefore, I suggest an alternative feature: Dark Steed.
The idea is basically to trade raw power for a useful mount with lastability.
Requirement: Mounted Combat
Benefits:
- The hexblade can, as a standard action, summon a Phantom Steed (as the spell) at will and dismiss it as a free action.
- At 9th level, the hexblade’s steed has all the characteristics of a Phantom Stag (SpC, p. 157), except it also gains Darkvision (60ft) and it Regenerates (1HP / round), but instead of antlers, it has a bite/horn attack (hexblade’s choice).
- At 15th level, the hexblade’s steed’s stats/abilities/features evolve to match those given for Phantom Wolf (SpC, p. 157).
The steed cannot be dispelled, but it can be banished, using the hexblade’s saves to resist the banishment. If banished or slain in battle, it vanishes and cannot be summoned for the next 24 hours.

Mage (Revised Wizard) – all arcanists in a single base class

Ok, why rename and why bother reinventing the wheel, you might ask.
The core Wizard is quite an oddball. It’s considered to be the most powerful base class of all.
The thing is that it’s not the class at all. There are just too many not-so-well-thought-of spells that enable a wizard to trump others too easily if he just manages to execute them. Add several feats and magical items that allow the Wizard to shatter the action economy on top of that and you get a clear picture of the real problem with the Wizard class. A poorly designed wizard is by far the weakest character in a group, whereas a properly optimized one is by far the strongest character in a group (and some PrCs, like Icantatrix or Initiate of the Seven Fold Veil, are just begging for you to take them). By spending just one feat on Spell Mastery and choosing the proper key spells, a Wizard needs to focus mostly on the action economy to trump the game.

Ok, back to the main issue.
Given that all official arcane spellcasters are generally categorized as “Mage”, and given my approach of assigning each method of spellcasting to a specific base spellcaster, I find the name “Mage” more than appropriate for the base class that does arcane magic.
The banned & modified spells-spellcasting-magic rules and the redefined game mechanics really cut the Wizard down to size. Now it’s time to bring it up back again – but make the class intrinsically balanced.
I’ve found the best way of doing that is by making the Mage the ace of spellcasting – the spellcasters’ scientist. An expert on manipulating the weave.
I’ve also found it appropriate to make memorization more realistic and to make sure that stealing/destroying a Mage’s spellbook doesn’t function as a permanent shutdown switch.



Skills:
The Mage also has Appraise as class skill.



Class Features

Level Special
1 Scribe Scroll
2 Bonus Feat
3
4 Silent Casting
5
6 Still Casting
7
8 Bonus Feat
9
10 Sublime Spellweaving
11
12 Emanating Spellpower
13
14 Bonus Feat
15
16 Fabricate Focus
17
18 Arcane Apotheosis
19
20 Bonus Feat



Spell memorization and the Mage’s spellbook

A Mage records his spells in spellbooks. He studies them continuously, going through them whenever he has the time.

A Mage begins play with a spellbook containing all 0-level Mage spells (except those from his prohibited schools, if any; see Specialist Mage below) plus 3 1st-level spells of his choice.
The Mage also selects a number of additional 1st-level spells equal to his INT-mod to add to his spellbook.
At each new Mage level, he gains two new spells of any spell level(s) that he can cast (based on his new Mage level) for his spellbook.
At any time, a Mage can also add spells found in other Mages' spellbooks to his own, or gain new ones via research.

Every Mage has a small repertoire of spells (taken from the spells recorded in his spellbook(s)) that he knows “intimately” and has permanently memorized, without the need for “going back to the pages”. These spells are available to the Mage on-the-fly.
Whenever a Mage gains access to a spell level (we'll use the arbitrary spell level indicator 'K'), he may select (at his convenience) 1 spell from spell-level K and have it memorized permanently. When spell levels K+1, K+3, K+6 and K+10 (for 0-level spells) are attained, he gains yet another slot of level K to memorize permanently.
Appropriately, a Mage that will “live to tell” would have the following amount of permanently known spells:

Code:
level	0   1   2   3   4   5   6   7   8   9  10
=================================================
1 2 1 - - - - - - - - - 3 2 2 1 - - - - - - - - 5 3 2 2 1 - - - - - - - 7 3 3 2 2 1 - - - - - - 9 3 3 3 2 2 1 - - - - - 11 4 3 3 3 2 2 1 - - - - 13 4 4 3 3 3 2 2 1 - - - 15 4 4 4 3 3 3 2 2 1 - - 17 4 4 4 4 3 3 3 2 2 1 - 19 5 4 4 4 4 3 3 3 2 2 1
At each even level, a Mage may replace one of his permanently memorized spells with another.

Any and all other spells require an open spellbook to cast.
The spells-per-day table given for the 3e Wizard represents the number of spells fresh enough in the Mage’s memory for him to cast normally from an open spellbok (just by glancing the “weaving formula”). The remaining move action is spent on opening (before casting) and closing the spellbook in use (mages are trained in sophisticated bookkeeping techniques that enable them to quickly open their spellbooks in the page they desire), which they must have at hand. Spells that normally require full round action – when temporarily memorized – consume the caster’s swift AND immediate actions.
All other spells in his spellbooks are spells that he puts less emphasis on and require 10 times as much to cast. Spells from other books cannot be cast by a Mage until he’s successfully copied them to his book(s).

Whenever a Mage studies for spells, he may substitute a number of spell-levels equal to his CL + INT-mod (Memory is just too persistent to allow total override). The same number is applied (if for some reason a Mage had no time studying for a lengthy duration and has no spells temporarily memorized) to build up the temporarily memorized spell-list from scratch (which would require more than a day).
If a Mage doesn’t get the opportunity to go over his spellbooks. He loses a number of spell-levels equal to [his CL minus his INT-mod].


All mages start out their career with the following spells, which are considered to be almost an absolute must to be worth a damn:
- Level 0: Detect Magic, Read Magic, Light, Mage Hand and Prestidigitation
- Level 1: Feather Fall, Magic Missile and Mage Armor
Note: Specialist mages that are denied any of the above gain substitute spells of their choice from their school of specialization.
Beyond the above, any and all spells a mage ever gains are either:
1. Copied by the Mage/mentor.
2. Gained through spell research.
Meaning: NO MORE FREE MEALS. You don't get spells just for leveling up. And scratch that Collegiate Wizard crap. OTOH, there’s no need to wait till the next level after failing spell research.




Additional Spells:
Being the only arcane caster class, the Mage draws from all spell lists of all arcane full-casters.
Spells from other sources are available or unavailable according to everything written in these game rules.




Epic Level Mages:
Each level gained beyond 20 counts as if the Mage has gained a new SL for the purpose of determining the number of permanently memorized spells from each SL.



New Mage Spells:



Attain Lichdom (Lich transformation)
Necromancy
Level: Priest 6, Mage 6
Components: V, S, F
Casting Time: Rise and set of a full moon
Range: 0
Target: Self
Duration: permanent
Saving Throw: None
Spell Resistance: No
This spell both prepares the phylactery and transforms the caster into a Lich.
Before casting this spell, the caster must first:
- Crate the phylactery - a durable magical item with permanent emanating effect of Magic Jar (which, naturally, does nothing without this spell).
- Collect a skull of an imp and a pint of venom from a nightcrawler.
The ceremony is performed from rise till fall of a full moon.
A knowledge (arcana) check (DC40) is used to determine if the transformation starts. If the transformation starts, the spell transforms the caster and binds his soul to the phylactery. To survive the ordeal, the caster must make successful Fort save and Will save vs. DC 20, modified only by his CON-mod & WIS-mod respectively.
Risk Leniency: Necromancers are more likely to survive such ordeals than other mages. For each step of school specialization, a necromancer gains a cumulative +1 on both saves (to a maximum of +7).

Scribe Scroll
As given for the core feat of the same name (reminder: Scribe Scroll is not a feat under these rules, but a feature of arcane & divine casters).

Bonus Feat
A Mage may select any feat that's assosiated with spells/spellcasting - directly or indirectly.

Silent Casting (Su)
You have learned to omit the verbal component (when relevant) from spells you cast.
Silent Casting ups the spell level by +1 and the casting time one notch (full-round action becomes 1 round casting times, standard becomes full-round and swift becomes move.

Still Casting (Su)
You have learned to omit the somatic component (when relevant) from spells you cast.
Still Casting ups the spell level by +1 and the casting time one notch (see “Silent Casting” above).

Sublime Spellweaving (Su)
Omitting either the verbal or somatic component of a spells no longer affects its casting time. Omitting both components ups the casting time one notch.

Emanating Spellpower (Su)
You have mastered the technique of spell weaving.
Omitting both verbal AND somatic component(s) of spells no longer affects their casting time.

Fabricate Focus (Su)
You have learned to transcend even the need for spell foci.
Extra spell energy is drawn – +1 strain cost per SL – to create a quazi-real focus that vanishes after spell discharge.
Foci consumed by the casting of a spell may not be fabricated.

Arcane Apotheosis (Ex)
You may spend 10min is a special ritual to fuse arcane weaving into your own body.
You may prepare specific spells for discharge as a free action.
You can store as many SL as your CL + INT-mod.
Such prepared spells may be invoked even within Antimagic and Dead Magic Zones (but not prepared within them).
Spells that are prepared in such manner require constant effort to maintain on the Mage’s side. As long as they’re in effect, their strain toll cannot be replenished. Furthermore, they dissipate with no effect when the Mage falls asleep or unconscious.
While this ability is unquestionably a great boon, it can also be very dangerous. If the Mage is struck by Spellfire (see the "New Feats" spoiler in entry #2) while charged with arcane power, a chain-reaction causes all the stored SLs to discharge and add to the damage the Mage takes (no save).




One might now ask "What about the Beguiler, Dread Necromancer and Warmage?".
Well, my answer would be: "It all depends on where you choose to take your Mage".

Specialist Mage, Focused Specialist and higher levels of specialization:

A generalist Mage is called “Wizard”.
Specialist Mages have different titles – according to their specialty (“Abjurer”, “Conjurer”, “Diviner”, “Evoker”, “Enchanter”, “Illusionist”, “Necromancer” and “Transmutist”).

I view school specialization as something that initially translates to more knowledge, not more raw power for producing more spells.
A specialist Mage gains 1 extra permanently-known spell per SL.
There are many levels of specialization. The greater the specialization, the greater the price and the greater the reward.
Basic specialization amounts to a mere decision. Further specialization requires feats – a lot of them.


Focused Specialist [Single-classed, Specialist Mage , Spell Focus]
(1st/2nd) *
You gain yet another extra known spell of your chosen school.
This, of course, requires you to forfeit a 3rd (2nd in case of diviners) arcane school in advance.
You also gain a +1 bonus on saving throws against spells from your specialization school.
This bonus is increased by +1 if and when you take Expert/Master/Arch Specialist (each).

Specialization School Spellpower [Single-classed, Focused Specialist]
(2nd/3rd) *
Your CL increases by +1 in regards to your school of specialization.

Expert Specialist [Single-classed, Specialization School Spellpower]
(3rd/6th) *
Minor School Esoterica **

Master Specialist [Single-classed, Expert Specialist , Greater Spell Focus]
(8th/9th) *
Moderate School Esoterica **

Greater Specialization School Spellpower [Single-classed, Master Specialist]
(9th/12th) *
Your CL increases by yet another +1 in regards to your school of specialization.

Arch-Specialist [Single-classed, Greater Specialization School Spellpower]
(12th/15th) *
Major School Esoterica **

* This is the minimum level in which a human / non-human could possibly take this feat
** See the CM Master Specialist PrC.




ACF: Bonded Item:

This ACF is designed to enable the "wizard and his signature staff of power" archetype.
The simplest route for taking this ACF is by spending the character's 1st level feat to take the feat given below:

Bonded Item [Mage level 1, able to cast Prestidigitation without preparation]
You've learned a ritual that allows you to use arcane energies to magically bind a mundane or magical item to your life force.
By spending uninterrupted 24 hours and ingredients worth 100gp, you bond with a chosen item.
Any sort of item can serve as a bonded item, but it must meet the following requirements:
* Be of masterwork quality or a magical item
* Able to be carried and wielded with one hand without penalties.
A mage may only ever be bonded with one item at a time.

If a mage takes this feat at 1st level, he loses his class related bonus feats and instead his Bonded Item increases in power every time such feat is denied (see below).
If a mage doesn't take this feat at 1st level, then once he took it, the very next general feat he's entitled too is forfeited in favor of the next evolution of Bonded Item. This goes on until the mage has reached the highest level of bonding possible by his class level.


Bonded Item Statistics

Bonded Items are magically linked to their masters.
A Bonded Item is a normal item that gains new powers and becomes a magical item.
It retains its appearance and original functions (including any existing magical powers).

A Bonded Item gains powers as its master gains levels (provided the feat toll is paid), according to the table given below:

Mage LevelItem Abilities
1st Bonded Focus I, Item Power I, Sense Item
2nd Bonded Focus II, Item Power II, Call item (30ft; speed 30)
8th Bonded Focus III, Item Power III, Call item (line of sight; speed 60)
14th Bonded Focus IV, Item Power IV, Call item (same plane; as Teleport Object)
20th Bonded Focus V, Item Power V, Call item (any plane / reconstruction)


Bonded Focus (Su)
Throughout his career, the mage will learn many spells that will be more prominent via the use of his Bonded Item. For any spell the mage casts that requires a focus, he may use his Bonded Item as a substitute focus.
When he does so, whenever a caster level check is made in regards to the spell (e.g. Dispel Magic), he counts as being 1 level higher. This bonus increases by +1 every time the Bonded Item's powers increase (levels 2, 8, 14 and 20).

Item Power (Su)
The potent arcane energies within a Bonded Item render it extremely resistant to harm.
A Bonded Item has hardness +5 (+25 max) and +1 HP per Mage level per Item Power step (+100HP max). this stacks with the Hardening spell effect.
When unattended, it is treated as an attended item and uses the mage's saving throws (if and when they're better than its own).
Starting at its 2nd stage of power, a Bonded Item counts as a magical weapon +1. Every time it rises in power, its magical bonus also increases (+4 max). If the item is not a weapon, then it's treated as an improvised weapon.

Sense Item (Su)
The mage is always aware of the exact direction and distance to his Bonded Item and is automatically aware of any attempt to pickpocket the item from him through the Sleight of Hand skill, although magic that obscures divinations can disrupt this awareness.

Call Item (Sp)
As a standard action, the mage can make his Bonded Item fly to his presence, as long as it is within 30ft, although if the item is in the possession of another creature, that creature may make a Ref save vs. DC [10 + ½ mage level + CHA-mod] to negate the effect. The item appears properly equipped on the mage if there is space for it, or on the ground in his square if not.
When the mage reaches 8th level, he can call the item provided is it is anywhere within his line of sight and the item flies faster to him.
Upon reaching 14th level, he can summon it from any distances so long as it is on the same plane.
Upon reaching 20th level, he can call it even from other planes of existence and even reform the item whole in his hands when called if it has been destroyed or disjoined. Effects that ward against teleportation or planar travel may prevent Call Item from working as expected.



Destruction of a Bonded Item:
If a Bonded Item is irretrievably destroyed, the mage may not bind a new Bonded Item for 30 days thereafter.
If a Bonded Item is irretrievably lost, the mage must spend an 8-hour ritual to depart with the object.

Replacing a Bonded Item:
If a mage has his Bonded Item at hand and wishes to transfer his bond to a new item, he may do so by repeating the bonding ritual with both items present. Any bonded enchantments (if applicable to the new item) are transferred to the new Bonded Item. If he does not have his Bonded Item at hand when he bonds, he may still bond a new item, but may not transfer bonded enchantments.
Enchantments bonded to the old item are lost forever.




A Mage’s Library & Laboratory (optional)

This optional rule is for those who seek the added thematic value of the “researcher’s” lib & lab and the real feel of research.
It has a drawback of being a resource & time consuming factor, but with the right investment, it can increase the chances of spell research and item creation quite substantially.
(The details given below are irrelevant to the two spells acquired automatically with each level progression)


- Spell research requires [1 day per SL] and costs 500gp per day.

- To research 1st level spells, a Mage requires 4000 gp worth of library content. Each additional level requires +2000gp more (9th level spells require a library worth 20000 gp).
Furthermore, a Mage must establish a laboratory worth 40% of the required library value to enjoy its benefits to the fullest.
For each 2000gp beyond the minimum requirement (and proportional lab value), a Mage receives a +1 crcumstance bonus to all his spell-research related Spellcraft checks and +3% to all his item creation percentage checks.

- A scroll contains a magical effect that only requires several magical words to activate. Therefore, a spell written in a scroll cannot be studied or copied into a spellbook.

- Mages charge full price for the privilege of copying spells from their spellbooks (full price, but no time expenditure).


Monk

Anyone with some background in martial arts knows that a martial artist is an impressive bag of tricks when it comes to combat - and D&D3.5e doesn't have a single worthy martial artist class. Here's a 1st time remake that actually makes such a concept possible… – but being just a martial artist would turn it into an alternate warrior, and I'm aiming for something along the lines of oriental mysticism.

Changes to the Monk class:
– Multiclassing and Alignment restrictions are removed.
– Monks are naturally ambidextrous TWF-ers. FoB is simply an improved version of TWF with ambidexterity. It starts “just as” and improves as the monk gains levels. To make good on his attack speed, a monk attacks interchangeably and with experience compromises less (5th) or not at all (9th) on his primary attack, and eventually gains yet another attack (11th).
– Flurry is applicable with any medium or quicker melee weapon (see the Weapons spoiler) except weapons that deal piercing damage.
– Autohypnosis and Lucid Dreaming are added as class skills, and Knowledge (arcana) is replaced with Knowledge (history, local).
– When fighting unhindered (light loaded and no armor or shield), a monk accumulates his class-level in place of his class-derived BAB for all combat related opposed checks (Bull Rush / Disarm / Feint / Grapple / Overrun / Sunder / Trip...), and may apply his WIS-mod instead of his STR-mod and/or DEX-mod to any/all said checks. BABs granted from other classes are unaffected and are added normally.

Class Features:

Level Unarmed Dmg Speed Boost AC Bonus DR X / Pi&Sl Bonus Feats Ki Features Special
1 1d4 +0 Ki Power, Inner Strength FoB, Meditation
2 +0 X = 1 Ki Jump Evasion
3 +0 +1 Uncanny Dodge
4 +5ft +1 Ki Strike (magic) Acrobatic
5 +1 X = 2 Stunning Fist Flawless Stride
6 +1 +1 Metabolism Control
7 1d6 +1 Channeled Ki
8 * +2 X = 3 Ki Heal Mettle
9 +10ft +2 +1 Improved Evasion
10 +2 Ghost Strike, Ki Strike (material) Versatile Unarmed Attack
11 +2 X = 4 Ghost Sight Greater Flurry
12 +3 +1 Master Acrobat
13 1d8 +3 Ghost Step Sense Beyond Sight
14 +15ft +3 X = 5 Gentle Touch
15 +3 +1 Timeless Body
16 ** +4 Ghost Soul Improved Mettle
17 +4 X = 6 Ki Strike (any) Void Mind
18 +4 +1 Retributive Flurry
19 1d10 +20ft +4 Temporal Ki Surge Sight Beyond Sight
20 +5 X = 7 Ki Perfection Transcend Mortality

* At level 8 the Monk's unarmed strike counts as medium weapon for all purposes that favor this category over small weapons (e.g. Disarm, Sunder etc). His unarmed critical threat range is now 19-20.
The Monk also gains 2 WIS-derived combat benefits:
– Being able to replace quickness with subtlety, he may choose to use his WIS-mod to augment his attack rolls rather than his DEX-mod.
– Having learned to translate his inner Ki into a kinetic force, he may choose to use his WIS-mod to augment his damage rolls rather than his STR-mod.

** At level 16 the Monk's unarmed strike counts as 2-handed weapon for all purposes that favor this category over 1-handed weapons (2 * STR-mod to damage, Power Attack etc). His unarmed critical multiplier is now x3.
The Monk’s WIS-derived combat benefits now improve significantly. He may now stack his WIS-mod on top of his DEX-mod to hit and his STR-mod to damage.


Unarmed Damage
There's one simple fact no martial artist would ever argue: as far as humans go, weapons are more dangerous than unarmed attacks.
Nevertheless, monks can deal more damage than any other humanoid of their siza category and are more efficient than others when fighting unarmed.
And still, unarmed combat comes second best, as a decent fallback option, when a good weapon is not available.

Speed Boost
Without the wacky speed bonus, the core Monk is virtually crippled. However, I never liked the "Road-Runner" motif.
This one is so much more powerful, so the speed bonus can be brought down to earth back again.

Damage Reduction
From a very early stage of their career, through rigorous training, monks make their skin, muscles & bones less susceptible to bludgeoning damage.

Ki Power (Su)
• A monk has inner power called Ki and can channel his Ki power to manifest certain powers/abilities (specified below).
• As long as the monk's Ki pool is not empty, he gains +2 on all Will saves. This bonus is increased to +3 at level 8 and to +4 at level 16.
• At any given time, a monk's Ki-pool can have a maximum of [1/2 class-level (round up) + WIS-mod] Ki points (min 1).
• A monk gains 1 Ki point per hour if he does not fight, run, or otherwise exerts himself. Furthermore, Sleep and/or meditation (Concentration DC 15) replenish 2 Ki points per hour.
• Feats that officially have Stunning Fist as prerequisite also add 1 point each to the monk's Ki-pool cap.
Ki powers – Ki Points Cost, Action Cost & Duration:
- Ki Jump: 1 use
- Stunning Fist: 1 use; Non action; not wasted if attack misses
- Ghost Strike: 1 use; Swift action, 1 + WIS-mod rounds (min 1)
- Ghost Sight: 1 use; Immediate action; 1 + WIS-mod rounds (min 1)
- Ki Heal: Self: [1; move action (immediate at 16th); instant]. Others: [2; full-round action (standard at 16th); instant]
- Ghost Step: 2 uses; Swift action; 1 round / level
- Ghost Soul: 1 use; Non action; reactive (automatic)
- Temporal Ki Surge: 5 uses; Swift action; 2 rounds

Inner Strength (ex)
As long as a monk's Ki pool is not empty, he may use his WIS-mod to determine bonus HP instead of CON-mod.
At 3rd level, as long as his Ki pool is not empty, a monk learns to fully harness his strength of will. He may now replace CON with WIS on Fort saves.
Note: CON still counts for any and all prerequisites, for long term exertion and for determining when a dying monk dies.

Meditation (ex)
All monks meditate, both as a way of recovering from the rigors of their intense physical workouts and as a means of pursuing ultimate enlightenment. When a monk meditates, he lets his conscious mind slumber, while his unconscious spirit roams ancient paths, seeking out the truths of those who came before and studying the teachings of his school.
The long hours of practice grant all monks bonus ranks, in both Autohypnosis and Concentration, equal to a maximized C-C skill – at all Monk class levels.
Though initially, entering a meditative state requires long periods of preparation, by the time a monk is ready to test his skills in the outside world, meditating is as simple a matter as breathing.
- A monk character, and only a monk character, can mimic Elven meditative rest instead of sleep for 1 hour, by making a Concentration check vs. DC 15.
- A monk who successfully meditates for eight hours straight gains all the benefits of a full day’s rest.
A monk cannot benefit from either of the above more than once per day, but may make multiple attempts within the same day period.
If the monk takes damage or is moved for any reason, he loses 1 hour worth of meditation.

Ki Jump (Su)
Spend 1 Ki point as a non-action to gain [+1 per class-level + WIS-mod] to a single Jump check.
This power may also serve as Feather Fall, triggered as an immediate action.
Furthermore, as a swift action, you cak use this ability at the end of a jump, to further propel yourself with an iterative jump (including another Ki Jump), as long as your previous jump ended in contact with a surface that can support your weight.

Bonus Feat
A monk may select a feat among the following:
- PHB I: Blind Fight, Deflect Arrows, Improved Disarm, Improved Grapple, Improved Trip, Manyshot, Mobility, Run and Shot on the Run.
- PHB II: Acrobatic Strike, Cunning Evasion, Defensive Sweep, Fiery Ki Defense, Hindering Opportunist, Melee Evasion, Stalwart Defense and Water Splitting Stone.
- CW: Clever Wrestling, Close-Quarters Fighting, Dash, Defensive Throw, Elusive Target, Extra Stunning, Freezing the Life Blood, Pain Touch, Prone Attack, Rapid Stunning, Roundabout Kick, Sun School and Weakening Touch.
- From these rules (entry #3): Iron Lungs, Ki Extend, Ki Reinforce and Lightning Fists.
Notes on Monk's bonus feats:
1. Any prerequisite feat not already on this list is ignored.
2. For feats that require Stunning Fist, disregard any noted BAB or ability score requirements.
3. Manyshot – relates to Shuriken instead of arrows.
4. For any other feat that falls under the category of “a fighter can select this feat as one of his bonus feats”, A monk ‘s level counts as BAB for the purpose of upholding its prerequisites.

Ki Strike (Ex)
As long as a monk’s Ki pool is not depleted, his unarmed attacks penetrate DR as indicated in the table.
At 4th level, a monk’s unarmed attacks count for all intents and purposes as a weapon with a magical enhancement of +1. At 8th level and every 4 levels thereafter, this enhancement equivalency increases by an additional +1.
At 10th level, a monk’s attacks also count as any type of material for the purpose of bypassing DR (n)/<material>.
At 16th level, a monk’s attacks ignore DR altogether.

Acrobatic (Ex)
The monk gains [4 ranks + 1 rank per 2 class levels (rounded down)] to his Balance, Jump and Tumble skills.
Any excess points that would remain after reaching his minimum in skill ranks (due to previous SkPts investment) may be distributed among other skills as he sees fit.

Stunning Fist (Ex)
Removed from the feats list and obtainable only at 5th Monk level.

Flawless Stride (Ex)
Same as given for the CAdv Scout.

Metabolism Control (Ex)
The monk can slow his metabolism at will for the following benefits:
- Bleeding wounds, poison and similar circumstances in which hit-points are lost take 5 times the normal time to take effect.
This ability automatically activates subconsciously if the monk is below 0 HP.
- The monk can hold his breath 5 times longer than normal.
The monk is effectively under a Slow spell effect (does not stack with the spell's effect). This ability counters any spell (like Haste) that would accelerate the monk.
The monk may also self-haste as a swift action for a total of 1 round per class-level in a given day. These rounds do not have to be consecutive and the monk can dismiss the effect as a free action.

Ghost Strike (Su)
This power allows the monk to strike incorporeal and ethereal creatures as if they were corporeal. He can also use this ability to strike opponents on the material plane while ethereal himself (see Ghost Step).

Mettle (Ex)
Same as given for the CWar Hexblade.

Channeled Ki (Ex)
A 7th level monk can channel Ki Strike, Stunning Fist and Ghost Strike through held (melee/Thrown) weapons.
A monk cannot channel his Ki (Ki Strike, WIS-mod to damage etc) through magical weapons or ammunition.

Ki Heal (Su)
The monk can use his Ki power to counter ill effects upon his body.
- 1 use: Heal 2 HP/class-level or Cure Blindness/Deafness
- 2 uses: Neutralize Poison, Remove Disease or Restoration
The monk can also affect others with Ki Heal, but at double cost.

Ghost Sight (Su)
An 8th level monk can spend Ki power to see invisible and ethereal creatures.

Versatile Unarmed Attack (Ex)
Removed from the feats list and obtainable only at 10th Monk level.

Master Acrobat (Ex)
As given for the revised Rogue (see below). Note that in order to benefit from this feature, the sum of competence skill ranking (see "Other class features", just below) and the invested skill points in Balance, Jump and Tumble must amount to 12 or higher each.

Sense Beyond Sight (Ex)
The monk’s senses become so attuned that he can feel what happens around him.
As long as the monk's Ki pool is not depleted, he benefits from Blind Sense as well as Tremor Sense out to 30ft.

Ghost Step (Su)
A 12th level monk can spend Ki power to become ethereal. The monk can return to the material prime any time during the duration.

Gentle Touch (Su)
By expending 3 Ki points, the monk can make a melee touch attack that deals no damage and affects a living creature with one of the following effects: Charm Monster, Hold Monster or Geas/Quest (CL = class-level). The save DC for all effects (including the latter) is [10 + 1/2 class-level + WIS-mod].
The monk must declare the use this power before making an attack roll. If he misses, the Ki points are expended and the attempt is wasted.

Ghost Soul (Su)
Starting at 16th level, whenever a monk makes a save against "all or nothing" (e.g. charm / polymorph / death spells / petrifaction and basically any other "save or die/suck") effect and fails, the monk senses the upcoming effect (type, not potency) and may use his Ki power to delaye the effect for 1 round and then make second save. There's no third chance and no more than 1 effect can be delayed at a time.

Timeless Body (Ex)
Same as the core Monk's feature of the same name.

Improved Mettle (Ex)
Whenever a 16th level monk is subject to a Fort or Will save that has partial effect(s) defined for a successful save, he instead takes only the partial effect(s).
In case of Fort or Will saves that have full or no effect, the monk gains an immediate second save. Only on a second successive failure does he succumb to the effect, but only after 1 round per CON-mod (min 1) have passed.

Void Mind (Ex)
The monk's mind is now impervious to intrusion and manipulation, just as if affected by Mind Blank spell.

Retributive Flurry (Ex)
The monk's understanding of his martial arts is perfected at 18th level.
From this point and on, whenever the monk is entitled an AoO, he may retaliate in a blinding speed and make 3 attacks at his highest attack bonus, with no attack roll penalties.

Temporal Ki Surge (Su)
The monk has learned the secret of channeling Ki power to haste himself to godly speed.
This acceleration allows the monk to take an extra full-round action (essencially doubling his action allotment) this round and an extra standard action the next round.

Sight Beyond Sight (Ex)
The monk’s senses becomes so attuned to the very fabric of reality that he always knows what happens around him.
The monk gains blindsight 30ft (and blindsense 60ft) and a permanent Forsight effect (as the 9th level spell).

Ki Perfection (Su)
The monk has achieved ultimate control over his Ki and gains multiple advantages for it:
- As long as the monk’s Ki pool is not entirely drained, Ghost Strike and Ghost Sight require no Ki expenditure and are always active.
- Stunning Fist effect extends to all attacks in a given round with but 1 Ki expenditure.
- Spending 2 Ki uses, the monk can extend Ghost Step duration to 1 round / class-level.
- Ghost Soul allows continuous delays and retries as free actions.

Transcend Mortality
The monk has transcended the boundaries of mortality. His body ceases to age or ever be affected by aging effects, stopping any and all further aging attribute-penalties, but gaining any and all future aging attribute-bonuses.
Furthermore, the monk is treated as outsider as-well-as / rather-than his original type - if and when it would work to his benefit.
In addition, the monk gains damage reduction 10/-, which allows him to ignore the first 10 points of damage from any physical attack.

Priest

Three facts regarding the core Cleric:
1. It’s radically overpowered. Only a handful few would argue differently.
2. The class is a one-man-arsenal-storage, but doesn't really manage to relay the "divine" feel.
3. Aside for the 1st-level selection of domains, all Clerics are carbon copies of one another. Even in terms of skill selection, their options are too few to mention: maxed out Concentration, 5 SkPts in Knowledge (religion) and most of the remaining points go to Diplomacy.

Now that issues 1 & 2 are non-issues due to some of the changes presented in entries #3 & #5, issue 3 really needs to be handled so that the class would have some build-flexibility.
Oh, one more thing. As far as I’m concerned, the more appropriate name for this class is “Priest”. There are Clerics: they're also known as War Priests.
The following changes bring the class to par with the other classes and introduce enough options to cover a wide variety of priestly archetypes.


BAB: poor
SkPts Per Level: 4 + INT-mod
Class Skills: Concentration, Diplomacy, Knowledge (arcana , religion), Profession, Heal, Sense Motive.
Regular priests (see Priest Variants below) have all Knowledge skills and also have Decipher Script and Spellcraft as class skills.

Class Features:

Level Special
1 2 Domains, Channel Positive Energy, Scribe Scroll, Spell Talisman
2 Divine Resilience
3
4 Bonus Feat
5
6 Bonus Domain
7
8 Bonus Feat
9
10 Second Sight
11
12 Bonus Feat
13
14 Bonus Domain
15
16 Bonus Feat
17
18 Ghostbane Blessing
19
20 Bonus Feat


Spellcasting

Domain spells are added to the Priest's "Spells Known".
Whenever a priest gains a level he can replace a single known spell (not including domain spells) for another spell from the same level or a lower level.
Once per month per level, a priest can will a spell to take effect without a verbal or somatic component - purely by the power of his own faith.
Priests, like every other spellcaster type in this system, are spontaneous casters. They have their pool of known spells they can access freely. There's no more need for spont. heal/harm. OTOH, there's nothing to stop a priest from reaching level 20 without knowing even a single healing spell.

Spells Known*:
Code:
level	0   1   2   3   4   5   6   7   8   9  10
=================================================
1 4 2 - - - - - - - - - 2 4 3 - - - - - - - - - 3 4 3 2 - - - - - - - - 4 4 3 3 - - - - - - - - 5 5 4 3 2 - - - - - - - 6 5 4 3 3 - - - - - - - 7 5 4 4 3 2 - - - - - - 8 5 4 4 3 3 - - - - - - 9 5 5 4 4 3 2 - - - - - 10 6 5 4 4 3 3 - - - - - 11 6 5 5 4 4 3 2 - - - - 12 6 5 5 4 4 3 3 - - - - 13 6 5 5 5 4 4 3 2 - - - 14 6 6 5 5 4 4 3 3 - - - 15 6 6 5 5 5 4 4 3 2 - - 16 7 6 6 5 5 4 4 3 3 - - 17 7 6 6 5 5 5 4 4 3 2 - 18 7 6 6 6 5 5 4 4 3 3 - 19 7 6 6 6 5 5 5 4 4 3 2 20 7 7 6 6 6 5 5 4 4 3 3
* Domain spells are added on top of the given values above.



Channel Positive Energy
A priest can identify undead upon sight.

Scribe Scroll
As given for the core feat of the same name (reminder: Scribe Scroll is not a feat under these rules, but a feature of arcane & divine casters).

Spell Talisman
Once per day, at the culmination of his daily prayer for spells, a priest can store divine spells directly into his holy symbol. He can have up to [1 + 1/2-class-level + WIS-mod] spell-levels stored in this manner and have them activated as a silent move action, by firmly presenting his holy symbol.

Divine Resilience (Ex)
The priest gains +4 sacred resistance to all attempts to resist corrupting effects (poison, disease (magical & mundane), ability drain/damage, Energy Drain etc).

Bonus Feat
The priest gains a bonus feat to be selected from: all divine feats, Extra Turning, Iron Will and Iron Will Based feats.

Bonus Domain
The priest gains access to another domain. The domain chosen doesn't have to be a domain normally granted by his deity, and may include racial domains of races not of the priest's own. However, a given deity will consider certain domains anathema. These domains may not be selected to be gained. Alignment domains representing alignments directly opposed to the deity's own alignment are always considered anathema. Other domains may be anathema depending on the deity's personal preferences and hatreds. For example, a deity of healing might consider the Corruption domain anathema. The priest's player and DM should work out what domains are to be considered anathema to his deity. Any worshipper of a deity will know what domains would be anathema to that deity, as will anyone reasonably familiar with the precepts of the deity in question.

Second Sight (Su)
The priest can see ethereal creatures (such as ghosts) as easily as he sees material creatures and objects.
Ethereal creatures' appearance is translucent and indistinct.

Ghostbane Blessing (Su)
The priest confers the Ghost-Touch property to any attack he physically makes – - both melee and range (including unarmed/natural attacks).
As a move action, he can spend one use of Channel Positive Energy to bless all allies' attacks as well, for the next 24 hours.


ACF: Blast the Infidels
Instead of undead, the character’s turning power (see the redefinition in entry #5) affects Humanoid, Monstrous Humanoid, Fey and Giant types. To be affected, a target creature has to be of opposing alignment (all extreme alignments - LG, CG, LE, CE - are opposed to TN) or faith (deities in conflict with patron deity, or opposing philosophy).



Priest Variants:

A priest Variant is a priest that follows a specific theme that's less (or not at all) associated with the clergy than the typical Priest. There should be more typical priests in a game world than all Variant characters combined. Once a priest chooses a non-orthodox path he's forever committed (although the DM is free to create sets of conditions that would allow transitions).

Cleric (War Priest)

Requirements: Must revere a deity associated with war/conquest, restricted to the following domains: Destruction, Glory, Strength and War.

Loses:
• Channel Positive Energy
• Spell Talisman
• Second Sight
• Ghostbane Blessing

Gains:
• Average BAB.
• Warrior's HP.
• Class Skills: Craft, Intimidate, Jump, Knowledge (dungeoneering / history / local / nobility & royalty) Listen, Spot and Swim.
• The bonus feats may also be assigned to combat.
• Weapon Focus with his deity's favored weapon as a Warrior of equal BAB (see the Warrior base class).
level 10: Mettle (Ex): see the CW Hexblade's class feature.
level 18: Counterattack: same as 12th level Warrior.
• Only a Combat Priest has access to Divine Favor & Righteous Might spells.

Disciple of the Elements

Requirements: Knowledge (the planes) 4

Loses:
• Scribe Scroll
• Channel Positive Energy
• Spell Talisman
• Bonus Domains
• Second Sight
• Ghostbane Blessing
• Reveres the elements rather than a deity, therefore cannot know spells related to holy/unholy, undead or spirits (i.e. no Bless Water, Consecrate/Desecrate, Spiritual Weapon, Speak with Dead, Hallow/Unhallow, Commune, Raise Dead, Create/Control Undead, Soul Bind, etc).

Gains:
• Automatic Languages: Aquan, Auran, Ignan and Terran
• Average BAB
• Starts with all 4 elemental domains (Air, Earth, Fire and Water) instead of 2.
• May select any Evocation spell with the elemental descriptor (from any list of any official full-caster base class).
• Class Skills: Knowledge (Geography / nature / the planes) , Survival, Swim.
Level 6: Flameburst Weapon (may switch element once / round as a free action), both with weapons and unarmed strikes.
Level 10: Energy Resistance (acid, cold, electricity & fire) 10
Level 14: Brilliant Energy (touch Attack), both with weapons and unarmed strikes, and carries the extra elemental damage.
Level 18: Energy Resistance (acid, cold, electricity & fire) 20

Divine Trickster

Requirements: Must revere a deity associated with thieving & trickery, must take Trickery and Luck domains

Loses:
• Channel Positive Energy
• Spell Talisman
• Good Fort Save (becomes poor)
• Shield Proficiency
• Second Sight
• Ghostbane Blessing

Gains:
• Good Ref Save
• Extra 2 SkPts per level. Also Balance, Climb, Disable Device, Escape Artist, Hide, Listen, Move Silently, Search, Spot and Tumble are added as class skills.
• Bonus feats may also be selected from the Rogue list.
• Class Skills: Bluff, Disable Device, Disguise, Escape Artist, Gather Information, Hide, Listen, Move Silently, Perform, Search, Spot, Swim, Tumble and Use Rope.
Level 6: Evasion
Level 10: Improvisation (Ex): As a Rogue of equal level.
Level 14: Special Ability. Choose from: Improved Evasion / Slippery Mind / Skill Mastery
Level 18: Special Ability. Choose from: Improved Evasion / Slippery Mind / Skill Mastery

Exorcist

Requirements: Knowledge (religion) 4

Loses:
• Channel Positive Energy, Scribe Scroll
• Divine Resilience
• Bonus Domains
• Second Sight
• Ghostbane Blessing

Gains:
• Automatic Languages: Abyssal, Celestial and Infernal
• Turn Spirits * (The energies of this power do not heal the living)
• Class Skills: Decipher Script, Knowledge (history / the planes), Lucid Dreaming and Spellcraft.
• Spells: Consecrate, Speak with Dead, Dispel Evil and Raise Dead.
Level 2: Detect Spirits * (see the Spirit Shaman (CDiv))
Level 6: Immune to fear & charm
Level 10: Exorcism (see the Spirit Shaman (CDiv)). Each attempt costs 1 use of Turn Spirits. An Exorcist can bypass this cost if he has the target immobilized and conducts a ritual that takes [10min + 1min/HD] of the possessing spirit.
Level 14: Immune to possession
Level 18: Retributive Possession

Note: The term “Spirit” includes any of the following:
• All incorporeal undead & outsiders
• All fey
• All elementals
• Creatures in astral form or with astral bodies (but not creatures physically present on the Astral plane)
• All creatures with the spirit subtype - including spirits that are possessing another being.
• Spiritfolk and Telthors (see Unapproachable East)
• Spirit creatures created by spells like Dream Sight and Wood Wose (see CDiv, chapter 7)

Retributive Possession (Su)
Whenever an incorporeal spirit attempts to possess the Exorcist, he’s entitled to a save vs. possession (even though he’s immune to possession). If successful, the spirit is trapped within his body, where it is harmless. He can retain in this manner a number of spirits whose total HD does not surpass twice his own, and no single spirit can exceed his own base HD.
The Exorcist can affect the spirit trapped within him with appropriate spells.
alternatively, the Exorcist can send the creature into an object of his choosing by touching it, which comes to life as the Animate Object spell, but is permanent until the spirit succeeds on an opposed class level check ([d20 + HD +CHA-mod] vs. [10 + Exorcist’s class-level + CHA-mod]). It may attempt an opposed check 24 hours, with a cumulative -1 penalty per failure. The HD of the animated object cannot exceed the possessing spirit. It can be driven into any object within that limitation. The Exorcist may release the spirit at any time.



Adaptation: This variant is equally applicable for a spirit shaman in primitive cultures. While spirit shamans lose literacy, only a Spirit Shaman can raise the dead without first requiring the concent of a deity. Spirit Shamans use their totem as spell talisman.

Healer

Requirements: Heal 4. Domains: Must start with Healing & Restoration.

Loses:
- Channel Positive Energy
- Spell Talisman
- Bonus Feats at levels 8 & 16

Gains
- Lay On Hands
- Healer's Intuition
- Mercy
- Ghostbane Blessing

Lay On Hands (Su)
A Healer's most iconic feature is his ability - beyond spells - to effortlessly cure wounds.
A Healer can use this ability a number of times per day equal to [WIS-mod + 1/2 class level (round fractions up)].
With one use of this ability, a Healer can heal [WIS-mod (min 1) * class-level] HP.
Using this ability is a standard action, unless the Healer targets himself, in which case it is a swift action.
At levels 8 & 16, healing via Lay On Hands becomes a move action and swift action respectively (as long as the recipient cooperates, or at least doesn't resist in any way).
Despite the name of this ability, a Healer only needs one free hand to use this ability.
Alternatively, a Healer can use this healing power to deal damage to undead creatures. Using lay on hands in this way is a part of a successful melee touch attack and doesn't provoke AoOs. Undead do not receive a saving throw against this damage.

Healer's Intuition (Su)
The Healer has a knack for telling if something is wrong with those he views. He can feel the conditions and spells that afflict them.
A Healer who sees a living being can spend a move action and discern all conditions and negative effects currently afflicting the target, as well as the penalty's type (natural, extraordinary ability, spell, or supernatural ability).

Mercy (Su)
With level progression, a Healer learns how to use his Lay On Hands ability to remove conditions.
At the levels specified below, a Healer may remove any one or more of the conditions associated with the indicated level, by subtracting a number of healing points noted in parenthesis per effect.
A Healer may simultaneously remove as many conditions as he sees fit, provided he trades enough healing points.
Code:
Level		Conditions
===============================================
3 (5)		Dazzled, Fatigued, Sickened
5 (10)		Deafened, Frightened, Shaken
7 (15)		Blinded, Dazed, Panicked
9 (20)		Cursed, Diseased, Poisoned
11 (25)		Cowering, Exhausted, Nauseated
13 (30)		Stunned, Paralyzed, Ability-Drained
15 (35)		Dying, Unconscious
17 (40)		Petrified, Polymorphed
19 (45)		Dead (effect as Raise Dead by a 14th level Priest)
	
Shallow Grave (Su)
Starting at level 18, once per day as a free action, you can prevent an ally within 5ft per level from dying or falling unconscious for [WIS-mod + 1 / 5 levels] rounds. The ally can continue to act normally during the duration of Shallow Grave, but immediately dies at the end of your turn when the effect expires (if the ally would be dead already without Shallow Grave), unless receiving healing before that.

Nordic Priest

The idea of the Nordic Priest was first introduced in the OD&D "Northern Reaches" gazetteer and I still find it thematically appealing.
This option is applicable to any Priest variant except Disciple of the Elements, which by definition are non religious.
By choosing it, one commits to the resurrection restrictions and must select all of the given Godi spells as known spells before any others. Neglecting this obligation is a violation of the Godi CoC.
Several adaptations are required for this option to be relevant to these house rules:
- Berserker spell causes standard exhaustion.
- Resurrection checks are modified (success-wise) by the caster's CHA-mod.
- Runic Divination is a 5th level spell.
- Runic powers that compel X creatures to Y condition allow a save vs. DC [10 + 1/2 class-level + CHA-mod].
- Effects that are inconsistent with 3.5e or these house rules (in terms of mechanics or power level) are modified accordingly.

Oracle

Requirements: Listen 4

Loses:
• Scribe Scroll – Oracles gain knowledge and power through innate divination, not written scriptures.
• Bonus domains
• Bonus feats
• Second Sight
• Ghostbane Blessing

Gains:
• Knows all divination spells from all official 3e materials (at the lowest level they may be found, in any spell list) – in addition to the normal limit.
• Class Skill: Knowledge (all), Lucid Dreaming
Level 1: Random Visions
Levels 4, 16: Evasion & Improved Evasion
Level 6: Uncanny Dodge
Level 8: Sixth Sense
Level 10: Blind Sense
Levels 12, 14, 18: Quick Warning
Level 20: Blind Sight

Random Visions (Su)
An Oracle can grant a glimpse of the future to a creature touched.
Granting a vision takes 1 minute, during which time the Oracle and the target must remain in contact with one another.
At the end of this time, the subject and the witch both receive a brief image of the future, usually no more than 1 year into the future.
This is only one possible version of the future, making such visions unreliable at best.
Most visions are slanted toward the alignment of the oracle that granted them. For example, the visions granted by a chaotic evil Oracle often show scenes of death and destruction, while those of a Neutral good witch tend to be of joyous events or occasions.
A creature cannot be subject to another vision until the current vision has either come to pass or been prevented.
An oracle cannot use this ability on himself.
Note: Every once in a while, an Oracle gains a vision about a total stranger. These visions are the most difficult to undo.

Sixth Sense (Ex)
The oracle now adds his Wisdom bonus to his initiative rolls and Ref saves.

Quick Warning (Su)
The oracle is able to mentally warn his allies of impending danger. All allies within 30ft of the oracle gain Uncanny Dodge.
This ability only functions if the oracle is conscious and able to communicate with his allies.
- At 12th level, all allies within 30ft gain Evasion.
- At 14 level, all allies within 30ft gain Uncanny Dodge.
- At 18th level, the oracle’s quick warning ability extends to all allies with line of effect.

Sacred Fist

Requirements: Must revere a deity associated with unarmed combat (such as Kord), restricted to the following domains: Force, Freedom, Protection and Strength.

Loses:
• Maximized Knowledge (religion)
• Shield & armor proficiency
• Starts with a single domain rather than 2.
• Spell Talisman
• Bonus Domains

Gains:
• 1/2 Maximized (as if maximized C-C skill) Autohypnosis, Concentration & Knowledge (religion)
• Unarmed damage and Dodge AC bonus
• Average BAB
• All good saves
• Evasion (6th) & Imp. Evasion (14th)
• May also address the Monk's Bonus Feats list

Sacred Fists hone their bodies as well as their spiritual growth and may put more emphasis on their martial skills, should they choose to.
A Sacred Fist may spend any of his class related bonus feats (but not general feats) to gain any of the following Monk abilities (no sooner than a monk would, of course):
- FoB
  - Greater Flurry (requires FoB)
- 8th level Monk's favorable weapon size.
  - 16th level Monk's favorable weapon size (requires 8th level Monk's favorable weapon size).
- Ki Power
  - Ki Strike (requires Ki Power)
    - Stunning Fist (requires Ki Strike)
  - Ki Heal (requires Ki Power)

Special: Multiclassed Sacred Fist and Monk levels stack for the purpose of determining a character’s unarmed damage and dodge AC.

Rogue

The core Rogue is another class no one would want to take the full 20-levels stretch. Most of this class's interesting stuff is packed to the first 10 levels. You just need to decide between Improved Evasion and Slippery mind at 10th level and then go power scouting somewhare else.
One aspect about the core Rogue that's bothering me specifically is the bizarre approach to Sneak Attacks. The extra damage is the same whether it was delivered by a knife wielding tiny creature or a great-sword wielding colossal creature. I don't think SA should be removed, but it does require modifications.
Oddly, in general, I think the core Rogue is not "Rogue"ish enough.

Skills: Rogues also have Knowledge (dungeoneering) as class skill.


Class Features:

Level Danger Sense Special
1 Quickfingers, Stealthy, Guild Cant
2 Evasion, Rogue Talent
3 +1 Sneak Attack
4 Uncanny Dodge, Skill Savvy
5 Improved Feint
6 +2 Improvisation, Rogue Talent
7 Bonus Feat
8 Improved Flanking, Skill Savvy
9 +3 Sudden Strike
10 Special Ability, Rogue Talent
11 Uncanny Feint
12 +4 Special Ability, Skill Savvy
13 Bonus Feat
14 Special Ability, Rogue Talent
15 +5 Death Blow
16 Special Ability, Skill Savvy
17 Superior Feint
18 +6 Special Ability, Rogue Talent
19 Bonus Feat
20 Special Ability, Natural Skill-Trickster

Danger Sense (Ex)
Being masters of subterfuge, high level rogues are notoriously difficult to surprise and almost unnaturally alert.
At 3rd level, a rogue gains a +1 bonus to all Listen, Sense Motive, Search & Spot checks, and a +1 dodge AC & Ref-saves increase against traps. Every 3 levels thereafter, these bonuses increase by an additional +1.

Quickfingers (Ex)
This works as given for the Duneonscape ACF of the same name.
This feature goes hand in hand with 4 ranks in Disable Device & Sleight of Hand. These skill ranks are inseparable from Quickfingers and being a 1st level rogue.
At class levels 7, 13 & 19, the rogue automatically gains 1 additional bonus rank in Disable Device & Sleight of Hand.
Note: Given that Disable Device is a rogue only class-skill, Quickfingers makes Trapfinding not really necessary for the rogue to have its exclusive niche and thus Trapfinding is omitted.

Stealthy (Ex)
All rogues learn the basics of stealth and become very good at it.
A rogue starts with 4 ranks in Hide & Move Silently as part of his 1st Rogue level and automatically gains 1 additional bonus rank with both at each odd level.
Note that this does not stretch the skill-cap limits for these skills.

Guild Cant (Ex)
Belonging to the only class in the game with purely mundane characteristics, all rogues learn the basics of deceptive communication.
A rogue starts with 4 ranks in Bluff, Sense Motive & Spot as part of his 1st Rogue level and with Innuendo as a bonus Feat.
At class levels 7, 13 & 19, the rogue automatically gains 1 additional bonus rank in Bluff, Sense Motive & Spot.

Rogue Talent (Ex)

Rogues have the ability of developing special talents that aid their stealth, agility, survivability and offensive prowess.
8 suggested abilities are given below (others may be added, more or less in the same spirit):


Ambush (min level 6)
During a surprise round, opponents are always considered flat-footed to a rogue with this ability, even if they have acted. Opponents who cannot be caught flat-footed (such as through Uncanny Dodge) are immune.

Bleeding Attack (min level 6)
A rogue with this ability can cause living opponents to bleed 1HP/rd for 1-round per extra-damage-die (2/4/6) when hitting them with a Sneak Attack. (i.e. 2d6 SA causes 2 points of bleeding).
Bleeding can be stopped with a DC 15 Heal check or cure spells.

Brace for impact (min level 10)
As an immediate action, the rogue can "move with the punch", detracting [class-level * AGI-mod] damage from an attack and moving away to an adjacent location (denying the attacker of subsequent attacks).
Using this option costs the rogue a standard action during his next combat turn.

Fast Stealth (min level 2)
The rogue may move up to his speed, taking no penalties to his Hide & Move Silently checks.

Ledge Walker (min level 2)
The rogue may move up to his speed along narrow surfaces without penalty.

Poison Use (min level 6)
As given for the official Assassin PrC.

Retributive Inspection (min level 10th)
Whenever the rogue is affected by a spell or Su/Sp ability that allows someone else to read his thoughts or directly inspect him in any way (Legend Lore & Vision are indirect inspections), he in turn gains the same benefits against the assailant.

Secret Identity (min level 6th)
The rogue's alignment and lies become undetectable by supernatural or magical means and he gains +4 bonus on all Disguise checks.

Skillful Attack (min level: 6th)
The rogue may use any of the following skills once per round, as part of a single melee attack: Bluff, Escape Artist, Intimidate, Jump, Sleight of Hand and Tumble.
He may use any of the following skills once per round as part of a single ranged attack: Balance, Concentration, Hide, Listen, Move Silently and Spot.

Skillful Onslaught [Skillful Attack] (min level: 14th)
The rogue can now make multiple uses of Skillful Attack in a single round and is only limited by the number of his attacks per round (including any and all additional attacks).

Slow Reactions (min level 14)
Opponents damaged by the rogue’s SA cannot make immediate actions for 1 round.

Sneak Attack (Ex)

When you attack a flatfooted/flanked foe and are unobserved, you gain a +2 attack bonus, you deal +2d6 damage (smaller/larger rogues use different dice - appropriate to their size), and your critical threat range is increased by 2 (e.g. 20 becomes 18-20).
Notes:
- Opponents that don't have discernable anatomies still take 1/2 SA damage (Ooze & Swarm types are immune to SA).
- AoOs trigger SA.
- Melee SA is applicable with small/tiny weapons only (there's a reason why a rogue would prefer a dagger over a longsword), while donning light/no armor holding a Buckler or no shield and carrying no more than a light load. Ranged SA is restricted to light missile weapons (cannot be performed with tossed objects/weapons) such as Short-bow, Composite Short-bow, Light-Crossbow, Hand-Crossbow and Blowgun, and is viable at close range (up to your range multiplier), not to a fixed value of 30ft.
- SA is inapplicable unless an attack does bludgeoning/slashing/piercing damage, meaning area/drain/splash/elemental/etc damage are inapplicable for SA (you usually can't SA from a distance with an EB (except for when applying the Weaponry Blast essence)).
- With a sap (blackjack) / unarmed strike, a rogue can make a SA that deals nonlethal damage instead of lethal damage. He can also use a weapon that deals lethal damage to deal nonlethal damage with a SA, by accepting the usual -4 penalty.
- Ranks in Heal could increases the lethality of a rogue's SA against his Heal-related group of creatures. To figure out the added damage, take the appropriate synergy value and subtract 1. The given value is the added number of extra d6s to damage.

Skill Savvy (Ex)
The rogue excels at learning useful tricks and ploys to confuse and confound his opponents.
At 4th level and every 4 Rogue levels later, the rogue gains a bonus skill-trick to which he qualifies.
At levels 8/12/16 the rogue is able to use any skill-trick he knows 2/3/4 times encounter each (even the same trick multiple times in a row). These bonus skill tricks don't cost the rogue any SkPts expenditure.
At 20th level the rogue may use any skill trick he knows an unlimited number of times per encounter.

Improved Feint
The rogue gains this feat as a bonus feat. If he already has Improved Feint, he may instead select another feat from the rogue's list, but must meet all the prerequisites.

Improvisation (Ex)
At 6th level, rogues gain a keen ability to adapt to nearly any situation with the clarity and fluidity of a scrying pool.
The rogue has a number of Improvisation points equal to twice his class level.
Whenever the rogue makes a d20 roll, he may choose to spend a so many Improvisation points to gain an equal bonus to his roll.
Improvisation may be used once per round at most and can never grant a bonus to any single roll higher than 1/2 the rogue's class level rounded up.
A rogue's improvisation pool is automatically replenished once each hour.

Improved Flanking (Ex)
Same as described for the CW Swashbuckler: +4 to hit when flanking.

Bonus Feat
Choose from: Acrobatic Strike, Adaptive Flanker, Ambidexterity, Combat Acrobat, Cunning Evasion, Dash, Deadeye Shot, Elusive Target, Fade into Violence, Flick of the Wrist, Hindering Opportunist, Mobility, Point Blank Shot, Quick Draw, Run, Stalwart Defense, TWF and Vexing Flanker.

Sudden Strike (Ex)
You may perform SA even if you are observed.
Your gain a +2 attack bonus (+4 if unobserved), you deal +4d6 damage (overlapping with SA) and your attack automatically counts as critical.
When unobserved, a successful SA hit made as a full round action counts as Coup de Grace.
A rogue may choose to substitute death for unconsciousness for [3d6 +1 / Rogue-level] rounds.

Special Abilities (Ex)

Bonus Feat: The rogue may choose any feat to which he qualifies via any means that do not require levels or features of other classes.

Flank Everywhere: You are considered flanking an enemy if both you and an ally are threatening your foe in melee, regardless of his position.

Improved Evasion: unchanged.

Skill Mastery is redefined as one of the four special abilities:
– Master Acrobat: This ability requires 12 ranks in Balance, Jump and Tumble. The rogue gains 3 benefits. 1st, He gains a +4 competence bonus on all noted skill checks. 2nd, he may take 10 even when rushed, threatened or distracted. 3rd, all circumstance penalties regarding the noted skills are reduced by 5.
– Master Con Artist: Apply the above mechanics to Bluff, Disguise and Forgery.
– Master Sentinel: Apply the above mechanics to Listen, Search and Spot.
– Master Sneak: Apply the above mechanics to Climb, Hide and Move Silently.
– Master Spy: Apply the above mechanics to Bluff, Disguise and Gather Information.
– Master Tinkerer: Apply the above mechanics to DisableDevice, Sleight of Hand and Use Rope.

Opportunist: Applicable only with medium or quicker weapons. This attack specifically can be made as a free action once / round.

Slippery Mind: unchanged.

Wounding Critical: Same as given for the CW Swashbuckler.

Uncanny Feint (Ex)
The rogue is now able to feint as a swift action.

Death Blow (Ex)
Your SA deals +6d6 damage (overlapping with Sudden Strike).
You may now perform Coup de Grace attempts as a standard action against flanked/flatfooted foes of up to 1 size category larger than yourself.

Superior Feint (Ex)
The rogue is now able to feint as part of an AoO.

Natural Skill-Trickster (Ex)
From this point on, the rogue automatically gains the advantages/options of any skill-trick he qualifies for.
Furthermore, he regains all skill points invested in skill-tricks (if any).



ACF: Spell Sense
Dodge bonus to AC vs. spells & spell-like-effects, instead of vs. traps (as written in CM, p.35).

Sorcerer (Revised Warlock)

Looking at the core Warlock, it's quite obvious that this class is underpowered and offers a very narrow array of options (per build). Left as is, this would now be even more emphasized. So here is how I find it appropriate to level up the Sorcerer (Warlock, remember? ;-)) and make it more thematically sound

Alignment: In most campaigns, a playable core-Warlock would probably be limited to being CG. I see no reason why being N or even LN (according to LN definition, Mussolini was probably LN) should prevent one from advancing as a sorcerer.
Basically, a worcerer can be of any alignment other than LG and TN - both of which unfitting for association with untamed magical fury.

Class Skills: A sorcerer bathes in magic. Magic erupts and flows as s/he commands. A sorcerer has no understanding of the "behind the scenes" forces that are involved in the process. Therefore, Spellcraft is not a class skill of the Sorcerer class.


Class Features:

Sorcerer:
Level Invocations Known Special
1 2 (Least) Eldritch Blast, Overcharge
2 3 Eldritch Eyes
3 3 Heritage
4 4 Spell Resistance
5 5 (Lesser) Fast Healing 1
6 6 Spectral Blast
7 6 Heritage
8 7 Energy Resistance 5
9 8 Fast Healing 2
10 9 (Greater) Aspect of Power, Sustaining Magic (eat, drink)
11 9 Heritage
12 10 EB Mastery
13 11 Fast Healing 3
14 12 Penetrating Blast
15 12 Heritage
16 13 (Grand) Energy Resistance 10
17 14 Fast Healing 4
18 15 Eldritch Resilience
19 15 Heritage
20 16 Name of Power, Sustaining Magic (breathe, sleep, aging)

Invocations (Sp)
Invocations are the tool of the trade for a sorcerer. He must grasp them fully in a current level before he can move on to explore the next.
A sorcerer cannot gain access to the next category of invocations (Least to Lesser, Lesser to Greater or Greater to Grand) until he knows at least 1 shape invocation, 1 essence invocation and 1 spell-emulating invocation.
Writer’s Note: This constraint serves 2 purposes:
1. It makes a lot of sense.
2. It prevents 1-dimensional characters.
And yet, a sorcerer would still probably outpace any half decently built core Warlock in any category of his choosing (see the amount of invocations per level in the table above).
Retraining invocations: At each level where a sorcerer does not gain a new invocation levels: 3, 7, 11, 15 and 19), he may select a single - already known - invocation and replace it with a new one of the same category (shape / essence / Sp).

Eldritch Blast (Su)
1. EB is not an untyped damage. It is either a heat ray (orange) or a cold ray (white). At 5th level, a sorcerer can fire an electrical (light blue) blast. At 10th level, a sorcerer can fire an acidic blast (purple). At 16th level, a sorcerer can fire a force blast (silver). This alteration is not an application of eldritch essence.
2. EB keeps gaining 1d6 every other level past 11th level. This change is set because with the low EB damage output it will STILL come nowhere near the damage output of high-level offensive spells and would eventually become quite useless in epic levels, when the characters enter a new league of challenges.

Overcharge (Su)
In moments of great need, a sorcerer can take 1 CON-point damage to increase the damage of a single EB by 1d6. This affects EB directly, This doesn't come at the expense of applying eldritch essence to your EB. At levels 8 and 15, Overcharge increases EB damage by 3d6 and 5d6 respectively.
Spells, (Sp) and (Su) abilities cannot heal this damage. Only good old fashioned bed rest can.

Eldritch Eyes (Su)
At 2nd level Sorcerer gains the ability to Detect Magic at will, as the spell.
At 9th level, this ability evolves to operate as Arcane Sight.
At 16th level, this ability evolves for the last time to operate as Greater Arcane Sight.
Heritage
A sorcerer is linked with the primal forces of the world. At 3rd level, one aspect of the sorcerer's alignment manifests itself in the form of an Outsider Heritage Feat (see the New Feats spoiler, entry #2).
If at this point the sorcerer has no feat from his appropriate heritage, he gains the one with the "1st level only" requirement, otherwise he may select another feat from his heritage to which he qualifies.
If the sorcerer has exhausted his heritage feats when gaining this ability, he's entitled to a general feat of his selection. Subsequently, if he has another extreme alignment aspect, he may start a second heritage path.

Spell Resistance (Su)
The sorcerer gains SR 10 + class level.

Spectral Blast (Sp)
The sorcerer's EB now stretches to the ethereal plane and no longer suffers the usual 50% miss chance against ethereal or phased targets.

Energy Resistance (Su)
The sorcerer's innate resistance is valid against all energy types. This includes untyped EB damage.

Aspect of Power (Su)
The sorcerer gains a continuous, ever present power of Prestidigitation and may use either of the following abilities once per round, as a free action:
- Distinct Voice: If the sorcerer wishes, anyone within 100ft can hear him, regardless of noise around him, even when whispering.
- Unnerving Glare: The sorcerer can make his eyes flash/glow with a chosen color whenever he wishes, and/or permanently be of unnatural color. This grants a +2 circumstance bonus to all Intimidate checks.

Sustaining Magic (Su)
The sorcerer no longer needs to eat or drink. He’s sustained purely by magic.
At level 20, magic sustains the sorcerer to such a degree that he no longer needs to breathe or sleep and he doesn't age unless disconnected from magic entirely.
This benefit is lost whenever the sorcerer is denied access to magic (Antimagic, dead magic zone etc).

EB Mastery (Sp)
The sorcerer gains 3 benefits regarding his EB:
- Dual Essence: The sorcerer can combine 2 essences into his EB simultaneously. When assigning multiple damage types (cold, fire, force...), the damage gains 2 extra dice and is divided between both types according to the sorcerer's choice (at least 2 dice per damage type).
- Erupting Blast: EB can be generated without uttering a sound or making any gestures, and can erupt from any origin on the sorcerer's body (eyes, forehead, chest etc).
- Combat Blast: By generating a pure blast that's not modified by blast shape or eldritch essence, the sorcerer may generate his EB as an attack action rather than standard action. This allows him to make multiple EB attacks and to use it to make AoOs. This extends to the application of Hideous Blow & AoOs, even though Hideous Blow is categorized as blast shape.

Penetrating Blast
The sorcerer's EB now does full damage to objects and bypasses SR and DR automatically - even when the damage type is non-specific. This does not come at the expense of Eldritch Essence or Blast Shape invocations. Note that SR still applies against any essence addendums that require Fort/Will saves (e.g. Frightful / Sickening / Beshadowed / Bewitching / Noxious / Utterdark Blast).

Eldritch Resilience (Su)
Your fast healing becomes Regeneration 5 (except vs. damage caused by fire or acid).
Furthermore, you ignore the first time you're hit with energy drain or ability damage in a given combat round.

Name of Power (Su)
The sorcerer becomes aware when anyone on the same world (planet) speaks his name (referring specifically to him). He knows when it happens, and learns the name and location of the speaker.

Notes:
- No other class represents innate magical affinity (with the emphasis on innate) more strongly than the sorcerer. This does not go well with "Deceive Magic Item" and definitely not with "Imbue Item" class features. Also, the latter is a feat-related class feature (!?!) that literally grants the character access to any magical effect in the game (shoehorning + too volatile balance-wise). Therefore, I found it more appropriate to replace these abilities with something that will go against magical influence and something that will stand for the sorcerer's enhanced control over its primary class feature.
- Self-affecting invocations with lasting effects require no activation. If dispelled, they activate automatically on their own within 1d4 rounds (each is checked separately).




Invocations

Banned Invocations

Beguiling Influence: These rules ban all magical skill enhancements.

Deteriorating Blast: DR is something that works on the (al)chemical level. There’s no way in hell a magical effect could be so sophisticated as to address all of them (and how does a character suppose to distinguish between it and regular HP).

Eldritch Glaive (DrM): The mechanics of this invocation doesn’t co-exist with my view of actions, and given my view on PrCs (see below), using it for “build-cheese” character optimization would not be an option anyway, so this invocation would not really be worthwhile in the big picture.

Modified Invocations

Dark Disncorporation: Reduced to Greater invocation category (6th). This invocation's power and practical value were quite overrated.

Devil's Sight: Also confers "See Invisible". Given invocations are such a valuable asset and given there's so little of them (even under these modifications), it seems that "Devil's Sight" and "See the Unseen" were intentionally created separately to annoy.

Eldritch Cone: As the normal invocation, except the cone is increased from 30ft to 60ft.

Flee the Scene: If the sorcerer has an active invocation that makes him invisible, he DOES NOT leave a Major Image after he shifts.

Hideous Blow: Instead of a standard action, an EB modified by Hideous Blow may be incorporated into melee or range attack as a swift action. Only the 1st attack in a combat turn can carry the Hideous Blow. Hideous Blow may be discharged on a successful touch or ranged-touch attack (applicable against multiple opponents - provided a single attack roll is used and each opponent is targeted only once, such as in the case of Whirlwind attack or Manyshot).
In case of a melee attack, the sorcerer can decide to trigger it after a successful touch-attack has been confirmed.
In case of a ranged attack, the sorcerer must decide whether or not to trigger HB before the attack roll is resolved.
At 12th level and on, when Combat Blast is gained, Hideous Blow may be used multiple times, including AoOs, however, it can never be used in conjunction with any other application of EB when used multiple times in the same combat turn.

Wall of Perilous Flames: As with Disintegrate, if a creature is KILLED by the wall, its remains are completely consumed.

New Invocations

Blast Shape

Eldritch Bolt (Lesser; 3rd)
Your EB is 5ft diameter 60ft long bolt that hits everything in its path. Unlike lightning, it doesn't ricochet, but it can be blocked by solid matter.

Eldritch Burst (Lesser; 4th)
This blast shape invocation turns Your EB into a small burst around you, striking out at everything within 10ft + 5ft per 5 Invoker levels (friend or foe, alive as well as inanimate). This is not a ray attack, so it requires no ranged touch attack. Any creature in the area of the burst may attempt a Fort save for half damage.

Eldritch Missiles (Lesser; 3rd)
This blast shape invocation turns Your EB into an Eldritch Missile blast. Your EB damage can be split to generate multiple blasts. All blasts are discharged at the same time and all targets must be within a 30ft sphere.

Eldritch Essence

Weaponry Blast (least; 2nd level)
This essence invocation changes the EB damage into bludgeoning/piercing/slashing damage (sorcerer's choice).

Phantom Blast (Greater; 5th)
This eldritch essence invocation turns your EB into a phantom blast. A phantom Blast is, for all intent and purpose, invisible. It cannot be detected by any means and can only be noticed after the fact.

Phase Blast (lesser; 4th level)
This eldritch essence invocation causes your EB to phase into the ethereal and bypass all physical obstacles on its way to the target (including carried shield, a closed window, Wall of Force effect etc).

Shocking Blast (Lesser ; 4th)
Your Eldritch Blast deals electricity damage. If attacking a target in metal armor, you gain a +3 bonus to the attack roll, or the target suffers a -3 penalty to his saving throw (if your blast targets an area of effect). In addition, targets in Plate-Mail / Full-Plate / Supreme-Plate become entangled for one round.

Other Invocations

Change Form (Greater; 6th)
This invocation grants the sorcerer the combined benefits of both Alter Self and Polymorph spell effects.

Dark Grasp (Greater, 6th)
The sorcerer creates a massive hand which is seemingly formed from pure darkness or a swarming mass of ghostly insects or bats (optional flavors)
This invocation functions identically to the Telekinesis spell, except as follows:
- It takes a full round to activate.
- It requires concentration to maintain. When maintained, the dark hand occupies one of the sorcerer’s hands, so he may not perform actions which require fine manipulation or two hands in conjunction with this ability.
- At the sorcerer’s discretion, it may deliver 1d6 cold, 1d6 electricity and 1d6 negative energy damage to anyone it successfully manipulates.
- It is incorporeal and has AC = [10 + ½ CL + CHA-mod]
- It has HP = [2 * CL]. If reduced to 0 HP, it vanishes and cannot be reformed for the next 8 hours. Otherwise, it regenerates 1 HP per round while maintained.

Detect Thoughts (Least; 2nd)
This invocation works as the arcane spell of the same name. It is always active, ready for the sorcerer to utilize via concentration.

Magic Coating (Least; 1st)
You can use Grease and Sticky FloorRotD, as the spells.

Make Way (Greater; 5th)
You can use Forcewave (SC), as the spell, with the following changes:
- The AoE is 10ft + 5ft per 5 class levels.
- The force wave affects everything, not just creatures.
- CHA is used instead of STR for determining the Bull Rush score.

Poltergeist (Grand; 8th)
The sorcerer becomes incorporeal. He is immune to attacks from non-magical weapons and magical weapons & spells, except for those with the force descriptor. He can travel through solid substances with no hindrance except for effects and spells with the force descriptor. He loses any natural armor bonuses but gains a deflection bonus to AC equal to his CHA-mod. He gains a flight speed of 90ft with perfect maneuverability and retains his normal visual capabilities.

Size Step (Least; 2nd)
This invocation allows the sorcerer to increase/decrease his size, just as if affected by Enlarge/Reduce Person spell.

Unbreak (Least; 2nd)
This invocation functions precisely as given for Make Whole spell.

Undulant Innards (lesser; 4th)
The sorcerer gains Fortification 25% per 5 class levels.

Invocations for a Necro-Themed Sorcerer

Death’s Command (Least; 2nd)
You can Command Undead as the spell.

Phantom Steed (Lesser; 3rd):
You may use Phantom Steed at-will. You may only have a single stead at a given time.

Soul Snatch (Greater; 5th)
You may attempt to snatch the soul of a Helpless or Dying creature, within close range (25ft + 5ft/level).
The target may attempt a Fort save to resist the effect (DC: 10 + 1/2 class levels + CHA-mod) or die.
A snatched soul grants you knowledge of everything the creature thought about 24 hours prior to its death.
You may hold onto the soul and utilize its link to the afterlife's to make a single Knowledge check with a bonus equal to the creature's CR (or its own Knowledge ranks, whichever is greater) plus your CHA-mod. The result of that check isn't limited by what you or the creature know. Once used in such a manner, the soul is released.

Awaken Undead (Greater; 6th)
Use Awaken Undead as the spell. These undead remain completely loyal to you and remain under your command if they were already under your command.

Restless Dead (Greater; 6th)
You can Create Undead as the spell, this undead crumbles to dust after one minute per CL unless you use the material components. This undead shares your alignment and is under your direct control.

Relentless Souls (Dark; 8th)
You can Create Greater Undead as the spell, this undead crumbles to dust after one minute per CL unless you use the material components. This undead shares your alignment and is under your direct control.

Undead Legion (Dark; 9th)
All undead of a specific type under your control within 30ft of you become a legion.
So long as these undead remain within 60ft of each other, their total HP become a single pool of HP. These undead remain animated until the entire pool of HP is depleted – at which point all of the undead in the legion crumble to dust.
If one of these undead leaves this area, it is removed from the legion, it gains HP equal to the number of HP currently in the pool divided by the number of undead currently in the legion, rounded down. If the number is below one, the undead crumbles into a pile of dust.
An undead legion cannot be turned or rebuked unless the roll is sufficient to affect all undead in the legion. You can only have one legion created at a time in this way.

New Sorcerer-Exclusive Feats

Dark Transient [Knowledge (the planes) 15, Fell Flight, Flee the Scene, Path of Shadow]
- Your flight speed (from the fell flight invocation) increases by 30ft and its maneuverability increases to perfect.
- You can self transport great distances with a single thought (as greater teleport). You can also transport other creatures, but if you do, there is a chance of error (as teleport).
- You can self plane shift with perfect accuracy. You can also transport other creatures, but you then suffer the inaccuracies normally incurred when using the spell.

Eldritch Retribution [Combat Reflexes]
When someone scores a melee touch attack against you (whether or not actually dealing damage – minor contact is enough), you may discharge EB damage upon your attacker as an immediate action (auto-hit). You cannot modify this assault with essence or shape invocations and you must be aware of the incoming attack in order to retaliate.

Eldritch Sculptor [Spellcraft 11, Eldritch Spear, Hideous Blow, Eldritch Chain, Eldritch Cone, Eldritch Doom]
You control and shape your EB like a master sculptor and can enhance it in one of the following manners:
- You can use two eldritch blasts per round as a full attack action, rather than the normal limit of one, and apply eldritch essences to both blasts.
- You gain +2 bonus on attack rolls to hit an opponent with your EB.
- If you modify your EB with the Eldritch Spear, the range increases to 500ft.
- You can use Hideous Blow as part of an AoO.
- If you modify your EB with Eldritch Chain, you may start the chain up to 120ft away from you and the maximum distance between each target increases to 60ft.
- The range of your Eldritch Cone increases to 120ft.
- The radius of Eldritch Doom increases to 40ft.

Empowered Eldritch Blast
The damage dealt by your eldritch blast increases by 1d6. You can stack this feat multiple times.

Healing Blast [Healer 3, invocations (Eldritch Spear, essence (any), Unbreak)]
You can make your EB heal HP damage instead of dealing it.
Furthermore, your EB can carry your Lay on Hands effect or any one of your spells that heals wounds, or removes a condition or affliction (Cure Moderate Wounds, Remove Disease, Neutralize Poison, Restoration, Break Enchantment etc).

Master of the Elements [Knowledge (the planes) 21, Breath of the Night, Chilling Tentacles, Stony Grasp, Wall of Perilous Flame]
You have achieved mastery of the four elements -- air, earth, fire, and water.
- Once per day, you can summon a single creature from the summon monster I-IX list that is an elemental or has the air, earth, fire, or water subtype. The monster serves you for a number of rounds equal to your CL.
- Once per day, you can use dominate monster on elementals and creatures with the air, earth, fire and water subtype. This effect lasts for a number of days equal to your Sorcerer class-level.
- Your energy resistance against air, earth, fire and water is increased to 20.
- Elementals and creatures with the air, earth, fire and water subtype view you as one of their kind. These creatures react to you as if their attitude is one step better than the situation otherwise warrants.

Paragon Visionary [Spellcraft 9, Dark Foresight, Devil's Sight, Voidsense]
Your powers of perception are beyond mortal ken.
- You can see through illusions, magical darkness, shapechangers, and other effects (as true seeing).
- You are automatically aware of all spells or magical effects you see.
- Simply by looking at a creature, you can determine if it is a divine or arcane caster, whether it has any spell-like abilities, and the highest spell or spell-like abilities it knows.
- When you use the Voidsense invocation, you gain Blindsight 60ft.
- You receive a bonus on all Listen, Sense Motive and Spot checks equal to double your Wisdom modifier or +6, whichever is greater.



Spellthief

I was always intrigued by the concept behind the Spellthief - a combat trickster that manipulates spell effects, with a small personal spell repertoire. However, the spellcasting revision made the official Spellthief non-viable . . . plus the official Spellthief just won't "make the curve" with all the introduced changes.
So, this is an attempt to make the Spellthief viable and capable enough to find its place as equal among the other classes.


BAB: 3/4
HP: 4 / level
Good Saves: Ref & Will
Class Skills: as Rogue
SkPts: 6 / level


Class Features

Level Special Steal Spell Spell Power *****
1 Quickfingers * 0 Cloaked Casting (+2 DC)
2 Detect Magic ** Surprise Casting
3 Mage Slayer 1
4 Evasion
5 Sneak Attack * 2 Cloaked Casting (+5 to overcome SR)
6 Arcane Sight **
7 Steal (Sp) Ability *** 3
8 Spell Recall Cloaked Casting (+4 DC)
9 Pierce Magic 4
10 Steal Spell Effect
11 Prying Eyes **5 Cloaked Casting (+10 to overcome SR)
12 Special Ability ****
13 Spellsink 6
14 Steal (Su) Ability *** Cloaked Casting (+6 DC)
15 Sudden Strike * 7
16 Special Ability ****
17 True Seeing ** 8 Cloaked Casting (no SR)
18 Spell Ricochet
19 Greater Prying Eyes ** 9
20 Special Ability **** Cloaked Casting (no save)

* See the Rogue for the detailed descriptions.
** These (Sp) abilities emulates the spell of the same name. Arcane Sight "Evolves" to its greater version at level 16.
*** These enhance the usage of Steal Spell to affect (Sp) & (Su) abilities respectively.
**** Same as for the Rogue, limited to: Imp. Evasion, Skill Mastery & Slippery Mind.
***** These features work as given for the Beguiler except for the numeric changes, and Surprise Casting is as quick as the Spellthief's feinting is.


Spellcasting

(Primary Spellcasting Stat: CHA)
The Spellthief activates spell effects in a way that is a mixture betweed the Druid and the Mage - spinning the magical weave by sheer force of will and but subtle gestures required for spells with somatic components. This allows him to cast spells in light armor without ASF chances and he never provokes AoOs for casting spells.
A spellthief can learn and cast spell effects associated with the following schools: Abjuration, Divination, Enchantment, Illusion, Transmutation & Universal.
He can choose any viable spell effect from any spell list located in any official 3.0 or 3.5 core book or game supplement - always using the lowest level among them all (provided they conform to these house rules).
To learn a spell, a spellthief must have successfully stolen it somewhere in the past

Spells Known:
Code:
Level	0	1	2	3	4	5

==================================================

1	4	-	-	-	-	- 
2	4	-	-	-	-	-
3	4	-	-	-	-	-
4	4	2	-	-	-	-
5	5	2	-	-	-	-
6	5	3	-	-	-	-
7	5	3	-	-	-	-
8	5	3	2	-	-	-
9	5	4	2	-	-	-
10	6	4	3	-	-	-
11	6	4	3	-	-	-
12	6	4	3	2	-	-
13	6	5	4	2	-	-
14	6	5	4	3	-	-
15	6	5	4	3	-	-
16	7	5	4	3	2	-
17	7	5	5	4	2	-
18	7	6	5	4	3	-
19	7	6	5	4	3	-
20	7	6	5	4	3	2
	

Steal Spell (Su)
A spellthief can, as an immediate action, siphon spell energy of spells with an exit point (caster) or a focal point (target) of up to 20ft away (including spells with range: personal), just before the spell takes effect, and store it for a short duration - [1 min / level + CHA-mod] - for later usage.
To do so, he must make a successful save against the effect (even for spell effects that usually don't allow such an option). This means that the spellthief's senses are alert enough to make such an attempt. If he makes a 2nd consecutive successful save, he absorbs the spell's energy and the spell effect never happens.
The numbers in the table indicate the highest SL spells or effect a spellthief can steal.
You can use stolen spell effects to:
1. Cast the stolen spells yourself (the spell's original casting time).
2. Lower your strain by 1 points / SL (move action - 1 spell effect at a time) - down to ZERO, given enough investment.
3. Apply instant metamagic - and by so leaving your spells' SL untouched (part of casting of a spell - including siphoned spells).
4. Temporarily increasing your tolerance by 1 point / SL - limited by your class level - for 6 hours or until rest begins (standard action)
Note: 2 and 3 can be applied to the same spell.

Mage-Slayer (Ex)
As the feat (CArc), except you take no penalty to your caster level. If your Spell-thief class level is 10 or higher, this ability also foils spell-like abilities (the action is lost but use of the ability is not considered to be used).

Spell Recall (Su)
At 8th level, a spellthief is adept at maintaining his spell power when confronted with the possibility of wasting it.
A number of times per day equal to half the spellthief's level (rounded down), whenever a targeted spell the spellthief casts fails to penetrate a creature's SR or is countered by another spellcaster, or even resisted via a successful saving throw, he can reabsorb the spell's energy as an immediate action.
He regains the spell as though he'd never cast it. However, doing so taxes the spellthief and he takes 1 point of nonlethal damage per spell level they reabsorb. This damage is internal and bypasses damage reduction and resistances the spellthief might possess.
Special: This ability may also be followed up with Spellsink and Spell Ricochet when these abilities are gained later on.

Pierce Magic (Ex)
This ability basically grants the combined benefits of the feats Pierce Magical Concealment & Pierce Magical Protection (CArc), except you take no penalty to your caster level.

Steal Spell Effect (Su)
Beginning at 10th level, a spellthief can siphon an active spell effect from another creature/object/area the same way as he does against spell effects that are just being generated.
If the target is willing or inanimate, a spellthief can steal a spell effect with a touch as a harmless attack action.
Otherwise, this takes a standard action from where he stands or a full round action with movement.
A spellthief can perform such an attempt once per hour at most and no more than CHA-mod + 3 times per day.

Spellsink (Su)
At 13th level, a Spell-thief may, as an immediate action, forcibly change the target of a hostile spell effect (one originating from an enemy and targeting the spellthief's allies) to himself. He must be anywhere within 60ft (and within line of sight and line of effect) of the effect being invoked - anywhere from the caster to his target or in between.
At 17th level, this ability extends to (Su) powers.

Spell Ricochet (Su)
Once per round, as a free action, on a successful stealing you may now immediately reflect an effect to another target, including the originator, instead of siphoning it.

Warrior (Revised Fighter)

(inspired by bkdubs123 Warlord)


Fixing the core Fighter: Motivations & Strategy:

The motivation for reinventing the Fighter can be found:
- hare: http://forums.gleemax.com/wotc_archi...x.php/t-898146
- here: http://forums.gleemax.com/showthread.php?t=1200595
- here: http://forums.gleemax.com/showpost.p...88&postcount=4
- here: http://www.giantitp.com/forums/showthread.php?t=149854

And what makes this fix address the issues can be found:
- here: http://forums.gleemax.com/showpost.p...&postcount=145
- here: http://forums.gleemax.com/showpost.p...&postcount=101


In a nutshell, the core Fighter is missing several major aspects (other than not having enough feats to be truly versatile) that are crucial to keeping up the pace at higher levels as primary combatant:
- The option of taking more combat actions than other classes could without some serious magical acceleration.
- The ability to draws on his inner reserves and shrug off assaults others take to full effect....... or recover (in mid-fight) from a condition he didn't manage to shrug off.
- The ability to actually "sense" what goes on around him.
- The ability to handle magical falsehoods and mind manipulations.
- The ability to eventually not be helpless when facing a magical barrier
- The upper hand in combat tactics, but not necessarily in term of pumped up hit/damage/AC, since there are plenty of means of pushing them up.
- And last but not least - a propper name. “Fighter”, to me, is as lame a name as 'Magic-User.

This Fighter fix is meant to encompass all [full BAB, no spells/spell-like-abilities] classes into one effective purely combat-focused class that does it all in straight combat without dipping – defend efficiently, react quickly, shrug off physical punishment, evade hazards and return the favor with some extra. It is also meant to allow a large variety of Warrior archetypes and to allow a warrior to remain a contributing factor throughout his 20-levels career.
The core Fighter was meant to be:
1. A class built for beginners, which requires it to be both robust and very difficult to trash-build.
2. A tailor-made generalist that can fill a lot of combat roles.
This is an attempt to really make it so for the very first time.


As for what stands behind choosing the name "Warrior" over "Fighter"...
Nowadays, a fighter is someone who enters the ring to fight his opponents under the supervision of a referee and the restriction of safety rules.
A warrior is someone who meets unexpected threats, knowing that the other side would probably try to rip his head off (soldiers are warriors, not fighters).


Skill points per level: 4 + INT-mod

Class skills: Balance, Climb, Craft, Diplomacy, Heal, Intimidate, Jump, Knowledge (dungeoneering / geography / history / local / nobility and royalty), Listen, Profession, Sense Motive, Spot, Survival and Swim.


Class Features:

Level Weapons Aptitude Bonus Feats Combat Focus Progression Special
1 I +1 Art of War, Hardened Soldier *
2 Combat Focus (Maintain / Expend) Know the Enemy
3 +1
4 II Ever Vigilant (Maintain) Warrior Talent
5 +1 Uncanny Dodge
6 Second Wind (Expend) Elusive Attack
7 III +1
8 Tide of Battle (Expend) Mettle
9 +1 Warrior Talent
10 IV Array of Stunts (Maintain) Veteran's Grit
11 +1
12 Action without Thought (Maintain / Expend) Counterattack
13 V +1 Warrior Talent
14 Through the Haze (Maintain) Improved Mettle
15 +1
16 VI Find the Mark (Expend) Riposte
17 +1 Warrior Talent
18 Battleshaper (Expend) Overpowering Attack
19 VII +1
20 Master of Warfare (Maintain / Regain) Warrior Talent

Weapons Aptitude:
I . . . VII

In the indicated levels, a warrior gains the following benefits without the need of expending feats:

Code:
I	-	F(1)
II	-	F(2) , S(1)
III	-	F(3) , S(2) , M(1)
IV	-	F(4) , S(3) , M(2) , GF(1)
V	-	F(5) , S(4) , M(3) , GF(2) , GS(1)
VI	-	F(6) , S(5) , M(4) , GF(3) , GS(2)
VII	-	F(7) , S(6) , M(5) , GF(4) , GS(3) , Su(1, 2 or 3)


Legend:

F – Weapon Focus
S – Weapon Specialization
M – Weapon Mastery
GF – Greater Weapon Focus
GS – Greater Weapon Specialization
Su – Weapon Supremacy

(1) – primary weapon (choose a weapon from one melee/range weapon group)
(2) – 2nd weapon
(3) – 3rd weapon
 . . . and so on

Notes:
- A warrior is, of course, free to expend feats for further advancing his weapon skills, on top of the given advancements for steps I...VII, but there seems little to no reason for doing so.
- Instead of advancing a weapon, the warrior may take feats that promote armor/shield combat. He must stick to his armor/shield just as if it were a weapon and meet all the prerequisites.
- If a warrior focuses on 2 weapons from the same group, he forfeits the (non-existent) second Melee/Range Weapon Mastery.

Art of War (Ex)
For the purposes of qualifying for feats, the warrior treats his ability scores as though they were 2 points higher than they actually are at 1st level.
At level 6 and each 5 class-levels thereafter, this bonus is increased by +1 (max +5 at level 16).

Hardened Soldier * (Ex)
Clad in their restricting armor, packed with a lot of gear and somewhat lacking in mobility, foot soldiers are hardier and more organized than their other Warrior counterparts (see the "Warrior Variants" spoiler below).
This manifests itself in 3 advantages:
1. The foot soldier (non-variant Warrior) adds his CON-mod to his STR-score when determining his loads. This ability does not affect his "lift over head", "lift off ground", or "push/drag" weight. Note that this increase is in effect only to the point where heavy load is still below the value of "lift over head".
2. Left with only the option of standing his ground more often than not, the foot soldier gains a +1 competence bonus on all will saves. This bonus is increased to +2 at 10th level and +3 at 19th level.
3. The foot soldier may retrieve stored items from his person without provoking AoOs.

Know the Enemy (Ex)
Warriors battle against a multitude of foes, and learn to identify them quickly. A warrior's level counts as the number of ranks in any Knowledge skill for the purpose of identifying creatures to gain Strategic Advantage and in planning for a large battle (Heroes of Battle), and a warrior always counts as trained in any such knowledge check. This does not apply to any other aspect of Knowledge and does not stack with actual ranks in any of the various Knowledge skills.

Combat Focus (Ex)
Starting at 2nd level, a warrior’s survival instinct, and his alertness and combat insight make him much less prone to mental influence. He gains +4 to all Will-saves vs. compulsions (fear, charm, hold, CHA-based skills etc) and +2 against all illusions.
Any condition that disables the warrior, totally prevents him from taking any willful action or hampers his determination (e.g. fascinated, panicked, paralyzed... etc.) also causes him to lose his Combat Focus.
Also, as an immediate action, a warrior can voluntarily end his focus to gain a bonus to a single d20 roll (save, attack roll, ability check, level check, etc) equal to 1/2 his class level. He may choose to do so after learning the result, possibly changing a failed result into a successful one.
If Combat Focus is lost due to a condition, it returns on the warrior’s next combat-turn to come after the condition ends. If it is expended voluntarily, it is regained after 1d4 rounds. At levels 9, 14 and 19 this waiting period is reduced to 1d3 / 1d2 / 1 round(s) respectively.
As a warrior gains levels, new benefits are gained that are based on this feature. These benefits either derive from Combat Focus maintained state or by expending it to traverse obstacles that would cripple others or perform tasks that are beyond the capabilities of others.

Ever Vigilant (Ex) (Maintain)
While benefiting from Combat Focus, the warrior gains a competence bonus equal to 1/3 his class-level (rounded up) to Listen & Spot checks, to his attack rolls when making AoOs and to any and all melee-related opposed checks (bull rush, deflect, disarm, feint, grapple, overrun, trip etc).

Warrior Talent (Ex)

Bulwark of Defense
All squares you threaten are automatically treated as difficult terrain by your enemies.
This talent can be taken from 9th level and on.

Combat Threat
Whenever a creature within the warrior's threatened area "ignores" the warrior during its combat turn (doesn't target him with an attack, combat maneuver, special ability or a spell), that creature provokes an AoO from the warrior.

Combat Threat Excellence [Combat Threat] (min level 13th)
Whenever a creature within the warrior's threatened area performs any action other than attacking the warrior, including movement (even 5ft steps), that creature provokes an AoO from the warrior and is considered flatfooted for that AoO.

Combat Threat Supremacy [Combat Threat Excellence] (min level 20th)
The warrior can slay his foes with awe-inspiring ease. Whenever the warrior makes an AoO, it is treated as if against a helpless foe and as though it were a Coup de Grace.

Dance on the Wind
Your combat style guards you from being hindered by difficult terrain.
You cannot practice this stance while wearing an armor that hinders your movement.

Engage
Choose an enemy in your threat range. You assume a position to hinder him. You both get a penalty on attack rolls equal to your WIS-mod against any other target than each other.

Expert Weapon Reach
Choose a one of greatsword, greataxe or halberd. You gain reach with the weapon (Typically, doubling your natural reach).
This talent requires STR 19+.

Explosive Speed
As a swift action, you may activate this ability.
Treat this as though under the effects of a Haste spell for duration equal to CON-mod.
After Explosive Speed ends, you’re fatigued 2 rounds for every round you were under the effect.
You can perform this action a number of times a day equal to 1/4 your BAB (round fractions down).

Lunging Strike (min level 9th)
The warrior has adopted wide stances that allow him to extend his reach with all medium 1H weapons (including unarmed strike) by 5ft.

Skillful Attack (min level: 9th)
Similar to the Rogue Talent of the same name, The warrior may use any of the following skills once per round, as part of a single melee attack: Bluff, Handle Animal, Intimidate and Jump.
He may use any of the following skills once per round as part of a single ranged attack: Balance, Listen, Ride and Spot.

Skillful Onslaught [Skillful Attack] (min level: 17th)
The warrior can now make multiple uses of Skillful Attack in a single round and is only limited by the number of his attacks per round (including any and all additional attacks).

Unorthodox Weapon Use
Chooses a specific weapon with which you have greater weapon focus.
One of the following weapon qualities may be added to the weapon:
• Disarm
• Set (piercing; medium or larger)
• Thrown (range increment 20ft for piercing, 10ft otherwise, 30ft for thrown weapons that already have 10ft range increment)
• Trip (medium or larger)

Elusive Attack (Ex)
This feature works precisely as given in PHB-II.

Second Wind (Ex) (Expend)
By expending his Combat Focus as a free action, the warrior can heal as many HP as he'd gain with a full night's rest and remove any and all of the following effects: confused, temporarily crippled (hampred movement), dazed, dazzled, exhausted, fatigued, nauseated, shaken, sickened, slowed and stunned. This applies only to damage and conditions sustained during the current encounter. Once the encounter is over, the damage/conditions cannot be negated with this ability.

Tide of Battle (Ex) (Expend)
The warrior has learned to flawlessly place himself where he is most needed in combat. As an immediate action, he may take a 5-foot step. This is in addition to any other movement he takes during his turn (except when spending his entire combat-turn running), even another 5-foot step. If he is in his Combat Focus, he may expend it as an immediate action to take a single move action. Alternatively, the warrior may expend his Combat Focus as a free action to gain an additional swift/immediate action.

Mettle (Ex)
See the CW Hexblade's class feature of the same name.

Array of Stunts (Ex) (Maintain)
A 10th level warrior is so competent at warfare that he can, to a certain degree, reinvent himself during combat.
While the warrior is in his Combat Focus, he may gain the benefits of a single feat he never took for duration of 1 round. With each passing round he may select a different feat.
There are 3 restrictions to this ability:
1. The warrior must meet all the prerequisites of a feat to harness its benefits "on the fly".
2. The feat must have the "may be selected as a Fighter's bonus feat" descriptor.
3. The feat hasn't yet been used during the current encounter (usage via inspiration of the moment and not because of understanding).

Veteran's Grit [Ex]

At 10th level and on, even after succumbing to attacks, spell effects or supernatural abilities that cause conditions, the warrior is able to partially or totally shrug them off. When he is subjected to one of the following conditions, replace his condition with the condition one cell to the right.

ConditionBecomes...Becomes...Becomes...Becomes...
Cowering Panicked Frightened Shaken None
Paralyzed Stunned Dazed Dazzled None
Blown away Knocked Down Checked None
Fascinated Dazed Dazzled None
Blinded Dazzled None
Nauseated Sickened None
Exhausted Fatigued None
Slowed Entangled
Ability Drained Ability Damaged

Counterattack (Ex)
Counterattack is based on the Fighter’s feature described in PHB II, but modified as follows. When counter-attacking, you can react to as many attackers as your regular number of attacks per round – all at full BAB, but just once per attacker. Anyone that remains threatened by you from the beginning of your Counterattack turn till the beginning of your next turn (including one of your attackers) provokes an AoO that's counted in your Counterattack turn.
Counterattack is an evolution of Elusive Attack – the benefits stack.

Action Without Thought (Ex) (Maintain/Expend)
While benefiting from Combat Focus, if the warrior is subject to a Mind-Afflicting effect, the effect is delayed for 1 round per Warrior level, or until it's expended (whichever comes first). He can choose to end his Combat Focus as an immediate action to thwart a single mind-afflicting effect altogether. Multiple effects cannot be delayed via Action Without Thought, but while an effect is delayed, the warrior knows of its nature and may choose to succumb to it and focus on a new effect, hoping his gamble was worthwhile and the latter is more severe.

Through the Haze (Ex) (Maintain)
While benefiting from Combat Focus, a warrior of 14th level or higher is immune to illusory effects, and can vaguely see invisible creatures, although invisible creatures still benefit from total concealment.

Riposte (Ex)
Starting at level 16, any opponent that attacks the warrior and misses his initial strike provokes an AoO thet doesn't consume the warrior's immediate action allotment, unless the warrior is denied his AGI-mod to AC. The number of retaliations in a given combat round is limited to the warrior's DEX-mod or number of attacks (whichever’s lower). This benefit is inapplicable when making special combat maneuvers that require standard or full attack action, since they require a lot of planning and special attention.
16th level or higher warriors know how to attack in such a manner that does not allow this kind of retaliation

Find the Mark (Ex) (expend)
The warrior's combat-rich background grants him insight of the best ways to attack in order to find the chink in his target's armor.
As a swift action, the warrior can expend his Combat Focus and make a single touch attack as a full attack action. If he hits, he deals double damage (regarding crit, the base damage is doubled) and his critical threat (if relevant) is increased by one step.

Improved Mettle (Ex)
See the revised Monk.

Overpowering Attack (Ex) (Expend)
This feature works precisely as given in PHB-II.
Overpowering Attack is an evolution of Counterattack – the benefits stack.

Battleshaper (Ex) (Expend)
As a swift action, the warrior can voluntarily end his Combat Focus to take a standard action.
This option can even be used to combine a standard attack and a full attack action into a single potent assault (e.g. Find The Mark when making a short distance charge).

Master of Warfare (Ex) (Maintain/Regain)
A 20th-level warrior enjoys a plethora of advantages:
- While benefiting from Combat Focus, as long as the warrior has a higher BAB than any foe he threatens, those creatures cannot make AoOs against him.
- He may simultaneously and repeatedly use any number of feats he qualifies for via Array of Stunts.
- Once per encounter, if the warrior voluntarily ends his Combat Focus, he may regain it as a swift/immediate action.



Warrior Variants:

The classic Warrior is the typical foot-soldier, however there are other types of Warrior, adaptable to different fighting styles (according to background and personal preferences).


Trooper

- Swap Climb & Swim class skills for Handle Animal & Ride.
- Tower Shield Proficiency is swapped for Mounted Combat (+ Ride 4, at no SkPts cost).

Unfettered

- Heavy armor, med. armor, tower shield, shield proficiency and a weapon group (melee or range) are swapped for 6 SkPts / level and the following skills as class-skills: Bluff, Escape Artist, Gather Information, Hide, Move Silently, Sleight of Hand, Tumble and Use Rope (notice that unfettered warriors ARE proficient with Buckler).
- Instead of Mettle and Improved Mettle, Unfettered Warriors gain Evasion and Improved Reversion respectively.
- Unfettered Warriors have good Ref saves and poor Fort saves.

Wild (primitive/tribal)

- Heavy armor, tower shield, 2 melee weapon group and 1 range weapon group are swapped for Endurance, Rage and Track.
- Diplomacy, Knowledge (architecture & engineering / geography / nobility & royalty) and Profession are removed from the class-skills list. Handle Animal, Hide, Move Silently, Ride & Search come instead.
- You gain Wild Empathy (see the Druid's Redefined feature).
- Claw Weapons, Heavy Blades, Polearms, Crossbows and Tiny Projectiles - these weapon groups cannot be selected at 1st class-level.

Substitute Warrior Templates:

A substitute template is an enhancement one could choose for a specific Warrior type (varies for each template).
All substitute templates have 3 special abilities that replace Elusive Attack, Counterattack and Overpowering Attack (respectively, in order).
A substitute template means you forgo some of your readiness to make counter moves and emphasize different aspects of combat:


Cavalier (Trooper)

Requirements: Cavalry Charge (acquired when training to gain 6th Warrior level), Proficient with Lance


Tall in the Saddle
You gain competence bonus of +1/2-class-lvl to all Ride checks. Your mount also gains this bonus to its Will saves and may use your Ref saves instead of its own (if they're higher).
Mount's Trait when Mounted: Empathic Link (as the core Paladin's Mount), Evasion

Deadly Charge
As described for the CW Cavalier, but with no #uses-limit
In addition, the Cavalier's lance attacks may also dismount (Bull Rush + target is prone)
Mount's Trait when Mounted: Mettle, Devotion (see the core Druid's animal companion)

Unstoppable Mounted Assault
This feature grants 2 of the CW Cavalier's abilities: 1) Full Mounted Attack. 2) Unstoppable Charge features.
Mount's Trait when Mounted: Improved Evasion

Feral Tracker (Wild)

Requirement: Numbing Rage, single-classed 6th-level Wild Warrior.


Scent of Fear
A Feral Tracker gains the Scent ability and the following benefits while enraged:
- May make an Intimidate check as a swift action against a single opponent struck within his combat turn. If he has Favored/Signature Enemy feat, He gains +2/+4 (respectively) to Intimidate checks against them.
- He deals extra damage equal to his BAB when attacking a foe struck by fear (to any degree).

Furious Resilience
A Feral Tracker's raw fury and thrill of victory turn him into a formidable force to reckon with.
He gains Diehard as bonus feat, and the following benefits while enraged:
- 10ft movement increase (same as the core Barbarian's Fast Movement feature.
- Receives a bonus to damage rolls equal to his modified CON-mod.
- Regains 5 HP for every enemy he dropped.

Heart-Stopping Ambush
A Feral Tracker attacks so fiercely that any opponent surprise-attacked by him has a chance to die of pure fright. If a Feral Tracker deals damage in melee combat during a surprise round while eraged, every surprised opponent he has damaged in melee must make a will save (DC = [10+1/2 BAB + CHA-mod]) or die. A Feral Tracker can choose to make himself look slightly less imposing and only cause his opponents to faint. If the target dies out of fright, every opponent of the Feral Tracker within 30ft must make a Will save (dc [10 + 1/2-class-level + CHA-mod]) or become frightened for 1 round and shaken for as long as the Feral Tracker is enraged.

Swashbuckler (Unfettered)

Requirements: 5 ranks in Balance, Bluff, Climb, Jump, Sense Motive & Tumble


Confident Daredevil
This ability is basically a combination of the official Scout's Flawless Stride plus the ability to take 10 on Balance, Climb, Jump & Tumble attempts even when rushed or distracted.

Feinting Retaliation
The Swashbuckler can attempt to dodge an opponent's initial attack roll and retaliate as an immediate action by making an opposed feint check. If successful, the Swashbuckler has managed to dodge the blow and gains an AoO against his attacker.
Once duped in such a manner, an opponent gains +4 on his opposed roll against you to negate this maneuver.

Wounding Critical
This feature combines the official Swashbuckler's Weakening critical & Wounding Critical.

Warlord (Classic (non-variant))

Requirements: CHA 13+, Siege Coordinator, Leadership (manageable when training to gain 6th Warrior level)


A Warlord is a genius of the battlefield. He can greatly augment the actions of his allies/enemies in combat , by sharing precisely timed battlefield insights with his allies / subordinates.
A Warlord may grant the benefits of Aid Another to a number of allies equal to 1/4 his Warrior level (round down) while performing any action he could otherwise do normally. All that’s necessary is for him to be able to see them (and their opponents & terrain) and that they can hear and understand his verbal instructions.
A Warlord may decide to aid up to 1/2 his Warrior level (round down), but then he cannot perform actions beyond moving at 1/2 speed and he provokes AoOs.

In addition, a Warlord can address his subordinate-troops / allies / enemies and inspire their patriotism / sense-of-duty / inner-doubts, and greatly influence their morale-derived combat prowess (someone who doesn't share/oppose the Warlord's agenda cannot be affected).
As a standard action that doesn't provoke AoOs, a Warlord can cause one of the following results to all who can see and hear him:

Inspire Courage
As a bard of equal level, no Perform ranks required.

Inspire Awe
As detailed for the CW War Chanter PrC, no Perform ranks required.

Inspire Heroics
As a bard of equal level, no Perform ranks required.


Note: A person/creature can only be affected once/day per Warlord's CHA-mod by each/any of these Bard-like abilities. Also, these effects overlap (when relevant), both in effect and duration, with the Bardic powers they mimic.
Each of the above effects is a language-dependant mind affecting compulsion that lingers for the duration of the battle, as long as the Warlord is not disabled (cowering / frightened / panicked / paralyzed / unconscious / dead / ...) and is within line of sight.

ACF: Weapon Commitment
Requirement: Warrior level 4 exactly
Gain: You gain + 1 to hit and damage with a chosen weapon. This bonus increases by +1 every five Warrior levels thereafter (9, 14, 19).
Drawback: Your Warrior-derived weapons’ perfection (I...VII) is narrowed down to a single weapon.
Normal: Your Warrior levels perfect your weapon-skills with as many as 7 weapons by level 19. Free of charge.

Witch

(Credits to Shadowfoot for the inspiration)


Mistresses of haunted forests, healers on the outskirts of town, crones creeping through crypts, or that unusually charming maiden: witches come in all shapes and dispositions, but they are often objects of mystery and suspicion in most cultures, even hated and persecuted.

Witches draw power from the essence of physical substances and items, plants and animal remains. Some might leech nearby vegetation or even living creatures or themselves (whether to apply this game mechanics or not, and how, is left to the whim of the DM, but it should be appropriate to the witch's theme and role).
Witches have an innate aptitude for charms, trickery, and nature magic - often from the union of an ancestor and a Fey, Lycanthrope, or Outsider.
Witch is a path often pursued by humans, half-elves, and half-orcs. Male witches, often called warlocks, are uncommon except among the Drow.

BAB: Poor
HP: 3 / level
Class Skills: Bluff, Concentration, Craft, Diplomacy, Handle Animal, Heal, Hide, Intimidate, Knowledge (nature, the planes), Lucid Dreaming, Move Silently, Profession, Ride and Survival.
Skill points per level: 4 + INT-mod.


Class Features:

Level Special
1 Witchcraft, Familiar, Hindrance
2 Dabble, Witch Sister
3 Secrets of the Bubbling Cauldron
4 Bewitch (charm)
5
6 Charms
7 Figurine of Influence
8 Dabble
9
10 Aspect of Witchery
11 Bewitch (love)
12 Evil Eye / Good Fortune
13
14 Dabble
15 Ritual of Youth
16 Trinket Focus
17
18 Bewitch (subjugation)
19 Presence of Witchery
20 Dabble, Dabbling Boon

Witchcraft

Witches practic witchcraft, magic of charms, deception, insight, and nature.
Witchcraft spells require relatively simple rituals and are intuitive to Witches. A witch doesn't need to meditate or repeatedly go over volumes of text to memorize her spells.
The Witchcraft spells are as follows:

0 Level:
dancing lights, daze, detect magic, detect poison, ghost sound, light, lullaby, mending, message, prestidigitation

1st Level:
animate rope, cause fear, charm person, command, discern species, disguise self, hypnotism, obscuring mist, silent image, sleep, speak with animals

2nd Level:
alter self, blindness/deafness, detect thoughts, enthrall, fog cloud, glitterdust, gust of wind, invisibility, minor image, scare, whispering wind

3rd Level:
bestow curse, call lightning, clairvoyance/clairaudience, deep slumber, dispel magic, hold person, magic circle against [opposed alignment], major image, plant growth, suggestion, tiny hut

4th Level:
charm monster, command plants, confusion, crushing despair, discern lies, fear, fly, hallucinatory terrain, polymorph, remove curse, scrying

5th Level:
baleful polymorph, break enchantment, control winds, dominate person, dream, eternal charm person, greater command, hold monster, magic jar, nightmare, wall of thorns

6th Level:
animate objects, control weather, eternal sleep, geas/quest, legend lore, mass suggestion, massmorph, mislead, project image, true seeing, veil

7th Level:
creeping doom, finger of death, greater bestow curse, greater scrying, insanity, eternal charm monster, liveoak, repel wood, spell turning, transport via plants

8th Level:
antipathy, binding, demand, earthquake, mass charm monster, polymorph any object, sympathy, trap the soul, vision

9th Level:
astral projection, dominate monster, foresight, mass hold monster, refuge, shamblar, shapechange, wail of the banshee, weird



New Witch Spells:


Eternal Charm Monster Enchantment
Level: Witch 7
Components: V, S
Casting Time: Standard action
Range: Close (25ft + 5ft / 2 levels)
Target: 1 living creature
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: Yes
This spell has the same effect as Charm Monster, except the effect is permanent, unless removed by Break Enchantment, Unmaking, Disjunction or Miracle.


Eternal Charm Person
Enchantment
Level: Witch 5
Components: V, S
Casting Time: Standard action
Range: Close (25ft + 5ft / 2 levels)
Target: 1 person
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: Yes
This spell has the same effect as Charm Person, except the effect is permanent, unless removed by Break Enchantment or a more powerful Abjuration spell or effect.


Eternal Sleep Enchantment
Level: Witch 6
Components: V, S
Casting Time: Standard action
Range: Long (100ft + 20ft / level)
Target: 1 creature
Duration: Permanent (D)
Saving Throw: Will negates
Spell Resistance: Yes
One creature you indicate falls into a deep, coma-like sleep, from which it cannot wake up by any means short of Wish or Miracle.
The creature’s life functions are slowed and maintained by the spell so it can remain asleep indefinitely, without the need to eat or drink (but it must breathe), as long as no physical harm comes to it.
The spell affects any creature that can be rendered comatose, including creatures that usually don’t sleep (such as elves).
When the spell is cast, you must designate and speak aloud one condition that will awaken the creature.
The condition could be anything that comes to mind, but it must be accomplishable in some way by mortal means (i.e. without magical powers) and not directly harmful to the creature. The witch doesn't have to disclose this information, but it's obtainable via Analyze Dweomer, Legend Lore or Vision.
If the condition is fulfilled, the spell ends immediately.


Massmorph Transmutation
Level: Witch 6
Targets: 1 creature / level, no two of which can be more than 30ft apart.
This spell polymorphs multiple creatures at once.
The targets must all be transformed into the same sort of creature, so it is possible to massmorph a group into pigs, cows or even ogres (assuming medium sized creatures), but it’s impossible to turm some into pigs and others into goats.
If one of the creatures cannot assume the desired form, it is unaffected. The targets save against the spell’s effect individually, and one’s success or failure has no affect on the others.

Familiars – Updated & Upgraded

I have a few issues with some of the things associated with familiars in 3.Xe:
1. They die too easy at low levels.
2. They sort'a become less and less interesting beyond level 12.
3. The evolution of master-familiar bond seems to stop abruptly and without fulfilling its full potential.
4. In classic literature, familiars are stereotypically associated with witches, not bookworm students of magical research.
5. Waiting 1 year and 1 day if a familiar dies is retarded and uninspiring (and unfair, since "SHIT HAPPENS").
6. Why in the world should a familiar lose the ability to speak with animals of its kind?!


Therefore, I suggest the following upgrade to familiars:



Familiar abilities by Witch-level:
Code:
Witch's		Special								Spells Known
Class-Level									0 1 2 3 4 5
========================================================================================
1st-2nd:	Alertness, Empathic Link, Improved Evasion, Share Spells	- - - - - -
3rd-4th:	Deliver Touch Spells						- - - - - -
5th-6th:	Speak With Master, Dire Metamorphosis				- - - - - -
7th-8th:	Telepathy							- - - - - -
9th-10th:	Spell Conduit							- - - - - -
11th-12th:	Spell Resistance, Spells					2 1 - - - -
13th-14th:	Tap onto Familiar's Senses					2 2 1 - - -
15th-16th:	Possession							3 2 2 1 - -
17th-18th:	Sensory Duality							3 3 2 2 1 -
19th-20th:	Unbreakable Bond						3 3 3 2 2 1
	

Ability Descriptions:

Dire Metamorphosis (Su)
As a swift action, the familiar may issue a transformation that greatly aids its survival chances and offensive prowess when the going gets tough.
For a number of minutes per day equal to 1/2 its mistress level (round fractions up) the familiar gains the following benefits:
- +4 bonus to STR, DEX, AGI and CON.
- +2 bonus on saving throws.
- +2 bonus to its natural armor.
- DR 5/magic
The duration may be broken down to 1min intervals as the familiar sees fit.
During the transformation, the familiar’s size increases by 1 category.

Spell Conduit (Su)
The witch can mentally direct her familiar to serve as a conduit to some of her spells. This requires the familiar to be within normal Empathic-Link range.
The familiar repeats its mistress’ vocal and somatic actions to the letter and then, according to the witch’s mental guidance and its better judgment, directs the magical energies as it sees fit.
The maximum SL that may be channeled in such a manner is 3 below the highest SL available to the witch (e.g. a 10th level witch can have her familiar channel 2nd level or lower spells).
Channeled spells can be augmented by metamagic, but the modified level cannot exceed the normal level-limit.

Telepathy (Su)
The witch and her familiar may now communicate telepathically with each other. This telepathic communication renders fully the intent and emotion of both parties, not just mere words. When either the witch or her familiar is attacked by enchantment or illusion, both must roll to save (if they're within normal empathic-link range of each other). If either of them is successful, the attack has no effect. If both fail, both are affected.

Spells
The familiar’s bond with its mistress eventually grants it a certain degree of witchcraft insight.
It gains a small repertoire of witchcraft spells (as shown in the table above) which may be selected from any of the witch’s known spells – including dabbled spells.
A familiar’s CL (for all intents and purposes) equals its mistress’ class-level minus 10.

Tap onto Familiar's Senses (Su)
The witch may access the full range of her familiar's sensory capabilities. She may choose which, if any, of her familiar's senses she wishes to experience. While using her familiar's senses, she loses the use of her own corresponding senses.
A witch who chooses to experience all of her familiar's senses will feel as if she is in her familiar's body (though control of the body still belongs to the familiar).

Possession (Su)
The witch gains the ability to possess her familiar's body. This possession is entirely voluntary, and can not be forced upon the familiar. During this possession the souls of the familiar and witch remain in their respective bodies, however, through telepathic communication, the witch gains complete control over her familiar's body. While in control of her familiar, the witch utilizes all of its senses (no exclusion).

Sensory Duality (Su)
The witch and her familiar gain the ability to process massive amounts of sensory information. From now on, both may access each other's senses while retaining their own. It is very common, at this point in the witch and her familiar's sensory development, for the pair to remain in full sensory and telepathic contact at all times.

Unbreakable Bond (Su)
At 20th level, the witch becomes truly legendary, gaining the ability to conquer death itself. The witch and her familiar bind their souls to one another in a manner similar to the way a lich binds its soul to a phylactery, but without the cost. Upon the witch’s death, her body turns to ash and her soul enters her familiar, which retains all familiar abilities, and there lies dormant for 1d10 days. After this time is up, the witch materializes near her familiar in a new youthful, living body. If the familiar is killed in the intervening time, the witch dies.
The same goes for the familiar if it dies.

Note: All other features work as described in the PHB.




Other modifications to the core familiar
1. Having a familiar is exclusive to the Witch class (and some Occult Spinner Bards).
2. A familiar keeps its original HP and gains 2 extra HP per Witch class level.
3. A familiar never loses the ability to communicate with others of their OWN kind. It can do so from the get go.
4. A familiar gains 2 SkPts + INT-mod per its master's level. It regards its racial skills and its master's skills as class skills
5. A familiar uses its BAB or its master's (whichever's higher).
6. Empathic link has a range of 1 mile per [Witch's Class-Level + INT-mod].
7. A familiar gains an ability increase every time it rises in power (Witch level 3 + 1 per 2 Witch levels). Choosing INT no later than Witch level 9th means that it would be entitled to have 1 known 0-level spell by then.
8. A familiar gains a bonus general feat every other time it rises in power (Witch level 3 + 1 per 4 Witch levels).
9. A deceased familiar may be replaced after a morning period equal to [1 week + 1 day per level] has passed, and its death does have its toll (see Familiar's Death below).



Summoning and Advancing A Familiar
The ritual of summoning a familiar takes 24 hours per desired familiar's racial HD.
Assuming a familiar doesn't suddenly dies for whatever reason and is not dismissed, in order for a familiar to advance in the appropriate abilities according to its master's level, each master level requires a ritual that takes 1 day per Witch's class-level.
If a familiar is replaced, the new familiar and its master must undergo all rituals in-order for all benefits to take place.



Familiar's Death
When a familiar dies, its master experiences immense physical & mental trauma.
If the familiar is within Empathic link range, the witch immediately loses [1 CON-point and 1 WIS-point] per familiar's development stage (i.e. per 2 CL), plus 1 CHA-point per familiar's racial HD – with no save.
These lost points are restored at a rate of 1 point per month – a process that cannot be hastened by magical means.
If either drops to 0 or lower, the witch is rendered comatose until enough time passes for it to have a positive value (assuming someone's there and competent enough to nurse her during this period).
If the familiar is out of Empathic link range, its master is entitled to a DC 15 Fort save to negate half the loss (rounded down).



Dismissing a Familiar
It takes a witch an 8-hour ceremony to dismiss a familiar. If the familiar takes part of the ceremony, it retains all of its accumulated advantages over creatures of its type. Otherwise it loses its edge at a rate of 1 master's-level per month (no save).
A Dismissed familiar that retains its edge can never be bonded with ever again, except by its former master and only if both sides are willing.

Hindrance

All witches harbor some secret weakness or undiscovered vulnerability, the result of the peculiar magic that flows within them. The witch acquired vulnerability is determined randomly from the following list (or one approved by the DM):
Fire/Cold/Acid/Lightning Vulnerability: She is especially vulnerable to a particular type of damage. The relevant effects do 120% damage to the witch. The extra damage can only be healed by magic.
Marked: The witch has a deformity that clearly separates her from others of her race, such as green skin, a long warty nose, a large hump, or cloven feet. She does not receive her Charisma bonus to Diplomacy, Disguise, Gather Information, and Handle Animal checks and instead receives a penalty to those checks equal to half of her Charisma bonus (rounded up). Animals always regard the witch with hostility.
Pact: The witch is schooled in magic by a more powerful being, such as a celestial, dragon, fiend, or spirit of the land – but at a price. Before being allowed access to spells of a higher spell level, the witch must strike a bargain with her patron, such as agreeing to perform some deed or making some sacrifice. The nature and difficulty of the bargain depends upon both the disposition of the patron and the capability of the witch. If she fails to complete the given bargain, she suffers a –10% penalty to all earned experience points, until she attains another level of witch granting spell casting and fulfills the next bargain.
Pagan: Her pagan nature leaves the witch vulnerable to both holy water and unholy water. Splash from either liquid inflicts 2d4 points of acid damage upon the witch, which can only be healed with magic. In addition, if she consumes food or water created by divine magic, such as from the create food and water spell, she must make a Fort save (DC 10) or be nauseated for 1 hour.
Silver: Silver weapons inflict grievous wounds upon the witch. Each strike does an extra d4 damage that can only be healed with magic.
Taint of Evil: The witch's association with extra planar powers has altered her nature such that she is subject to all spells and abilities that effect evil creatures, such as protection from evil or smite evil, etc. This is true regardless of the character's actual alignment. All magical attempts to learn the character's alignment will detect it as evil.

Dabble

Upon gaining 2nd level, a witch develops a natural affinity for one of the forbidden, secret, or obscure branches of witchcraft called "The Arts". Each art contains a pool of spells that are taken from 7 priestly domains.
With each additional 6 class levels, a witch gains access to an additional dabbling art.
Upon gaining access to a dabbling art, a witch may select one 1st level spell of that art. With each additional class level, a witch may select higher level spells from that art - at a rate of 1 SL per witch level gained and limited by the highest SL she may cast.
A witch scribes spells from a dabbled art in a special grimoire (a separate grimoire for each art). Should pages containing any of her dabbled spells are corrupted/lost/stolen, she requires 1 day per spell level, for each spell, to recreate them.
To cast her dabbled spells, a witch needs to temporarily memorize them in the same manner that a Mage temporarily memorizes spells, but a witch can memorize but a single spell per spell level in such a manner, and may substitute (daily) a number of SL equal to [the highest SL she may cast + INT-mod].
Other spells in her grimoire(s) are available to her the same way that un-memorized spells are available to a Mage.
Note: With level advancement, witches gain class abilities that are associated with Witchcraft. All dabbled spells are applicable regarding those abilities.

The known Arts (and their associated domains) include:
Arcane Focus: Antimagic, Creation, Divination, Force, Rune, Knowledge, Magic
Black Magic: Corruption, Darkness, Necromancy, Slime, Sonic, Spirit, Undeath
Manipulation: Conjuration, Creation, Domination, Pleasure, Portal, Summoning, Time
Nature: Air, Animal, Earth, Fire, Plant, Procreation, Water
Psyche: Concealment, Divination, Domination, Dream, Enchantment, Illusion, Mind
Transformation: Artifice, Corruption, Destruction, Renewal, Slime, Strength, Transmutation
White magic: Freedom, Renewal, Healing, Light, Luck, Spirit, Sun

Witch Sister
A novice (1st level) witch needs to hold the spell components in hand in order to perform her witchcraft. This causes the more veteran witches to somewhat look down at them.
By 2nd level, a witch leans how to draw power from materials on her person without holding them in her hand. All that's required is that they'd by exposed to the air (or water) around her to perform her witchcraft.

Secrets of the Bubbling Cauldron
At 3rd level a witch learns the secret art of the bubbling cauldron – the knowledge of how to bring magical properties onto disposable substances (e.g. potions, balms, powders etc).
Other types of magical practice cannot be applied onto disposable substances.


Bewitch (Su)

- Upon gaining 4th level, a witch gains the ability to directly influence the minds of other mortals.
Once per encounter, by merely glancing at another humanoid and making a negligible somatic gesture (pointing, raising one's eyebrows, winking etc) as a swift action, a witch can affect it with Charm Person.

- Upon gaining 11th level, a witch's power of persuasion increases dramatically. Her Bewitch powers now influence any creature that's susceptible to Charm Monster. Also, once per day she may cause a humanoid to fall deeply in love with her (the witch has the choice of deciding if this effect is of sexual nature (if the target is humanoid) or not). The target is more than merely a friend - s/he's the friend. S/he loves the witch in a manner that borders (or just runs into) the unhealthy. While not precisely enslaved, they might as well be - they'll do anything to make their beloved happy. This effect last for a number of days equal to the witch's [INT-mod + 3]. Afterwards, the target is affected as if it had just failed a save vs. charm person.

- Upon gaining 18th level, a Witch's power over the will of mortals borders godhood. Creatures charmed by her Bewitch power remain so until she touches them and wills the effect to be removed. Otherwise, the effect can be removed with Break Enchantment (cast by a higher level spellcaster than her Witch level), Unmaking, Wish or Miracle. also, Her power to cause humanoids to fall in love with her extends to all targets that are susceptible to Charm Monster. 3) Furthermore, a number of times per month equal to her combined [CHA-mod + WIS-mod] (refreshes at the rising of a full moon) she can totally crush the will of any of her previously potential targets. She may request (an action that transcends the language barrier) one thing of her victim and that victim will use any and all measures to carry out her request (including betrayal and suicidal requests) to the letter.

The save DC vs. all forms of bewitching is [10 + 1/2 Witch class level + CHA-mod].

Regardless of the selected effect or the outcome, a witch may not attempt to bewitch the same target more than once / 24 hours.

A witch is immune to any effect she can generate with her Bewitch ability (including spell effects with the same outcome). Furthermore, at levels 4, 11 & 18, she gains a +2, +4 and +6 (respectively) insight bonus to resist any other effect that would mess with her conscious choices. This includes all charm, confusion, domination, fear and similar spells & effects.

The effects of Bewitch can be applied to potions with the following SL equivalency:
- Charm Person: 1st
- Charm Monster: 4th
- Love (humanoids): 5th
- Love (monsters): 6rd
- Subjugation: 8th

Charms (Su)

The witch has learned how to trap witchcraft spell-effects into physical items - charms that become the physical form of these spells.
These charms can take any number of forms:
- Love potions
- Protective amulets
- Small carved icons
- Cursed dolls
- Elixirs of heroism
. . .

A witch does not require any special materials for creating a charm, but she does need something to provide containment for the desired effect.
Most witches prefer more complex charms where possible, but simple twigs and grasses tied into rough figures, or symbol-painted rocks, will do in a pinch.

When it comes time to actually cast the spell, the witch need only have the charm on her person.
It takes a move action that doesn’t provoke AoOs for a witch to activate a spell trapped in a charm that’s on her person.

The max number of spell-levels that may be given the form of charms at any given time equals [1/2 class-level (rounded up) + CHA-mod].
The actual number of “charmed” spell-levels in a given moment is detracted from the witch's max tolerance.
A charm lasts for 24 hours or until used (whichever comes first).

A witch may give one or more of her charms to a companion. Doing so means that she waivers the ability to use it to cast the spell, but the other individual may do so through use of the charm.
This discourages most witches from freely giving charms away.
The witch determines the conditions in (and the manner of) which the spell trapped in the charm is to be discharged.
- It could be immediately upon the recipient willingfully accepts it.
- It could be via the item's traditional use, making the action provoke AoOs (yes/no) according to its “proper” use (a necklace worn, a potion drunk etc).
- It could be any other predefined action that takes at least a move action. The recipient doesn’t even have to know of the charm’s nature.

The talisman must be granted deliberately by the witch. Stealing a charm from an unwilling witch yields no benefit and may actually prove quite hazardous to the perpetrator.

Figurine of Influence (Su)

This iconic magical item is used to directly harm or help the spirit of a person at great range.
Note: This is basically the ability to create a fantasy world's version of a Voodoo Doll. I just changed the name, because it's too strongly associated thematically with black magic.

There are basically 2 things a witch can do with a Figurine:
1. She can stab it to deal [1d6HP (limb) / 2d6HP (torso) / 3d6HP (head) + 1 HP per Witch class level] - once / day each and no more than a total of 3d6 (either way) in a given hour. Subsequently, she can stroke the doll to heal the same amount of damage.
2. She can cast spells upon it to affect the target, with no distance limit, but they must both be on the same material plane. Up to 1 SL per Witch class level per day can be administered in such a manner. Only spells that may target a single individual are applicable in this manner.

The creation of a Figurine involves a very close personal object belonging to the target person, such as a piece of their clothing (better yet, strands of hair, fingernails, a patch of skin, teardrops or some other body part, which increases the DC of all spell effects by +2). She takes these pieces and creates an effigy of her target. This effigy costs 200gp plus 50gp per desired CL (no lower than 7th and no higher than the witch's actual class level) and require an all-night ceremony.
The figurine affects its target no matter what range it may be (although this has no effect across planes).

A witch can only create Figurines of living creatures who are self conscience of self and a personal name. Furthermore, a witch can have but a single active Figurine at a given time. If and when a new Figurine is created, the old one ceases to function.
A Figurine also loses its power if the target is subject to Break Enchantment spell or a Remove Curse (with this intended purpose) by a caster of higher level than the witch.
The functionality of a Figurine must be renewed daily to be of any use in a given day, using a ritual that costs 100gp / effective Witch class level (could be less or equal to the actual level, but no less than 7th).
Regardless of the frequency of use, a Figurine loses its enchantment after 30 days have passed or if physically destroyed, and the target's personal belongings bound to the doll decay and can no longer be reused in the preparations of another - the witch needs new possessions if she's to re-establish binding with her target.

Aspect of Witchery (Su/Ex)

Upon obtaining 10th level, a witch's attitude for the world is sealed. Her alignment forever remains (or changes to) good or evil (neutral witches must choose their path in the world).
This change affects the witch's essence in a most profound way, as given below:
Aspect of the Fairy (good)
* Flight: Permanent Overland Flight effect
* Speed: +10ft enhancement to any mode of speed that the witch already possesses.
* +1 to all saves
* Healing touch: 2HP / level - once / hour.
Aspect of the Hag (evil)
* Primary claw attack(s) dealing 1d4 points of damage (1d3 if Small, 1d6 if Large), weakness (see Green Hag).
* +4 STR increase.
* +4 nat. armor.
* +2 CON

Evil Eye / Good Fortune (Su)

Evil Eye
An evil witch may target one living creature within 90ft line of effect as a Swift action, causing it to be Sickened on a failed save, or Nauseated if already Sickened, or to immediately contract Demon Fever if already Nauseated.
A successful Fort save (DC 10 + 1/2 class-level + CHA-mod) negates the effect and renders the target immune to this power for 24 hours.
Alternatively, the witch may choose to gain the power to make those who fail the save Fatigued. Or Exhausted if already Fatigued , and if already Exhausted they pass out.
Alternatively, the witch may choose to gain the power to cause great fear in the hearts of her enemies, worsening their condition by 1 step, rendering a victim cowering and insane if it’s already Panicked.
Whatever the choice is, it must be taken the moment the witch gains her 12th level and may not be changed later on.

Good Fortune (Su)
A good witch learns how to channel benign intentions.
She may suppress the verbal & somatic components of spells that are categorized as “Harmless”, may automatically affect (no hit roll required) a single target and don’t require concentration to maintain.
Spells that may target multiple opponents are still only applicable as Good Fortune when targeting a single creature.
Once per day, the witch can use Good Fortune as a swift action.

Note: a Neutral witch must decide if she embraces the goods aspect of the witch or the evil aspect upon gaining 12th level.

Ritual of Youth (sp)
The witch may perform an 8 hour ritual under the light of a full moon. This involves chanting, dancing, and probably a camp-fire. Successfully completing the ritual changes the witch to the Adult age category (yes, it affects physical ability scores). From there on, the witch ages back at a rate of 1 year per day, until she changes back to her true age, so eventually this becomes essential to prevent death by old age.
The witch may include herself, her familiar and up to 1 participant per INT-mod. Anyone may benefit from Ritual of youth, but there’s usually hardly any point in doing so, since only the witch’s familiar it present at all times to actually benefit from it beyond false hope of longevity.

Trinket Focus (Su)
At 16th level a witch may create a Trinket of simple and inexpensive materials. This Trinket serves the witch as a Focus, replacing any spell focus that the witch would otherwise need. Foci consumed by the casting of a spell are still necessary.
The Trinket may take the form of a wand, ring, locket or other nondescript item.
The Trinket does not take up a magic item slot.
The preparation of a Trinket Focus requires a 4-hour ceremony that starts under the light of a full moon's rise.

Presence of Witchery (Su)
Any place a witch resides in for one month or more gains a 100ft radius aura. This aura then extends out to 1 mile after another month.
In case of an evil witch, the land becomes blighted, affected by an Unhallow effect, with all water tasting foul and killing all small fish residing therein and all plants withering and dying.
In case of a good witch, the land becomes fruitful, affected by a Hallow effect, the water becoming sweet and free of disease and all crops yielding a full harvest.

Dabbling Boon (Su)
having mastered witchcraft and everything associated with witchery, the witch is now disposed to catch up on the dabbling arts she was forced to somewhat neglect in earlier times.
She may now freely research spells (beyond the ones she gained from level advancement till level 20) from her dabbling arts just as a Mage would research arcane spells, limited only by time & money.




    Prestige Classes
  Entry #7    




General PrCs rules

I see the concept of a PrC (except for unique exceptions, like the Paladin) as the final step of a long and tedious road taken by someone who's totally obsessed with (one might even say possessed by) its concept and what it stands for.
The journey usually starts way before a character takes his 1st class level and requires unswerving perseverance.
This is represented by a PrC being based on extremely specific requirements that leave little to zero room for maneuverability.

Here are the rules I found appropriate to represent this concept:

1. A PrC is always derived from 2 or more specific classes with specific level requirement (each PrC requires a very specific route in order to receive the proper training that will enable taking it). No single prerequisite class can have more than 80% the total level requirements. This rule revolves around the approach toward classes not just as an arbitrary collection of features, but as complete packages of areas of expertise. A PrC, in my view, is supposed to be a mix of areas of expertise evolving into a new area of expertise, based upon an extremely specific build.
The would-be PrC-X member must be able to use ALL class features of each prerequisite base-class (according to the required level) to qualify as a viable PrC-X candidate.
Even without naming a PrC, its requirements should hint of its abilities to come and the ties between the two should be obvious. With nearly all core / supplemental PrCs the connections seem loosely tied and sometimes even irrelevant.
2. The minimum combined entry level that may qualify for becoming a member of a PrC is 10.
3. A PrC is never based on another PrC and thus never advances an ability of another PrC.
4. Class Skills: All skills from all prerequisite classes.
5. A role that's applicable with any base-class / base-class-combo is non-viable for a PrC.
6. A PrC can never outshine a base class at what it does better than all other base classes.
7. Every PrC can continue its progression beyond the given pinnacle level. It can gain as many levels as 1/2 the given pinnacle level (rounded down). These levels advance the stats given under "Basic Progression" and any steady #uses/DC-inclines/Bonus-Feats specified.


Notes:
- Rules 1, 2 & 3 guarantee the prevention of power abuse by taking multiple PrCs (you could, but they won't synergize very well, if at all).
- Rule 4 makes PrCs even more prestigious than base classes.
- Rule 5 guarantees that PrCs would be scarce, thus enhancing the prestigious-feel.
- Rule 6 keeps each base class better than any other class/class-combo at something, for having a viable incentive of sticking to your chosen base class all the way.
- Rule 7 comes to prevent the end-point of PrCs progression from making the character trail the power curve after the pinnacle level is achieved. If by then the player has failed to find an alternative desirable route of advancement, then he must be doing something wrong.


Sample PrCs

Combat Mind

A Combat Mind is someone who learns to combine powerful psycho-sensory abilities, mind scanning & mental influence with cunning fighting techniques, to gain the upper hand in battle as well as outside of it.


Requirements:

Classes: Mage 1, Rogue 6, Sorcerer 2, Warrior 1
Feats: Combat Reflexes, Elusive Target, Mobility, Quick Draw
Skills: Bluff 10, Diplomacy 5, Listen 6, Sense Motive 13, Spot 9
Spells: Able to cast Charm Person without preparation.
Invocations: Call of the Beast, Detect Thoughts, Devil's Sight
Rogue Talent: Secret Identity


Basic Progression:

BAB: Full
HP: As Rogue (4 / level)
Good Saves: Ref, Will
SkPts per level: 4 + INT-mod
SA: Level stacks with Rogue level


PrC Features:

Level Special
1 Combat Telepathy , Mindstab, Push the Weak Mind
2 Instant Mindscan, Telepathic Discourse
3 Domination, Mind Probe, Uncanny Feint
4 Barbed Armor Mind, Telepathy Shield
5 Comprehensive Domination, Superior Feint, Mind Blank
6 Web of Intrusion, Mental Fortress

Feature Descriptions:

Combat Telepathy (Su)
A Combat Mind can widen the area of his detect thoughts invocation into a sphere centered on himself, rather than a cone. The radius of the sphere equals 25ft + 5ft / character level.
By engaging the minds of sentient opponents around him as a free action, a Combat Mind can detect minute indicators of intended actions even before they fully materialize in his opponents' minds.
At 1st level, a Combat Mind can engage a single sentient creature at a time. This number is doubled with each additional level, to a maximum of 8 opponents simultaneously at 4th level.
In combat, this translates into an insight bonus to AC and attack rolls equal to the Combat Mind's class level (round up). Outside of combat, the Combat Mind gains an insight bonus equal to his class level on Bluff, Diplomacy, Intimidate, and Sense Motive checks.

Mindstab (Su)
You not only know how to read minds, but can also directly assault a person's mind.
As a swift action, you may attempt to rattle the senses of one of the targets of your Combat Telepathy who's surface thoughts he can read. Other targets may be affected as a standard action.
Unless noted otherwise, a target of Mindstab resist its effects with a Will save vs. DC [10 + char-level + CHA-mod), and the disrupt thought trick allows a Concentration check against the same DC.
All Mindstab effects are mind-affecting compulsions.
Daze: Beginning at 1st level, you can use a thought trick to daze a target creature. A successful Will save negates this effect.
Disrupt: Beginning at 2nd level, you can use Mindstab to distract a target creature from casting a spell, using a spell-like ability, or performing any other activity that might require a Concentration check.
Confuse: Beginning at 3rd level, you can use Mindstab to confuse a target creature for 1 round.
Stun: Beginning at 4th level, you can use Mindstab to stun a target creature for 1 round.
Paralyze: Beginning at 5th level, you can use Mindstab to paralyze a target creature for 1 round.

Push the Weak Mind (Sp)
A Combat Mind can influence the actions of a living creature of Large or smaller size once per day. This ability functions like a suggestion spell, except that the range is 100ft and the duration is 5 hours plus 1 hour per class level. The Combat Mind can communicate the suggested course of action telepathically if he chooses, which allows him to use the effect regardless of the target’s language. A successful Will save (DC 13 + 1/2 char-level + CHA-mod) negates the effect. A Combat Mind can use this ability one additional time per day per 2 additional class levels gained (twice per day at 3rd and three times per day at 5th).

Instant Mindscan (Su)
The Combat Mind can now enter his enemies’ minds at the speed of thought. He gains all the information from detect thoughts (presence or absence of minds, INT-scores, and surface thoughts) in the same round when he activates the spell or ability. The Combat Mind’s enemies still get Will saves to keep their surface thoughts secret.

Telepathic Discourse (Su)
A Combat Mind unlocks one of the most basic elements of his mental craft at 1st level, gaining the ability to communicate telepathically with any creature within 100ft that has a language.
The number of participants is limited by the Combat Mind’s level. Furthermore, any opponent’s mind that’s engaged detracts from this number, including cases in which one of them is also addressed for discourse.
For close associates who are well known to you and with whom you communicate with telepathically on a regular basis, there’s no range limit (even outside of sight/effect), as long as they’re on the same plane as you are.

Domination (Su)
Push the Weak Mind now produces Dominate effect that's applicable against humanoids & giants of up to huge size.

Mind Probe (Sp)
All the subject's memories and knowledge are accessible to you, ranging from surface thoughts to memories deep below the surface. You can learn the answer to one question per round, to the best of the subject's knowledge. You can also probe a sleeping subject, though the subject may make a Will save [DC 10 + class-level + INT-mod] to wake after each question. Subjects who do not wish to be probed can attempt to move beyond the power's range, unless somehow hindered. You pose the questions telepathically, and the answers to those questions are imparted directly to your mind. You and the target do not need to speak the same language, though less intelligent creatures may yield up only appropriate visual images in answer to your questions.
This power requires 3 rounds to activate and may target any sentient entity in close range. It lingers as long as the Combat Mind maintains concentration and once it expires, it cannot be activated again for 6 hours.

Uncanny Feint (Ex)
See the Rogue’s feature of the same name for more details.

Barbed Armor Mind (Su)
Once per round, a Combat Mind may add his INT-mod or class level (whichever's higher) to any one Will save. The decision regarding which effect is to be resistant in such a manner must be made prior to the save check.
Furthermore, at any time the Combat Mind succeeds on a Will saving throw against a mind-affecting effect, the creature that caused him to attempt the saving throw takes 1d6 points of nonlethal damage and 1 point of Wisdom damage per Combat Mind class level, from contacting the character's mind.

Telepathy Shield (Su)
The Combat Mind becomes immune to all forms of telepathy or mind reading. He may suppress and reactivate this immunity at will, as a free action.

Comprehensive Domination (Su)
Push the Weak Mind now produces Dominate Monster effect.

Mind Blank (Ex)
The Combat Mind permanently gains all the benefits of the spell.

Superior Feint (Ex)
See the Rogue’s feature of the same name for more details.

Web of Intrusion (Su)
The Combat Mind's Combat Telepathy has evolved to a new level of awareness and control.
This manifests itself in an array of abilities:
- The Combat Mind is always aware of his targets' locations; invisibility, hide attempts, and concealment used by his targets are completely ineffective against him.
- Combat Mind is always aware of his targets' intentions and is thusly immune to CHA-based checks & flanking attempts they initiate, and enchantment & illusion powers they invoke.
- If one of his targets uses a spell, spell-like, or supernatural ability, the Combat Mind is automatically aware of the effect's associated school and target.
- Once per round, as an immediate action, a Combat Mind can affect a victim of Web of Intrusion in one of the following manners:
1. If the victim directs an action (beneficial or harmful) toward another creature (attack/skill/spell/...), he may direct that opponent's action(s) toward someone else (allows a will saves vs. DC [10 + ½ class level + CHA-mod] to avoid), if at all applicable.
2. He may affect that opponent as if it was the target of his Spoil Action attempt. Web of Intrusion bypasses any resistance from Mind Blank strength or lower and lasts a number of rounds equal to the Combat Mind's [WIS-mod + 3].

Mental Fortress (Ex)
Your understanding of the mind now endows you with unequal mental resilience.
From this point and on, a Combat Mind cannot be mentally intruded or influenced by mortal means of any sort - including from another Combat Mind.

Deathwalker

Where life ends, death awaits. The Disciples of Undeath are the great masters of innate necromantic powers. They unlock the secrets of death and undeath on their journey to the realm of the dead.


Requirements:

Class Levels: Priest 2, Witch 8
Alignment: Any non-good.
Feats: Corpsecrafter, Enduring Life, Necrotic Presence, Stitched Flesh Familiar
Skills: Concentration 8, Knowledge (religion / the planes) 10 each
Domains: Necromancy, Undeath
Dabble: Black Magic
Special I: Tainted by Evil (see "Hindrance" under the Witch spoiler)
Special II: Must revere a deity associated with death/unlife.


Basic Progression:

BAB: Poor
HP: As Witch (3 / level)
Good Saves: Will
SkPts / Level: 2 + INT-mod
Witchcraft Progression: 4/5 (all levels except 1 & 6).
Divine Spells & Domains: 4/5 (all levels except 1 & 6).
Dabble: Level stacks with Witch level.
Channel Positive Energy: This ability is lost until 10th level, when it's regained as negative energy channeling, calculated according to [Deathwalker-level + Priest-level + Witch-level].


PrC Features:

Level Special
1 Dread Reach, Unlock the Darkness
2 Negative Energy Conversion, Lich Body (+1, 2, 5)
3 Call of the Grave
4 Whithering Touch
5 Corpse Host, Lich Body (+2, 4, 10)
6 Essence of the Mummy
7 Shroud of Death
8 Paralyzing touch 1d6 (1d4 rounds), Lich Body (+3, 6, 15)
9 Disembodied Possessor
10 Secret of Lichdom

Feature Descriptions:

Dread Reach (Su)
The Deathwalker gains a form of blindsight that can detect only living and undead targets. He can only distinguish if the target is living or undead; constructs and equipment carried by the targets cannot be detected.
The targets appear as semi-colorful silhouettes in the Deathwalker’s mind, and can be seen up to a range of 120ft. Blindfolds and/or deafness have no affect on this ability.
By spending a spell one higher than the original of a given range spell, they can attempt to draw a line of effect to match their blindsight. This allows the spell to ignore cover and obscuring objects, but other living or unliving things will block the line of effect as normal.

Unlock the Darkness (Ex)
The Deathwalker gains Darkvision out to 60ft (or 60ft Darkvision increase).

Negative Energy Conversion (Su)
The Deathwalker may convert the damage from any of his spells with the acid, cold, electricity, fire or force subtype to instead inflict negative energy damage. Furthermore, he now takes only half damage from any negative energy effects, provided he’s aware of the attack as it occurs.

Call of the Grave (Ex)
The Deathwalker no longer needs to sleep and gains immunity to sleep, disease and non-lethal damage (both magical and mundane).
He also gains Fortification 25%.
His features begin to drift toward undead – his skin draws tightly over his muscles & bones and his hair dwindles significantly.
He now takes a -2 penalty to all Disable Device, Sleight of Hand and Use Rope checks, due to sensation loss.

Whithering Touch (Su)
The Deathwalker's touch is death. The Deathwalker can cause living creatures and even objects to age 10 years with the slightest touch. A Fort save vs. DC [10 + class-level + CHA-mod] negates the effect.

Lich Body (Ex)
Every time this feature is gained, the Deathwalker gains increase to his natural armor, DR and cold & electricity Resistance according to the numbers given in parenthesis, respectively.

Corpse Host (Su)

This power enables the Death Walker to transfer his life force in order to temporarily animate a fresh, inanimate corpse of a human or humanoid creature.

The power functions in all manners as the Magic Jar witchcraft spell, except for the following changes:
- The Death Walker's body can be kept safely hidden up to 10 miles away.
- While animated by the intruding life force, the corpse ceases to decay; however, unless illusionary magic is cast upon it, the defects will be easy to spot.
- The host body can fight, talk hoarsely (with the voice of the corpse), and carry things--in fact, it can perform all tasks. The host body has its natural AC and it can employ weaponry with the same restrictions that apply to the Death Walker. The host body does not benefit from anything worn or carried by the Death Walker's real body, however. Note that since the host body is not undead, it cannot be turned or affected with spells or magical items that influence such creatures. Physical attacks against the host don't damage the recipient's body, though they do harm to the host body. The host body has a number of "HP" equal to the creature's normal maximum hit point total, plus 2 HP / Death Walker level.
- The recipient's mind functions in two places simultaneously - within the corpse host and within his real body. The real body can still sense (see, hear, and so on) exactly as before, even benefiting from enhancements such as a magical ring. The tradeoff is paralysis. Aside from breathing, blinking, and moving his eyes, the caster cannot move his real body while the host is animated. The recipient's real body does not need to eat, drink, or sleep while the spell operates.
- The Death Walker is vulnerable when the host body is the target of magical effects that affect the mind. These are resolved as if the recipient was viewing the illusion or resisting the attack, although physical results affect only the host body.
- If the host body drops to 0 or fewer HP, the recipient must make a Fort save against DC 20 + the number of HP below 0. Failure indicates that the recipient's body also dies along with the host body. The link between the recipient and host body can be abruptly severed by successfully casting Dispel Magic, Dispel Evil or Break Enchantment against the host body.
- The recipient can abandon the link with the host body at any time, with no harm to himself. The host body immediately collapses (resuming its usual decay), and the recipient immediately regains control of his real body.

Essence of the Mummy (Ex)
This power makes the Deathwalker’s touch and natural attacks poisonous. Fort save DC 10 + class level. Initial damage is 1d6 con, secondary damage 1d6 cha. The Deathwalker can suppress this ability as a free action.

Shroud of Death (Ex)
The Deathwalker becomes Immune to poison, paralysis & pain-related hindrances, and no longer needs to eat/drink/breath.
He also gains Fortification 50%
His features drift even further toward undead – his stomach shrinks dramatically, his teeth become sickly yellow and he loses all body hair.
He now takes a -4 penalty to Disable Device, Sleight of Hand and Use Rope checks, due to sensation loss.

Disembodied Possessor (Su)
You may use magic jar effect a number of times per day equal to [class-level + CHA-mod] as an immediate (Su) ability with an indefinite duration. For the purposes of this spell, anyone you’re possessing also counts as a receptacle.
You may use the senses granted by being in a magic jar receptacle and possess new bodies from this form, and you return to the last body you possessed if your current body is killed, if it is within range (it gets a save as usual). If it is not within range, you may attempt to “move back” to a previous receptacle, in the reverse order in which you took possession of your victime, until you’re forced to attempt to return to the original receptacle. If all of your options have been exhausted with no success, you die.
One option unique to this power is the ability to infiltrate another’s body as a stowaway, leaving the target completely unaware of the invasion to his/her most private space.

Secret of Lichdom (Su)
The Deathwalker learns the hideous transformation ritual to becoming a lich (precise details are up to the DM).
Once he completes his phylactery and undergoes the transformation ritual, his type changes to undead, and he gains all the traits of the undead monster (see page 317 of the Monster Manual).
Lich transformation gained from this feature doesn’t impose LA on the Deathwalker.
Special: After Lichdom is gained, the Deathwalker retains all class abilities (except those that are overshadowed by his newly acquired Lich template) and gains all benefits from Corpsecrafter & Necrotic Presence and any feat he has that derives from them.

Eldritch Fist

An Eldritch Fist is basically a martial-artist blaster. By foregoing many of the valuable abilities of both the Monk and the Sorcerer, an Eldritch Fist gains remarkable damage output enhancement.


Requirements:

Classes: Monk 7, Sorcerer 3
Feats: Iron Will, Ki Extend, Lightning Reflexes
Skills: Concentration 6, Jump 5, Tumble 6
Invocations: Weaponry Blast, Eldritch Spear, Hideous Blow


Basic Progression:

BAB: Average
HP: As Monk (5 / level)
Good Saves: Ref, Will
SkPts per level: 4 + INT-mod
Invocations: Level stacks with Sorcerer level
Unarmed Damage: Level stacks with Monk level
Ki Pool: Level stacks with Monk level


PrC Features:

Level Special
1 Eldritch Strike
2 Channeled EB
3 Spectral Blast (as Sorcerer)
4 Hideous Flurry
5 Channeled Flurry
6 Penetrating Blast (as Sorcerer)
7 Death Blossom

Feature Descriptions:

Eldritch Strike (Su)
Each of the Eldritch Fist's BAB related strikes is charged with EB damage – not including extra flurry attacks. For each successful hit in a given combat round, the extra EB damage loses 1d6.

Channeled EB (Su)
The Eldritch Fist has learned how to channel EB through held weapons. This ability uses the same mechanics as Eldritch Strike.

Hideous Flurry (Su)
The Eldritch Fist has learned how to channel EB through his extra flurry unarmed attacks.

Channeled Flurry (Su)
The Eldritch Fist has learned how to channel EB through his extra flurry weapon attacks.

Multiple Blasts (Su)
The Eldritch Fist has finally learned the secret of making multiple ranged EBs. Multiple ranged EBs cannot be modified by blast shape invocations.
You cannot gain more EBs via Rapid Shot, Flurry, Haste or any other method

Death Blossom (Sp)
This power is similar to Eldritch Doom invocation, except:
1. The effect's origin point is always the Eldritch Fist.
2. This is not an area effect, but rather all opponents are targeted separately, with a ranged touch attack, so there's no using Evasion on this one.

Eldritch Weaver

An Eldritch Weaver Draws from his dual magical heritage in order to sculpt the very fabric of magic in a unique manner – he weaves magic into his EB and essences into his magic, rendering his opponents susceptible to numerous effects.


Requirements:

Classes: Mage 9, Sorcerer 3
Feats: Draconic Heritage (CA), Fey Legacy (CM), Sculpt Spell (CA)
Skills: Concentration 12, Decipher Script 6, Knowledge (arcana) 10, Spellcraft 12
Invocations: Eldritch Spear, any two Eldritch Essence invocations
Special: Able to cast Prestidigitation and Arcane Mark without preparation


Basic Progression:

BAB: Average
HP: As Sorcerer (4 / level)
Good Saves: Will
SkPts / Level: 2 + INT-mod
Arcane Spellcasting Progression: Level stacks with Mage level
Invocations: Level stacks with Sorcerer level


PrC Features:

Level Special
1 Spellblast (ranged-touch)
2 Spellblast (target)
3 Eldritch Spellweave (augment spell with eldritch essence)
4 Spellblast (area)
5 Spellblast (Greatreach)

Feature Descriptions:

Spellblast (Su)
Instead of modifying your EB with eldritch essence, you can modify it with:
1st level: A ranged-touch spell.
2nd level: A spell that targets a single/multiple creature(s).
4th level: An area spell.
5th level: A touch-delivered spell.
An EB must hit its target for the spell to take effect.
If you have the means of converting spell-levels into other effects (e.g. via Draconic Breath feat (CA)) – these effects may be mounted onto your EB as well.

Eldritch Spellweave (Su)
You can apply eldritch essence to any arcane spell that affects a target or that requires a melee or ranged touch attack.
An eldritch essence can be mounted onto spells of a level equal to (or greater than) its level-equivalency.
If the essence requires a saving throw, use the normal save DC for that essence.
Damage alteration essences can be applied only to spells that deal damage (you can't add brimstone blast to Charm Monster).
Note: Essence-carrying spells cannot be mounted onto EB.

Sublime Blast (Su)
You finally unlock the secret of applying your Sublime spellcasting to your EB. This takes the same strain toll as Sublime Casting.

Ghost Infiltrator

Ghost infiltrators are individuals who utilize their Rogue and Sorcerer background to focus all their attention on obtaining unparalleled stealth, mobility and the ability to penetrate anywhere and live to infiltrate another day. There's almost no place a Ghost Infiltrator can't enter or leave.


Requirements:

Classes: Rogue 4, Sorcerer 6
Feats: Cunning Evasion, Fade into Violence, Iron Lungs, Quicken Spell-like Ability (Flee the Scene), Quicken Spell-like Ability (Walk Unseen)
Skills: Climb 12, Disable Device 8, Escape Artist 5, Jump 5, Hide 12, Listen 12, Move Silently 12, Search 12 and Spot 12
Least Invocations: Baleful Utterance, Devil's Sight, Entropic Warding, Spiderwalk
Lesser Invocations: Walk Unseen, Flee the Scene


Basic Progression:

BAB: Average
HP: As Rogue (4 / level)
Good Saves: Ref
SkPts / Level: 6 + INT-mod.
Invocations: 3/4 (all levels except 1 and 5)
SR: 10 + Ghost Infiltrator's character level.


PrC Features:

Level Special
1 Ephemeral Presence, Guarded Mind, Silent Invoking
2 Master Sneak (see the Rogue)
3 Ranged Legerdemain (3/day)
4 Blindsense (60ft)
5 Master Sentinel (see the Rogue)
6 Vigorous Prowler
7 Blindsight (30ft)
8 Blank Aura

Feature Descriptions:

Ephemeral Presence (Su)
Creatures with the scent, Tremorsense or Echolocation cannot detect your presence (or track you down) by means of these abilities.

Guarded Mind (Sp)
A permanent Nondetection effect (DC: 15 + character level)

Silenced Invoking (Su)
A Ghost Infiltrator's invocations are shrouded by magical silence that's always active.

Ranged Legerdemain (Su)
Taken from the core Arcane Trickster

Vigorous Prowler (Ex)
At this point, the Ghost Infiltrator is so practiced in his arts that he's always considered sneaking (hide/move) and sensing (listen/spot/search) unless specifically stating otherwise.

Blank Aura (Ex)
The Ghost Infiltrator (and any equipment he wears or carries) radiates no detectable aura of any kind. Detect chaos, detect magic, and similar spells simply register him as a blank. The Ghost Infiltrator cannot lower this aura.

Greensong Warden (*)

While the Druid is a representative of nature in general, the Greensong Warden is specifically a devoted defender of the woods. Unless the campaign revolves around the Greensong Warden character, it cannot function as a PC, since this PrC is dedicated to defending a specific place (however large it would be).
Upon gaining 1st level, a Greensong Warden is given (by his mentor) the following masterwork ironwood items: Longsword / Spear / Staff (choose one), Composite Shortbow (max STR-mod +4) and 50 arrows.

Requirements:

Classes: Bard (Green Whisperer) 2, Druid 5, Warrior (Wild) 3
Feats: Green Ear (CAdv – Bardic Music), Greenbound Summoning (LEoF), Greensinger Initiate (EbCS), Watchman
Skills: Climb 4, Craft (bowyer, Fletcher, weaponsmith, wood-carving) 2 each, Listen 13, Perform (sing) 5, Spot 6, Search 13, Survival 5 and Swim 5
Weapon Proficiencies: Bows, Heavy Blades, Light Blades, Maces & Clubs, Spears, Staffs
Weapon Focus: Any melee weapon noted above and any bow
Special: Must revere a deity strongly tied to nature (e.g. Ehlonna or Obad-Hai)


Basic Progression:

BAB: Full
HP: As Monk (5 / level)
Good Saves: All
SkPts / Level: 6 + INT-mod.
Spells: Level stacks with Bard level; Level stacks with Druid level.
Bardic Knowledge & Bardic Music: Level stacks with Bard level.
Wild Empathy: By character level.
Wild Shape: Level stacks with Druid level.


PrC Features:

Level Special
1 Earth's Communion, Scent, Wild Bond
2 Fast Moving, Swift Tracker
3 Lycanbane, Venom Immunity
4 Sooth the Wild Beast
5 Circle of Renewal, Empathic Ear
6 Whispers of the Forest (news)
7 Unyielding Devotion
8 Freedom of Movement
9 Web of Life
10 Whispers of the Forest (insights)

Feature Descriptions:

Earth's Communion (Sp)
You learn to heal and replenish yourself and others by communing with the earth once per day. At the end of 10min of sitting-down meditation, you are affected as if by a Heal spell (CL = character-level). If you so choose, you can allow up to [class-level + WIS-mod] others to sit with you in a circle, holding hands, during your communion. In that case, you can choose to divide the HP and other benefits provided by your communion among the people in the circle. You can divide HP as if you were using the core Paladin class feature Lay On Hands. Each other benefit of the heal spell can be distributed to only one person in the circle, at your direction. Thus, only one person can be cured of blindness, and so forth. You do not gain any healing benefits that you distribute to others.

Scent (Ex)
You gain the extraordinary ability to detect approaching enemies, sniff out hidden foes, and track by sense of smell. This ability otherwise functions like the extraordinary ability of the same name {MM 314)

Wild Bond (Ex)
Your unique devotion to the wild and your rich wild-related background grant you the following benefits:
1. Your ethos and/or alignment cannot be magically manipulated.
2. You gain +4 to resist all compulsion spells & effects.
3. For all spells associated in any way with plants and/or animals, your CL equals your character level.
4. You may Speak with Animals & Plants (as the spell effects) at will.

Fast Moving (Ex)
You receive Run & Dash as bonus feats

Swift Tracker (Ex)
See the core Ranger class feature of the same name (PHB 48).

Lycanbane (Ex)
The Greensong Warden's blood and saliva become a cure for others afflicted by lycanthropy.

Venom Immunity (Ex)
The Greensong Warden gains immunity to all poisons.

Sooth the Wild Beast (Su)
Creatures of the Animal and Magical Beast types suffer -2 penalties to resist any compulsion/illusion/enchantment (be it spell or ability derived) or social skill issued by the Greensong Warden.

Circle of Renewal (Sp)
Your experience with the Earth's Communion has evolved dramatically. Now your healing ability is activated within 1 minute of concentration (you no longer have to be sitting down) while the other participants encircle you holding hands.
You and all participants gain all the benefits of Heal and Restoration spell-effects.

Empathic Ear (Su)
You can identify (with 100% accuracy and certainty) the origin of a sound you hear. For example, did a brief, cut-off scream heard from ahead come from a human throat? Male? Female? Was the screamer afraid? In pain? Faking? Was magic involved in producing the sound? Empathic Ear allows you to know all the details. Upon hearing the sound, the Greensong Warden must use a standard action to identify it. He must do so within 1min, or the opportunity to identify the sound is lost.
The power works three times a day.

Whispers of the Forest (Su)
When you attain 6th level, the plants, trees, and rocks begin to speak to you, bringing you news wherever you are. Once per day for every three class levels you possess, the voices of the forest give you a short answer to any simple question you pose pertaining to current events in any wilderness area on your land mass. Questions about distant lands require 1 minute per mile of distance to answer. At the DM's discretion, when the forest deems an issue particularly important, the whispers bring you news without your request.
When you attain 10th level, the spiritual energy of the forest can give you insights into other beings as well. Once per day, you can ask the voices of the forest about a single creature. For the rest of that day, you gain a +8 insight bonus on all Bluff, Diplomacy, Intimidate, and Sense Motive checks pertaining to that creature. Again, at the DM's discretion, the forest might occasionally volunteer information about a person or creature.

Unyielding Devotion (Ex)
The Greensong Warden's devotion to his duty is now complete. From this point and on, the Greensong Warden is immune to mind altering effects.
He also gains Diehard as a bonus feat.

Freedom of Movement (Su)
The Greensong Warden's movement is near impossible to hamper. He constantly enjoys all the benefits of Freedom of Movement spell effect.

Web of Life (Sp)
This is the final evolution of your healing capabilities. As a standard action that provokes AoOs, you can bestow Heal, Greater Restoration and Regeneration spell-effects on yourself and up to [class-level + WIS-mod] allies. Each ally must be no further than 30ft from you.

Jester

Jesters can be found in most courts – they are the archetypal fool in motley, dancing and capering about to entertain the royal court.
While their main purpose is to make people laugh, they can also use their cutting wit to make others look the fool.
Very few Jesters are adventuring types, though one could find a good reason (sending a Jester along on a grim mission to keep others' spirits high, or exiling him as a punishment for insulting the king).
Jesters are often sent along with the royal court on visits of state, and some act as spies for the king (after all, who pays attention to a fool?).
Jesters usually don't find themselves in the heat of battle, but their large bag of tricks sometimes serves them to set major political events into motion.


Requirements:

Alignment: Any Chaotic
Classer: Bard 5, Rogue 5
Feats: Elusive Target, Flick of the Wrist, Mobility, Taunt.
Skills: Balance 8, Bluff 13, Move Silently 13, Perform (acting 6, comedy 8, dance 2, instrument 4, juggling 5, mime 8 & oratory 8), Sense Motive 6, Sleight of Hand 10, Tumble 8
Spells: Dancing Lights, Ghost Sound, Prestidigitation, Hypnotism, Minor Image


Basic Progression:

BAB: Average
HP: As Rogue (4 / level)
Good Saves: Ref, Will
SkPts per level: 6 + INT-mod
Bardic Music: Level stacks with Bard level
Bardic Spellcasting: 3/4

PrC Features:

Level Special
1 Immunity to Insanity, Laugh It Off, Master of Mockery
2 Jokes, Pantomime
3 Sight Gag, Buffoonery
4 Vicious Lampoon, Slippery Mind
5 Jangling Caper, Jester's Mirth
6 Dramatic Death, Improved Evasion
7 Cruel Retort, Last Trick

Feature Descriptions:

Immunity to Insanity (Ex)
Jesters are immune to all insanity effects, due to their chaotic nature (some say they're halfway insane anyway). In addition, anyone attempting to contact or read a Jester's mind must make a DC 15 Will save or suffer from a confusion effect (as the spell) for 2d6 rounds.

Laugh It Off (Ex)
Fate protects fools and little children, and Jesters certainly adopt the role of fools.
A Jester may add his CHA-mod as a morale bonus to all his saves.

Master of Mockery (Ex)
A Jester's taunting is so effective that he gains 3 distinct advantages with it:
- A Jester can Taunt as a move action.
- A target of a Jester's taunting doesn't have to be in melee with him and takes -2 to all attempts to snap out of an enraged state once affected.
- A Jester can Taunt a target multiple times in the same encounter, as long as it is affected for even 1 round.
Jesters are immune to taunting.

Jokes (Ex)
The Jester is skilled at telling jokes for all occasions. Telling a joke requires 1d4 rounds, and can only be done if the Jester has a more or less attentive audience (i.e. it can't be done in the middle of a combat). At the conclusion of the joke, the audience must make a Will save DC = [10 + class-level + CHA-mod]. Those who fail are affected as the Jester intended when telling the joke – whether to set them at ease (granting the Jester +2 to Diplomacy and Gather Information checks) or anger them (basically granting the same effect as a Taunt, above). Those who succeed in their checks are not affected either way.
This ability's DC is synergized by Perform (oratory).

Pantomime (Ex)
The Jester is able to communicate through gestures and body language as well as words. He can eloquently get a message across (i.e., insult or entertain someone) without saying a word, through gestures, facial expression, and body language. In order to use this ability, he must have at least his arms free (for smaller gestures), and his intended audience must be able to see him. He can continue to pantomime for as long as he wishes; this may or may not exclude certain other actions, like fighting or spellcasting, depending on the pantomime (DM's discretion).
This ability grants a +4 circumstance bonus to Bluff, Disguise and Perform (acting & comedy) checks.
It also grants a +2 circumstance bonus to Taunt & Jokes DC.

Sight Gag
As full-round actions, the Jester may cast a spell without the need for vocal and/or somatic components.

Buffoonery (Ex)
The Jester can caper and dance to distract his opponents in battle.
The jester's outrageous actions distract his foe, leaving it unable to effectively defend itself. The jester can choose a single target within 30ft to whom he has line of sight. The target must be able to see and hear the jester, and gets a Will save (DC 10 + 1/2 jester's Character-Level + CHA-mod). If the target misses this save, it loses its AGI-bonus (if any) to its AC.
The target gains a new save each round the jester maintains buffoonery (a free action). If the target makes a successful Will save the effect ends and the target becomes immune to that particular jester's buffoonery for 24 hours.

Vicious Lampoon (Ex)
The Jester can mock his opponents with such vicious, cutting humor that they lose confidence in their fighting ability. Every opponent within 60ft of the jester who can hear and understand him must make a Will save (DC 10 + 1/2 jester's Character-Level + CHA-mod).
Creatures that fail this save suffer a -2 penalty on attack rolls, skill and ability checks, and saving throws for as long as the jester continues to perform (as a move action), up to a maximum number of rounds equal to the jester's level. This is a mind affecting, language-dependant effect.

Jangling Caper (Ex)
The Jester has learned how to move silently in most situations when lightly encumbered, even when wearing/carrying a large amount of noisy gear (or simply wearing a suit with bells on it). The Jester gains a +20 competence bonus to Move Silently checks; he can move at 3/4 speed without penalty.

Jester's Mirth (Ex)
A Jester's acting ability is such that he can infect his audience with uncontrollable laughter. He can perform, tell jokes and stories, or otherwise get his listeners laughing so hard that they are effectively under the effects of an uncontrollable laughter spell. This effect requires 1d4 rounds to properly use; anyone listening to the Jester must make a Will save (DC 10 + Jester's level + Cha modifier) or suffer the effects, which last for 1 round per class level.
This is a mind-affecting ability.

Dramatic Death (Ex)
The Jester has become a master of faking his own death in the most dramatic manner possible. He now adds his level to all Play Dead (see entry #5) attempts.

Cruel Retort (Ex)
This is where the Jester's Taunt reaches its perfection.
An affected target of his Taunt suffers -4 to attack rolls, saves, skill check and dodge AC, and cannot use any INT/WIS/CHA based skills except for Intimidate.
This residual effect lasts 3 rounds.

Last Trick (Su)
The Jester can turn even his death into a joke. Any time the Jester is killed or knocked unconscious, one of his spells known is cast as if it were a spell in a contingency effect.

Master Thrower

Street performer, warrior, assassin – a Master Thrower can be any or all of these. He is a master of small thrown weapons - daggers, darts, knives, shuriken, whatever he can lay his hands on becomes a weapon that he can throw with deadly accuracy.


Requirements:

classes: Rogue 8, Warrior (unfettered) 3
Skills: Balance 8, Concentration 6, Listen 10, Perform (juggling) 10, Sleight of Hand 12, Tumble 12
Feats: Ambidexterity, Blind Fighting, Blind Shooting, Far Shot, Precise Shot, Quick Draw, Snatch Thrown Weapon, TWF.
Weapon Proficiencies: Axes, Light Blades, Tiny Projectiles


Basic Progression:

BAB: Full
HP: As Rogue (4 / level)
Good Saves: Ref
SkPts per Level: 6 + INT-mod
SA: Level stacks with Rogue


PrC Features:

Level Special
1 Combat Throw, Thrown Weapon Trick
2 Fast Draw, Thrown Weapon Trick
3 Manythrow, Thrown Weapon Trick
4 Ranged AoO, Bonus Feat: Improved Precise Shot
5 Razored Eye, Thrown Weapon Trick
6 Extended range, Thrown Weapon Trick
7 Angled throw, Thrown Weapon Trick

Feature Descriptions:

Combat Throw (Ex)
A Master Thrower doesn't provoke AoOs when making ranged attacks with thrown weapons.

Thrown Weapon Trick
As given for the Master Thrower (CW). Disregard "Defensive Throw", "Double Toss" and "Palm Throw".

Fast Draw (Ex)
The Master Thrower can, once per encounter, draw and fling a Tiny or Small thrown weapon as a single attack, catching the target flatfooted (sneak attack damage applies).

Manythrow (Ex)
The Master Thrower can throw two Tiny weapons of the same type at once with one hand (at a –2 penalty for each) at a single target within the weapon's range increment. At 6th level, he can add another weapon, at another –2 penalty to the roll. Regardless of the number of weapons thrown, the Master applies precision-based damage (such as sneak attack damage) only once. If he scores a critical hit, only the first weapon thrown deals critical damage. All others deal normal damage.

Ranged AoO (Ex)
The Master Thrower may make AoOs on opponents within the weapon's range increment of a thrown weapon.

Razored Eye (Ex)
The Master Thrower is trained to fight in all environments, including total darkness or (more often for performers) blindfolded, and against targets of all sizes. He gains a sense of his surroundings through sound, smell, and vibration (blindsight) to a range of [15ft + 5ft / PER-mod], enabling him to fight normally when he cannot see. Beyond that range, he gains the benefit of the Blind-Shooting feat. Invisibility is no protection from blindsight, but the Master Thrower cannot see ethereal creatures.
Additionally, the Master Thrower’s penalties to hit targets smaller than him are halved (round down).

Extended Range (Ex)
The Master Thrower adds one range increment to that of all thrown weapons; in addition, the attack penalty for each range increment is reduced by –1 (in effect, the first range increment is doubled).

Angled Throw (Ex)
The Master Thrower’s deadliest (and most impressive) ability, the angled throw enables him to bank thrown weapons around corners to strike targets in hiding. This requires a standard action, as the Master must set himself and calculate the proper angles. He also suffers a –6 penalty to the attack roll in addition to any other modifiers, but sneak attack damage applies, if the opponent is caught flatfooted. He may angle the weapons up to 90 degrees (and only along a flat plane – around a corner, but not over an obstacle), and they are still subject to their maximum range increments.

Ninja Spy

Ninja Spies are masters of exotic weapons, tools of stealth, and strange Ki powers.
Ninja Spies are members of a secretive ninja clan, the head of which holds absolute authority over the ninja's life and death. They are sworn to secrecy to protect the identities of their clan members and must never reveal that they are Ninja Spies.
Despite their inclination to evil, Ninja spies believe strongly in a code of honor, and risk offending their family (and earning a death sentence) if they break that code of honor.
Ninja Spies are the stuff of legends. Some refuse to believe they exist.
NPC Ninja Spies are often a mysterious force acting in opposition to the plans and goals of player characters.


Requirements:

Classes: Monk 6, Rogue 6
Feats: Dash, Iron Lungs, Poison Use, Run
Skills: Balance 12, Bluff 12, Climb 12, Concentration 9, Disguise12, Escape Artist 5, Gather Information 12, Hide 12, Jump 12, Move Silently 12, Tumble 12
Skill Tricks: All that relate to Balance, Climb, Jump & Tumble
Rogue Talents: Fast Stealth, Ledge Walker
Weapon Proficiencies: 3 exotic weapons a monk can flurry with


Basic Progression:

BAB: Average
HP: As Monk (5 / level)
Good Saves: Ref, Will
SkPts per Level: 6 + INT-mod
FoB: Level Stacks with Monk level
Ki Powers: Level Stacks with Monk level
Unarmed Damage & Ki Strike: Level Stacks with Monk level (Including Versatile Unarmed Attack)


PrC Features:

Level Special
1 Improved Evasion, Ki Breath, Ki Fall
2 Abundant step, Ki Invisibility
3 Master Acrobat, Sudden Strike
4 Master Sneak, Ki Water Walk
5 Master Spy, A Thousand faces
6 Death Blow, Slippery Mind

Feature Descriptions:

Ki Breath (Ex)
By spending 1 of his Ki power uses as a swift action, the Ninja Spy prolongs the duration he can hold his breath by [3min + 1min / class-level].

Ki Jump (Su)
When making a Jump check, by spending 1 of his Ki power uses, the Ninja Spy can thrust himself extra 30ft up or 60ft forward.

Ki Fall (Su)
By spending 1 of his Ki power uses as a free action, the Ninja Spy is affected by Featherfall spell effect.

Abundant step (Sp)
By spending 3 of his Ki power uses, the Ninja Spy can Dimension Door (CL = character level) as a swift/immediate action.

Ki Invisibility (Su)
By spending 1 of his Ki power uses as a swift/immediate action, the Ninja Spy gains the Invisibility spell effect.

Ki Water Walk (Sp)
By spending 1 of his Ki power uses as a swift action, the Ninja Spy gains the benefit of Water Walk spell effect for 1-round / class-level.

Paladin

Contemplating the old days of OD&D, one could easily conclude that the Paladin and the Druid are probably the prototypes for all PrCs.
While the Druid is firmly built, the Paladin feels awkward – both thematically and in usability. It doesn't feel right that such a role can be taken simply by choice. This class feels just right for the niche of PrC.

The core paladin is the epitome of the holy knight in shining armor, a beacon of heroic Good.
The PrCed Paladin is a Warrior-Priest with intense devotion to a certain deity's cause, a zealot that puts tremendous amount of attention to his willpower.
A warrior who meets all the prerequisites in the eye of a certain deity is petitioned by the deity to become his/her active hand of execution on earth.

Becoming a paladin is a two-step process. First you have to start as a Warrior and after being petitioned by the deity and taking advancement as Cleric. Should the Warrior-Priest be deemed worthy, he gains the status of Paladin.
Note: Not all deities sponsor Paladins. The role is anything but stealthy. A Paladin is first and foremost a leader, an authority and a role model of his ethos. The more prominent agenda practiced by paladins are Valor (LG), Justice (LN), Freedom (CG), Balance (TN), Tyranny (LE), Pestilence (NE) and Slaughter (CE), but any other zealously-appropriate agenda is acceptable.


Requirements:

Step 1:
- Class levels: Warrior* 6
- Abilities: STR 15+, WIS 14+, CHA 16+
- Skills: Heal 8, Intimidate 4, Knowledge (nobility and royalty) 5 and Sense Motive 9.
- Feats: Braveheart, Combat Stability, Diehard.
- Weapon Specialization: The deity's favored weapon. The warrior may instead choose a weapon type based on his alignment: War Hammer for good alignment, Longsword for lawful alignment, Morningstar for evil alignment, or Battleaxe for chaotic alignment (or any of the larger versions, provided the warrior is strong enough to wield them without penalties).
- Special: Must start out non-religious. The deity petitions the warrior and not vice versa.
- Special: The would-be Paladin must adopt a Significant or Major code of honor which promotes the deity's ethos.
* Notice that according to the deity in question, the warrior might be required to be of a certain variant/template.

Step 2:
- Class levels: Cleric 4
- Skills: Diplomacy 6, Knowledge (religion) 8.
- Feats: Last Stand, Leadership, Combat Vigor


Basic Progression:

BAB: Full
HP: As Warrior (6 / level)
Good Saves: Fort, Will
SkPts / Level: 2 + INT-mod
Weapon of Focus: As Warrior, according to the Paladin's BAB (deity's preferred weapon(s) only)
Divine Spellcasting Progression: 2/3 (at levels 2,3,5,6,8 and 9)


PrC Features:

Level Special
1 Smite 1/day, Divine Grace, Hero's Courage
2 Divine Channel, Immune to Charm
3 Smite 2/day, Immune to magical Blindness & Deafness
4 Aura of Courage, Unbound Justice
5 Smite 3/day, Immune to Paralysis
6 Aura of Resolve, Immune to Compulsion
7 Smite 4/day, Death Ward
8 Aura of Faith, Immune to Possession
9 Smite 5/day, Divine Intervension
10 Hammer of God, True Seeing

Feature Descriptions:

Smite (Su)
Once per day, as a swift action, a 1st level Paladin can harness his divine calling to fill him with righteous wrath.
The Paladin chooses one target within sight to smite.
He adds his CHA-bonus to his attack rolls and twice his character level as divine damage to all damage rolls made against the target of his smite (including from spell effects and class abilities). This damage is not subject to DR or energy resistance of any kind.
The effect remains until the target of Smite is dead or the next time the Paladin rests and regains his uses of this ability.
At each odd level, a Paladin may smite one additional opponent per day.
While Smite is active, when successfully targeting the subject of his Smite, a Paladin may affects it (DC [10 + class-level + CHA-mod] to negate) with any of the following effects.
- 1st Level: Blinded (24H)
- 2nd Level: Cursed (permanent)
- 3rd Level: Dazed (2d6 rounds)
- 4th Level: Paralyzed (2d2 rounds)
- 5th Level: Slain (permanent)
Each of the above effects is applicable only once per Smite.
A Paladin cannot choose a single target to be the subject of Smite more than once between rests.

Divine Grace (Ex)
As given for the core Paladin

Hero's Courage (Ex)
The paladin is immune to fear (magical or otherwise).

Divine Channel (Su)
A 2nd level Paladin may imbue his Deity's Weapon with divine energy a number of times per day equal to 3 plus his CHA-mod. For one minute, the weapon gains all the magical enhancements specified for a Holy Sword (except alignment, which corresponds to the Paladin's alignment).
At 4th level, the weapon's magical plusses to hit and damage increase to +6. With each 2 class levels, these plusses increase by an additional +1 (+10 max).

Immune to Charm (Ex)
The Paladin is immune to all Enchantment spells and effects.

Immune to magical Blindness & Deafness (Ex)
The paladin cannot be deprived of his vision and hearing senses via magical means.

Aura of Courage (Su)
The paladin may exude an aura of courage that inspires his allies. Each ally within 30ft of him gains a +4 morale bonus on saving throws against fear effects. Aura of Courage's bonus scales by level. At level 8, allies gain +8 to saves against fear, and a +1 morale bonus to attack rolls.
There are 2 other auras the Paladin gains later on. only one of them can be active at any given time.
Auras are switchable as a move action. An aura functions as long as the paladin is conscious.

Unbound Justice (Su)
When facing an object of his Smite, the holy knight gains the benefits of a nonmagical freedom of movement.

Immune to Paralysis (Ex)
The Paladin is immune to paralysis of all kinds.

Aura of Resolve (Su)
The paladin gains Aura of Resolve. While this ability is active, the Paladin grants the ability to re-roll one Fort save every round to any ally within a 30ft radius of his. The decision to re-roll must be made after the roll is made but before the result is declared.

Immune to Compulsion (Ex)
The Paladin is immune to all Compulsion spells and effects.

Divine Intervension (Su)
At 7th level, a Paladin's long and faithful service grants him a special gift from his deity.
On the first occasion in a 24-hour span that his HP drop to 0 or lower, the Paladin is automatically affected by Heal spell. This healing is timely enough to keep him alive if the amount of damage is enough to kill him, assuming that the amount of healing would remove sufficient amount of damage.

Aura of Faith (Su)
The paladin gains Aura of Faith. While this ability is active, the Paladin grants the ability to re-roll one Will save every round to any one ally within a 30ft radius of his. The decision to re-roll must be made after the roll is made but before the result is declared.

Immune to Possession (Ex)
The Paladin is immune to Magic Jar, Soul Bind, Trap the Soul, a ghost's malevolence ability and all other spells and effects that displace or replace a character's life force. The Paladin can still travel to the planes via Astral Projection, if so desired.

Hammer of God (Su)
The deity's weapon of choice is a mighty and unstoppable weapon in the hands of the Paladin. When the Paladin wields his deity's weapon, it constantly fluctuates with numerous energy types and bypasses all DR. Furthermore, the weapon cannot be broken under his grip.



Ex-Paladins
A Paladin whose alignment changes or grosely violates his ethos loses all paladin abilities except his weapon skills. He may not progress any further in levels as a Paladin. He regains his abilities and advancement potential if he atones for his violations (see theAtonement spell description).



Paladin Variant: Vassal of Bahamut

Additional/Modified Requirements:

Foot Soldier: Non-variant Warrior.
Alignment: LG (basic).
Warrior’s Talent: Expert weapon reach (warrior’s choice of weapon).
Platinum Armor: Combat Stability and Combat Vigor requirements are replaced with ownership of a spiked mythril Full Plate armor and taking Medium & Heavy Armor Mastery. A Vassal of Bahamut needs not make the armor himself, but must be skilled enough in armor making (8 ranks) to be able to do so.


Features:

Dragonwreck (Su) (replaces Smite)
Dragonwrack (+1d6)
Dragonwrack (+2d6/1d6)
Dragonwrack (+3d6/1d6)
Dragonwrack (+4d6/2d6)
Dragonwrack (+5d6/2d6)
This feature otherwise functions as given in BoED.

Imperious Aura (Ex) (replaces Divine Grace)
Good dragons are naturally well-disposed toward a Vassal of Bahamut, while evil dragons are cowed by his presence.
The Vassal of Bahamut gains a bonus equal to his class level on all CHA-based skill checks made against dragons and dragon-type creatures (such as wyverns).

Dragon Senses (Ex) (replaces Auras)
Auras are replaced (respectively) with:
- Lowlight Vision x2, Darkvision 30ft
- Lowlight Vision x4, Darkvision 120ft
- Blindsense 60ft
Each of the above is coupled with a bonus martial feat.

Phantom Lasher

A Phantom Lasher is a warrior that devotes himself to bring Whip-oriented battlefield control to inhuman heights.
There's very little to say about this PrC's abilities, because most of its featured are already covered by these rules prior to the PrCs entry.


Requirements:

Classes: Ghostknife 5, Sorcerer 1, Warrior 4
Feats: Imposing Whip, Improved Disarm, Improved Trip, Melee Lash, Third Hand, Weapon Specialization (Whip)
Skills: Balance 8, Escape Artist 6, Hide 10, Jump 8, Move Silently 10, Sleight of Hand 9, Tumble 12
Invocations: Devil's Sight, Hideous Blow
Warrior Talent: Combat Threat
Weapon Commitment: Whip


Basic Progression:
BAB: Full
Good Saves: Fort & Ref
Mind Blade Enhancements (Mind Whip only): Levels stack
Hideous Blow + Essence Invocations: Levels stack


PrC Features:

Level Special
1 Mind Whip, Bonus Feat: Greater Weapon Focus (Whip)
2 Bonus Feats: Vexing Trip, Snaring Whip
3 Bonus Feats: Crack of Fate, Greater Weapon Specialization (Whip)
4 Stunning Snap, Bonus Feat: Crack of Doom
5 Death Spiral, Warrior Talent: Combat Threat Perfection

Feature Descriptions:

Mind Whip (Su)
A Lasher's Mind Blade is materialized as a whip. The Mind whip has up to 15ft-reach (as a normal whip) and doesn't provoke AoOs from threatening enemies (it lengthens and shortens according to the need of the moment in combat).
The whip's does lethal damage and the base damage increases to the next size category.
The damage can be bludgeoning, slashing, force or pure magical energy (according to the PL's will, but non-physical damage does not carry STR-bonuses and is subject to SR).
The Mind Whip carries any of the Lasher's feature-related damage enhancements and effects, such as eldritch essence and Mind Blade enhancements.
Unlike the typical EB damage, a Lasher can elect to make all or part of it subdual damage (and with no attack penalties).

Stunning Snap (Ex)
The lasher may stun opponents with a deft crack of his whip.
Stunning Snap forces a foe damaged by your whip attack to make a Fort save (DC 10 + class level + STR-mod), or become stunned for 1 round (until just before your next action). A stunned character can't act, loses any DEX-bonus to AC, and takes a -2 penalty to AC.
You may attempt a stunning attack once per day per level, and no more than once per round. Creatures immune to critical hits cannot be stunned. You must declare that you are using this ability before you make your attack roll (thus, a failed attack roll ruins the attempt).

Death Spiral (Su)
At 5th level, the Lasher gains transcendental understanding of his whip. Once per day, he can spin the whip over his head with supernatural speed. All foes within a 15-foot radius of the lasher must make a Ref save against a DC equal to the lasher's attack roll. Opponents who fail are stunned for 1d4+1 rounds. Stunned opponents must make a successful Fort save (DC 18) or become helpless for 1d4-1 rounds (minimum 1 round). Allies (as selected by the lasher) in range are spared the effects of the death spiral.

Sacred Fist of the Sun

A Sacred Fist of the Sun (SFS) is a dedicated servant of the game world's sun god.
They first learn to harness the power of the sun and the sands and later use it to call down the mighty solar energies.


Requirements:

Alignment: Any non-evil
Classes: Monk 7 / Sacred Fist 5.
Feats: Disciple of the Sun, Endurance, Ki Reinforce, Fiery Ki Defense, Sun School
Skills: Concentration 13, Diplomacy 13, Knowledge (religion) 10, Survival 7
Domains: Fire, Sun.
Special: Must have been chosen and accepted as a paragon of faith of the game world's sun god


Basic Progression:

BAB: Average
HP: As Monk (5 / level)
Good Saves: Fort, Will
SkPts per level: 4 + INT-mod
Spellcasting: Level stacks with Priest level.
Channel Positive Energy: According to character-level (SFS level counted twice when Lightchild ability (see below) is active)
Unarmed Offensive Capabilities: Level stacks with Monk level (including Versatile Unarmed Attack).
Ki Pool & Ki Powers: Level stacks with Monk level.
Spells: A SFS can take any arcane spell with the fire descriptor as a known spell. In case of arcane-divine level difference, he may take a spell at the lower level. Spells with the fire descriptor are cast at CL = character-level.


PrC Features:

Level Special
1 Embrace the Fire, Lightchild, Solar Fist
2 Sand Prophet, Turning Strikes
3 Walker in Darkness
4 Lord of Fire
5 Phoenix of the Sun King

Feature Descriptions:

Embrace the Fire
A SFS has fire resistance of [5/class-level + WIS-mod + CHA-mod]

Lightchild (Ex)
The SFS glows with an unearthly light, marking him as a chosen of the golden gods.
He emits light as Daylight spell, though he may suppress and reactivate this ability at will.

Solar Fist (Ex)
The SFS's unarmed strike counts as a weapon of Flameburst for all intents and purposes.

Sand Prophet (Ex)
To activate the benefits of the Sand Prophet ability the SFS must fast for one day and one night, from sunrise to sunrise.
During this 24 hour period he may not consume any food or water, and may take no activity except for calm prayer and meditation.
Damage due to ongoing effects (such as disease or poison) does not hinder his fast. However, if attacked during the fast, forced to move more than 10 ft. from his spot of meditation by force or volition, or disturbed in any way, the SFS must make a Concentration check (DC 25 +2 per incident + points of damage taken) or lose the meditative trance. A failed fast causes 1d4 points of temporary Constitution damage. At the end of a successful fast the SFS is affected by Heal spell effect and gains one of the following benefits for a number of days equal to his character level (or until the next successful fast):
- Fast of the Heart: A +4 insight bonus on attack rolls and saving throws
- Fast of the Mind: A +4 insight bonus on skill checks
- Fast of the Soul: A +4 insight bonus to Wisdom

Turning Strikes (Su)
The SFS has learned the secret of integrating his turning capabilities into his melee attacks. He may spend a use of Channel Positive Energy and apply its effect to any target struck with his melee attacks – including multiple times on the same target, but the extra attacks granted by FoB don’t carry the turning effect.

Walker in Darkness (Ex)
The SFS learns that darkness is the black twin of his master, the mysteries of the sun god's nightly journey are revealed to him. This provides a plethora of benefits.
1. The SFS only requires 4 hours of rest to gain refreshment. These hours are spent meditating deeply, lending his spiritual strength to the sun god to aide him usher in the dawn. At the end of this meditation, he loses 2d6 extra strain points.
2. He gains Darkvision 120ft. If he already possesses Darkvision to 90ft or more, its range is increased by 60ft.
3. During the day time hours he receives a +1 bonus on attack and damage against undead, infernal and abyssal creatures.

Lord of Fire (Ex)
The sun's fire obeys the SFS's whims. The SFS may call for divine aid and roll a Knowledge (religion) check. He then selects a 10ft radius spread originating anywhere within 100ft +10ft / character level (provided he has line of effect to the fire's point of origin). Creatures in the area take damage equal to the SFS's Knowledge (religion) check + CHA-mod (Ref save DC = [20 + WIS-mod + CHA-mod]).
This power is available [3 + WIS-mod] times per day as a swift action (the SFS must be able to see or feel the sun) and limitlessly as a standard action.

Phoenix of the Sun God (Ex)
Once per month per WIS-mod (but no more than once / day), the SFS may channel the sun's awesome power of life & death. He explodes in a searing blast of solar energy, dealing 20d6 points of damage in a 20ft radius. All affected creatures are entitled to a Ref save (DC 19 + WIS modifier) for half damage. Half of the damage comes from fire, the other half is divine solar energy (untyped damage). An undead creature caught within the radius instead takes 20d10 points of damage (Ref halves). In addition, the burst results in the destruction of any undead creature specifically harmed by bright light if it fails its save. This blast destroys the SFS, but 1d6 rounds later, a 10d6 implosion fills the AoE and he reforms in the exact spot where he was when he activated the ability. He is dazed for one round after reappearing, but is completely healed of all damage and conditions (as if affected by Heal, Greater Restoration and Regeneration).
Any held /carried non-magical equipment the SFS had when this ability was activated reforms with him, exactly as it was. In addition, the SFS can have a single magical item restored.
This power is a direct deific gift granted by the sun god himself, upon which the sun god's symbol is forever "burned" onto the SFS's forehead (his new and permanent holy symbol).

Shadowdancer

A Shadowdancer learns how to manipulate the very essence of darkness in order to gain concealment, movement and combat powers. Drawing from their cunning combat skills, their darkness adaptation and the ability to materialize and reshape weapons out of their own will, Shadowdancers become a force to recon with.


Requirements:

Alignment: Any non-good
Classes: Rogue 3 / Sorcerer 2 / Ghostknife 6
Feats: Ambidexterity, Elusive Target, Quicken Spell-Like Ability: Darkness (invocation), TWF
Skills: Hide 13, Knowledge (the planes) 8, Move Silently 13, Perform (dance) 10, Tumble 13
Invocations: Darkness, Devil's Sight, Soulreaving Aura
Special: Must have been to the plane of shadows or subject to Shadow Walk sometime in the past.


Basic Progression:

BAB: Average
HP: As Rogue (4 / level)
Good Saves: Ref
SkPts per level: 6 + INT-mod
Weapon Focus: Level stacks with Ghostknife
Invocations: Level stacks with Sorcerer


PrC Features:

Level Special
1 Darksight, Shadow Jump (60ft; standard action)
2 Uncanny Dodge, Shadow Blade, Shadow Friend
3 Shadow Mantle, Shadow Jump (120ft; move action)
4 Improved Evasion, Shadow Mark, Dread Shadow Friend
5 Sudden Strike, Shadow Jump (240ft; swift action)
6 One with the Shadows, Shadow Walk, Bonded Shadow Friend
7 Shadow Discorporation, Shadow Jump (480ft; immediate action)

Feature Descriptions:

Darksight (Ex)
Shadowdancers gain the ability to see through all forms of darkness, including magical (even within Antimagic or dead-magic zone). Shadowdancers are easy to pick out, as their eyes turn flat silver.

Shadow Jump (Su)
As given for the core Shadowdancer, except that its activation is accelerated with level progression.

Shadow Blade (Su)
The Shadowdancer's mindblade(s) emits negative-energy shadows. It deals extra negative damage of 1d6 + 1/class-level and can strike ethereal/incorporeal opponents with no miss chance (the extra damage doesn't affect undead). Critical hits against opponents susceptible to precision damage also deal 2 points STR, DEX & AGI damage (Fort save vs. DC15 negates).

Shadow Friend (Su)
The Shadowdancer can summon a Shadow as specified for the core Shadowdancer, disregarding the XP issue for destruction/dismissal.
A Shadowdancer has an empathic link with his Shadow Friend just as if it were a familiar, using twice the Shadowdancer’s class level. While within empathic link range, a Shadowdancer can, as a standard action, choose to see through his Shadow Friend, suppressing his own eyesight while doing so.
A Shadowdancer may only have one such "friend" at a time. If dismissed (contrary to “destroyed”), the Shadow Friend may be re-summoned after 24 hours have passed.

Shadow Mantle (Su)
The Shadowdancer can shroud himself with protective ambient shadows for [class-level + CHA-mod] rounds as a swift action. He gains a +4 bonus to AC (armor), to saves vs. light-based spells, to positive energy and to Hide checks made in less than daylight illumination. The Shadow Mantle can be dismissed as a free action, and while active, the Shadowdancer's facial features cannot be discerned.

Shadow Mark (Su)
The Shadowdancer can make a touch attack, and if successful, attune to his target. He can then track it down and shadow-teleport to its location, regardless of the distance, as long as they're on the same material plane. A Shadowdancer can only have one marked target at a time.

Dread Shadow Friend (Su)
The Shadow Friend now becomes a Greater Shadow, gains Fast Healing 1 and may create spawns.

One with the Shadows
The Shadowdancer's power over shadows transcends the dependency upon magic to do so.
From this point and on, all of the Shadowdancer's shadow powers become extraordinary abilities.

Shadow Walk (Ex)
The Shadowdancer may use Shadow Walk spell effect once per day (caster level = character level). If the Shadowdancer travels alone, this power may be activated as a swift action.

Bonded Shadow Friend (Su)
The Shadowdancer may summon his Shadow Friend to his presence as long as it’s within range of empathic link. Alternatively, While seeing through his Shadow Friend, the Shadowdancer can teleport to his Shadow Friend’s location. He can do so 3 times per day and both must be within shadow, dim light or darkness.

Shadow Discorporation (Ex)
When in shadows or darkness, any damage that would inevitably reduce the Shadowdancer to 0 HP or less has a chance to discorporate him instead. On a successful Ref save vs. DC [5 + damage dealt], the Shadowdancer breaks apart into dozens of flitting shadows and vanishes, along with anything carried or held.
The Shadowdancer reforms at the next sundown at a place of his choosing within one mile of the place where he discorporated, materializing at the exact same condition he was when he was discorporated.
While discorporated, nothing can attack the Shadowdancer and he cannot take any actions (this is a special sort of delayed teleportation with no Teleport Trace).

Soulbow (*)

A Soulbow is the perfect archer, combining his diverse background to rain death upon his enemies from afar.
The Soulbow PrC is basically the core Arcane Archer modified as follows:


Requirements:

Classes: Ghostknife 4, Mage 5, Sorcerer 2, Warrior 1
Weapon Proficiency: Bows
Feats: Far Shot, Manyshot, Pierce the Wind, Precise Shot, Rapid Shot, Shot on the Run, Close Combat Archery.
Spell: Able to cast the following spells without preparation: Mage Hand, Magic Missile and Acid Arrow.
Invocation: Eldritch Spear, Entropic Warding, Hideous Blow.
Weapon Focus: Any bow.


Basic Progression:

Arcane Spellcasting Progression: At each odd level. This replaces the "Enhance arrow +X" feature.
Invocations & EB damage: At each even level.
Psychic Armor: Level stacks with Ghostknife to determine potency.


PrC Features:

Level Special
1 Mind Bow, Arrow Mind, Quick Aim
2 Arrow Trick: Imbue Arrow, Bonus Feat: Sharp Shooter
3 Arrow Trick: Seeker Arrow, Bonus Feat: Improved Precise Shot
4 Arrow Trick: Phase Arrow, Bonus Feat: Greater Manyshot
5 Arrow Trick: Hail of Arrows, Bonus Feat: Improved Rapid Shot
6 Arrow Trick: Arrow of Death, Imbue Mastery

Feature Descriptions:

Mind Bow (Su) (1st level)
A Soulbow's most basic training is the ability to shape his Mind Blade into a bow (long/short – according to his selected weapon focus). Upon pulling on the bow, an arrow of psychic force is formed. A Soulbow has long spell range with his Mind Bow, tied to the Soulbow's class level.
Using a Mind Bow, a Soulbow can issue a firing rate according to the Medium-Melee-Weapons category attack speed, since a Soulbow never has to load an arrow onto his Mind Bow. Each Mind Arrow shot by a Soulbow also carries whatever enhancement his Mind Blade would carry, including EB and eldritch essence (the latter two discharge on a touch attack).

Arrow Mind (Ex)
A Soulbow may each round select a 60-degree cone area that he threatens and can target opponents within 60ft with ranged AoOs. This can only be done with his Mind Bow.

Quick Aim (Ex)
Any single attack the Soulbow makes as a standard or full round action is considered an aimed shot (including special attacks that require said action).

Imbue Arrow (Su)
As given for the core Arcane Archer. A Soulbow with multiple arrow tricks may issue more than one of them in a single attack and even with the same psychic arrow.

Seeker Arrow (Su)
As given for the core Arcane Archer, except using this ability does not require an action beyond the one required to fire the arrow.

Phase Arrow (Sp)
A Phase Arrow flickers between the material prime, the Ethereal and Astral planes, so it overcomes all barriers that don't stretch to all three. Phase Arrow attack is a ranged touch attack. using this ability does not require an action beyond the one required to fire the arrow.

Hail of Arrows (Sp)
All opponents within range in a 120-degree cone. Each arrow counts as First Strike (EB included).
SA and precision damage in general cannot be used when applying Hail of Arrows.

Arrow of Death (Sp)
No special preparation - just plain simple usable once / day.
The DC equals [10 + 1/2 character level + CHA-mod]
A target that makes its save still takes 10d6 damage

Imbue Mastery (Su)
At 6th level, an imbued arrow can be used to fire a spell from the target instead of striking the target directly. Treat the target square as the origin of the spell for all purposes. For example, an archer could fire around a corner by shooting a ray spell imbued arrow at the turn in a hallway.


Arrow Tricks note: When an arrow trick is learned, it's usable once / day and all previous arrow tricks are usable once more per day. A 6th level Soulbow can apply 2 arrow-tricks to a single shot (1 when applying Hail of Arrows, starting at 8th level) and at 10th level he can apply 3 arrow-tricks to a single shot (2 when applying Hail of Arrows).

Soul Reaper

Soul Reapers learn the forbidden art of harvesting soul energy of others to power many abilities.
Soul harvesting is an evil act of the highest degree, as it torments a soul to a level no mortal torment can ever amount. Soul Reapers are well aware of this fact, since during the process they hear a bone chilling shriek inside their heads and are aware of a terrible and unjust loss. Furthermore, once harvested, the most basic essence of a soul returns to the spirit world and is forever lost to mortal magic. The only possible way of ever bringing someone that's been harvested from the dead is via Miracle spell (i.e. direct divine intervention).


Requirements:

Alignment: Any evil
Classes: Hexblade 3, Priest 9
Feats: Diehard, Greater Spell Focus: Necromancy
Skills: Bluff 8, Concentration 13, Knowledge (arcana 10, religion 13, the planes 12), Intimidate 10
Domains: Spirit, Undeath, Void
Invocations: Miasmic Cloud


Basic Progression:

BAB: Average
HP: As Rogue (4 / level)
Good Saves: Fort, Will
SkPts per level: 4 + INT-mod
Invocations: Level stacks with Hexblade level
Spells: Level stacks with Priest level
Channel Positive Energy: Level stacks with Priest level


PrC Features:

Level Special
1 Soul Harvest (1min ritual), Soulspell
2 Invigorate, Soulshield
3 Soul Harvest (full round)
4 Soulbound Metamagic
5 Soul Harvest (killer blow)
6 Spellpower Augmentation
7 Soul Harvest (anyone within 100ft)
8 Charnel Touch
9 Soul Harvest (Soulsnatch)

Feature Descriptions:

Soul Harvest (Su)
They can perform a short ritual to capture the soul energy of a newly dead corpse. This ritual requires 1min of uninterrupted concentration (you're oblivious to your surroundings and automatically fail your Concentration check if interrupted) plus the corpse of a living creature and must be completed before [1min +1min / Soul Reaper's level] has passed from the moment of death.
At the end of the ritual, your soul pool gains a number of points equal to the deceased's HD at the moment of death.
This benefit lasts for 24 hours and the number of soul points a Soul Reaper can store within himself at any given time is limited by his [class-level*3 + CHA-mod].
Upon completion of a soul's harvest, a Soul Reaper is immediately aware of any topic that went through the deceased's mind during the 24-hour period prior to its death.
If a Soul Reaper would gain more points than his maximum limit because of this ability, he's instead healed a number of HP equal to 3 * the amount he couldn't exploit. If he's fully healed, the remainder is gained as temporary HP that persist for 1 hour.
Instead of immediately harvesting a soul, a Soul Reaper can trap it in a gem for use at a later time. The gem must be worth at least 1000gp per accumulated HD it holds, otherwise its shatters and the attempt fails (which sets the target's soul free). A single gem can store but one soul.
At 3rd level, a Soul Reaper can perform this ritual as a full-round action that provokes AoOs.
At 5th level, a Soul Reaper automatically harvest the soul of any living being that you personally kill.
At 7th level, all living creatures that die within 100ft of the Soul Reaper automatically have their souls harvested, as if he had actively collected them.
At 9th level, when someone around the Soul Reaper is helpless for any reason, you can assault its life force as a standard action that provokes AoOs. The target must make a Will save vs. DC [10 + 1/2 character level + CHA-mod] or have its soul harvested.

Soulspell (Su)
The first evident benefit of soul power is the ability to use soul points to power spells. Each soul point invested stands for one strain point.

Invigorate(Su)
You have learned how to convert soul power into physical life force. For each soul point traded (a total of 1 / class level max), you gain 1d6 temporary HP and +1 STR enhancement that last for 24 hours.

Soulshield (Su)
As a free action, you can trade soul points to augment a saving throw (even after you know the outcome of the save attempt), at a rate of 1:1.

Soulbound Metamagic(Su)
You may now use soul power to fuel metamagic. Each soul point invested stands against one level of spell augmentation via metamagic.

Spellpower Augmentation(Su)
By spending 3 soul points, you can boost the potency of all spells. Any spell augmented in this manner has its DC increased by +2 and its SR penetration by +5.

Charnel Touch
When making an unarmed touch attack, you can enhance you Hideous Blow. Each soul point invested (up to your class level) increases your EB damage by 1d6.

Spellblade

A Spellblade is an elite soldier, highly practiced in sword, skill & spell, and trained to utilize them in an unequaled harmony. The training facilities for becoming a Spellblade are exclusive to elven societies and monitored by elven rulers.


Requirements:

Class levels: Mage 5, Rogue 3, Warrior (unfettered) 2
Feats: Arcane Strike (CW), Armor Specialization: Chain Shirt, Combat Reflexes, Improved Counterspell, Metamagic feat (any) and Somatic Weaponry (CM).
Skills: Balance 5, Concentration 6, Jump 6, Perform (dance) 5, Tumble 9
Weapon Focus: Longsword or Scimitar
Special I: Trained by elves
Special II: Must own a personal Mithril Chain Shirt.


Basic Progression:

BAB: Full
HP: As Monk (5 / level)
Good saves: All
SkPts / Level: 6 + INT-mod
Weapon Skill: Level stacks with Warrior level
Arcane Spellcasting progression: 4/5 (all levels except 1 and 6).
Sneak Attack: Level stacks with Rogue level.


PrC Features:

Level Special
1 Arcane Channeling, Bonus Feat: Dampen Spell
2 Innate Spell (1), Spellshield
3 Pierce Defenses, Spell Weaponry
4 Bonus Feat: Deflect Ray
5 Innate Spell (2)
6 Arcane Channeling (full attack)
7 Bonus Feat: Reactive Counterspell
8 Innate Spell (3)
9 Magicbane Strike
10 Bonus Feat: True Counterspell

Feature Descriptions:

Arcane Channeling (Su)
See the PHB II Duskblade for a detailed description.

Bonus Feat
You gain the indicated counterspell enhancement.

Innate Spell (Sp):
At 2nd level, a Spellblade may select one spell that he knows and gain it as a spell-like ability.
A Spellblade may select an additional innate spell at levels 5 and 8.

Spellshield (Su)
Same as the core-Sorcerer's Dungeonscape-ACF of the same name.

Pierce Defenses (Su)
Once per encounter per class level, when making a melee attack, the Spellblade can have a single attack strike through all magic-based AC enhancements and damage blocking traits/effects of all kinds.
The Spellblade must declare the use of this ability before making an attack. Missing the attack roll counts as a failed attempt.

Spell Weaponry (Su) Whenever the Spellblade casts an arcane spell that deals energy damage, he can turn half of the damage dealt by the spell into piercing/slashing/bludgeoning damage (reminder: physical damage is not susceptible to SR or energy resistance and may crit (20/x2), but is susceptible to DR). When channeling such spells through his weapon(s), the Spellblade doesn't have to select his wielded weapon's damage type.

Magicbane Strike (Sp)
Once per day, when making a melee attack, the Spellblade can affect the target struck with Mage’s Disjunction.
The Spellblade must declare the use of this ability before making an attack. Missing on a touch attack doesn't count as a failed attempt.

Uttercold Blightbringer

Uttercold Blightbringers are druids gone rogue in the worst meaning. Reveling in decay, they're greatly feared by most.
Their plagues can eventually transform lush green forests into a foul green hell of diseased monsters and deadly poisons.


Requirements:

Alignment: Any evil
Classes: Druid 7, Hexblade 4
Skills: Intimidate 12, Knowledge (the planes) 9
Feats: Energy Substitution (cold), Lord of the Uttercold, Armor Proficiency: medium, Armor Mastery: medium
Spells: Resist Energy, Ice Storm, Rusting Grasp
Invocations: Baleful Utterance, Miasmic Cloud
Weapon Proficiencies: Heavy Blades, Light Blades, Polearm
Special I: Must revere a deity strongly associated with decay & disease
Special II: Cannot have known spells that undo corrupting effects of any kind


Basic Progression:

BAB: Full
HP: As Warrior (6 / level)
Good Saves: Fort & Will
SkPts per level: 4 + INT-mod
Spellcasting: level stacks with Druid level
Dark Companion: Level stacks with Hexblade level


PrC Features:

Level Special
1 Blightbringer prestige domain, Apostle of Blight
2 Staredown, Acid & Cold Resistance 10
3 Icy Blight
4 Mass Staredown, Acid & Cold Resistance 15
5 Perpetual Injuries
6 Improved Staredown, Acid & Cold Resistance 20
7 Heart of the Uttercold Blight
8 Natural Disaster

Feature Descriptions:

Blightbringer prestige domain (Su)
Domain Power: Turn Living
Domain Spells: Hold Animal(1), Snilloc's Snowball Swarm(2), Contagion(3), Fear(4), Cone of Cold(5), Finger of Death(6), Command Plants(7), Horrid Wilting(8), Energy Drain(9)

Apostle of Blight
As the ultimate messengers of decay and pestilence, all Uttercold Blightbringers are immune to poison and ability damage of all kinds and sorts. To them such effects are like a breath of cool breeze on a warm summer day.

Staredown
Demoralize with +4 to the check (See the CW Samurai)

Icy Blight
All melee attacks made by the Blightbringer count as Icy Burst and inflict with disease (Filth Fever).

Mass Staredown
Mass demoralize as a standard action (See the CW Samurai)

Perpetual Injuries
All of the Blightbringer's melee attacks now carry the Wounding property.

Improved Staredown
Mass demoralize as a move action (See the CW Samurai)

Heart of the Uttercold Blight
Upon obtaining 7th level, an Uttercold Blightbringer undergoes a hideous transformation that take 1 full round and provokes AoOs.
His skin blackens & splits, becoming cold & slimy to the touch, he becomes immune to acid & cold and he gains the plant subtype.
The sight and presence of a transformed Uttercold Blightbringer are so dreadful, that any creature engaging him in combat must make a will save (DC [20 + CHA-mod]) or become panicked for 4d6 rounds.
Furthermore, the Blightbringer's ability to demoralize reaches legendary proportions. On all uses of Intimidate skills, he gains a +4 racial bonus on all checks and he's able to demoralize anyone, anywhere. Whenever he uses the Intimidate skill, he can affect even creatures normally immune to fear (not including mindless creatures and golems), but such creatures gain +8 bonus on their opposed checks.


Natural Disaster (Sp)
Once per Week, the Blightbringer may call down the most destructive forces of nature to wreak havoc on an area.
This functions as a Storm of Vengeance spell, with the following modifications:
- The effect lasts on its own without the need for concentration.
- A full scale Earthquake takes effect throughout the entire area during round 1.
- Round 2 is omitted.
- On round 2 (originally round 3), lightning hits all targets in the AoE.
- During rounds 4 through 10, the rain is acidic and deals 1d6 damage (basically, round 2 is intertwined into the remainder of the effect).


(*) It didn't elude me that in order to fulfill the feat requirements at the minimum level for these PrCs, one must either be human or take flaws, or that it may even require retraining. Unfortunately, to my better judgement, they're all required to fit the archetype.






    Appendices
  Entry #8    




Appendix A: Legend

2HW: 2-Handed Weapon
#Att: Number of Attacks
AC: Armor Class
ACF: Alternative Class Feature
ACP: Armor Check Penalty
AFAIK: As Far As I Know
AGI: Agility
ASF: Arcane Spell Failure
AoO: Attack of Opportunity
AoE: Area of Effect
BAB: Base Attack Bonus
BBEG: Big Bad Evil Guy
BoED: Book of Exalted Deeds
C-C: Cross-Class (skill(s))
CAdv: Complete Adventurer
CArc: Complete Arcane
CC: Complete Champion
CDiv: Complete Divine
CHA: Charisma
Ci:Cityscape
CL: Caster Level
CM: Complete Mage
CoC: Code of Conduct
CON: Constitution
CR: Challenge Rating
CSco: Complete Scoundrel
CW: Complete Warrior
DEX: Dexterity
DMG: Dungeon Master's Guide
DR: Damage Reduction
DrMg: Dungeon Magic
Dun: Dungeonscape
EB: Eldritch Blast
EbCS: Eberron Campaign Settings
Ex: Extraordinary ability/feature
FoB: Flurry of Blows
FrCS: Forgotten Realms Campaign Settings
HoB: Heroes of Battle
HoH: Heroes of Horror
HP: Hit Points
INT: Intelligence
IRL: In Real Life
IUS: Improved Unarmed Strike
LEoF: Lost Empires of Faerun
MotW: Masters of the Wild
NOVA: Successfully utilizing all/most of your magical & mundane offensive resources in a single encounter
OD&D: Old D&D rules - the Boxed Sets that were lated edited to the book known as "The D&D Rules Cyclopedia" (TSR 1071, 1992)
OTOH: On The Other Hand
PC: Player Character
PER: Perception
PF: Path Finder
PGtF: Player Guide to Faerun
PHB: Player's Handbook
PrC: Prestige Class
RAI: Rules As Intended
RAW: Rules As Written
RoF: Races of Faerun
RoS: Races of Stone
RotD: Races of the Dragon
RotW: Races of the Wild
SA: Sneak Attack
SkPts: Skill Points
SL: Spell Level
So&Si: Song & Silence
Sp: Spell-like ability/feature
SpC: Spell Compendium
SR: Spell Resistance
Sto: Stormwreck
STR: Strength
Su: Supernatural ability/feature
ToB: Tome of Battle
ToM: Tome of Magic
TPK: Total Party Kill
TWF (or 2WF): Two Weapon Fighting
UA: Unearthed Arcana
UD: Uncanny Dodge
WIS: Wisdom
XP: Experience Points
XPH: Expanded Psionic Handbook

Appendix B: Books to regard (subject to these house roles)

Taken as is:
- PHB I / II
- DMG

Skills:
- Other Uses (any source/external book)
- Skill Tricks (Complete Scoundrel)

Feats + Spells & Invocations:
- Complete _______ (whatever)
- Races of _______ (whatever)
Note: Class-specific combat spells of the core full-BAB base-classes (Duskblade/Paladin/Ranger) can be most appropriately assigned to appropriate PrCs (e.g. the Spellblade)

Appendix C: Extra Bonuses

Monsters

Dragons

Dragons are awesome.
In fact, they're so awesome that they're in the game's title.

Here's a new perspective on how their complex mechanics can be greatly simplified and unified.
In the process, I'm cleaning up what I think were some oversights in the wording of the dragon-related rules.

At the same time, I'm overhauling a lot of the fluff for these dragons; a lot of the standard dragon hierarchies and relationships are kicked out the window, and there are some changes to the concept of dragon social structure.


The Fluff

Dragons are creatures that have inspired great wonder and awe throughout any civilization that has encountered them. Whether these creatures have become great patrons or terrible enemies, they almost always have an enormous impact on the development of the "less gifted races", as non-dragons are oft-called. So well-known are these creatures, that many con artists and cheats have taken to selling forged documents and manuscripts detailing the lives of these creatures, leading to a great deal of misinformation about them. One such manuscript, especially famous, is the Draconomicon, a tome penned by a collective of wizards who make their home near some far-off shore. It is unfortunate that such misinformation has become so widespread, but we here seek to remedy the ills these inaccurate works may have brought to kingdoms and adventurers alike who relied on these false reports.

Many have believed the various races of Dragons to be truly independent breeds. So deeply entrenched is this belief that many insist that there are racial rivalries among the dragons, and that the metallic dragons eternally war with the chromatic (a non-realistic distinction, as will soon be explained below). In reality, this is nonsense, for the truth of the Dragons is that they are all different races of the same species.
Even in infancy, a dragon's power is driven by its feed; of the dozens of dragons hatched in a single clutch, only one or two reach the Very Young age category, having devoured their siblings and survived on the traces of magical energy stored in the meat. It is worth of note, however, that dragons maintain a strong taboo against cannibalism once past wyrmlinghood, and many Good dragons later regret their inability to restrain their instincts at birth.

The voracious nature of the Dragon is widely understood, and many scholars note that these magnificent creatures can survive on mere rock and stone. What so many have failed to realize is that these rock and stone are a part of their flight and breath weapon mechanism.

As for the tendency of many dragons to hoard precious items stems partially from an inborn attraction (much like crows) to shiny stuff and because compared to their superior minds, the life of a dragon are usually excruciatingly boring.
But that's far from being the whole story. It is not without reason that a dragon's hoard is prized above all else. Many of the substances (mainly precious stones and metals) in the environment a dragon type inhabits are the source that powers its breath weapon, with other items kept for their aesthetic value or as a prized morsel for some special occasion.

All True Dragons speak Draconic and Common.

The Mechanics

Type:
A dragon is a winged, reptilelike creature, with magical abilities.

Color:
There are exactly 6 dragon types, all of equal power:
- Black (Obsidian)
- Blue (Sapphire)
- Green (Jade)
- Rainbow (Diamond)
- Red (Gold)
- White (Silver).
The "color" indicated in parenthesis is how they appear when exposed to sunlight - that's the source of the chromatic-metallic-gemstone distinction myth.

Draconic Magic:
The source of all dragons' Sp abilities is their innate ability to use invocations.
A dragon gains invocations as a Sorcerer of 2/3 its HD (2 Sorcerer levels worth of invocations per age category). It may select any invocation from the Sorcerer or DFA, except shape & Essence invocations.
Dragons also receive a Breath Effect when they reach their Young age and again every time they advance 2 age categories thereafter. Dragons cannot use their racial Breath Effect to gain different breath damage types, but they may do so by taking levels in the DFA class, gaining much less potent breath weapon (not too likely).

Features: A dragon has the following features:
- HD: d10.
- BAB: 3/4 HD.
- Good saves: Fort & Will.
- Skill points: 20 + 5 / HD

Traits: A dragon possesses the following traits:
- Dragons eat, sleep and breathe.
- Darkvision 120ft, lowlight vision x4 (x2 within daylight), +4 on all PER based checks.
- Amphibian: Dragons breath under water as easily as they do in the open air and swim as fast as they move no land.
- Proficient with its natural weapons.
- Proficient with no armor.

Languages:
All Dragons speak Draconic and Common.


Dragon Statistics

Challenge Rating:
Wyrmling 3; very young 4; young 5; juvenile 7; young adult 9; adult 11; mature adult 13; old 15; very old 16; ancient 18; wyrm 20; great wyrm 22


Dragons by Age:
Age            Size  Years           Hit Dice (hp)    STR DED CON INT WIS CHA   BAB/     Attack   Fort Ref  Will   Breath
                                                                               Grapple                             Weapon (DC)
==============================================================================================================================
Wyrmling        T    0-5             3d10+3 (33)      11  10  13  10  11  10     +2/-6     +4      +4   +1   +3      2d6 (12)
Very young      S    6-15            6d10+6 (66)      13  10  13  10  11  10     +4/+1     +6      +6   +2   +5      4d6 (14)
Young           M    16-25           9d10+18 (108)    15  10  15  12  11  10     +6/+8     +8      +8   +3   +6      6d6 (16)
Juvenile        M    26-50           12d10+24 (134)   17  10  15  14  11  12    +9/+12    +12     +10   +4   +8      8d6 (18)
Young adult     L    51-100          15d10+45 (195)   19  10  17  14  11  14   +11/+19    +14     +12   +5   +9     10d6 (20)
Adult           L    101-200         18d10+72 (252)   23  10  19  16  11  16   +13/+23    +18     +15   +6  +11     12d6 (23)
Mature adult    H    201-400         21d10+105 (315)  27  10  21  16  13  16   +15/+32    +22     +17   +7  +13     14d6 (25)
Old             H    401-600         24d10+120 (360)  29  10  21  18  13  16   +17/+34    +24     +19   +8  +15     16d6 (27)
Very old        H    601-800         27d10+162 (432)  31  10  23  18  15  18   +18/+36    +26     +21   +9  +17     18d6 (29)
Ancient         G    801-1,000       30d10+180 (480)  33  10  23  20  15  18   +20/+39    +29     +23  +10  +19     20d6 (31)
Wyrm            G    1,001-1,200     33d10+231 (561)  35  10  25  20  15  20   +21/+45    +29     +25  +12  +20     22d6 (33)
Great wyrm      C    1,201 or more   36d10+288 (648)  37  10  27  22  19  22   +23/+48    +32     +28  +13  +24     24d6 (36)
	

Dragons by Age (Continued):
Age             Speed*                      Init    AC                                                   SR   DR      Frightful
                                                                                                                      Presence DC
=================================================================================================================================
Wyrmling       40ft, fly 150 ft. (good)      +0    14 (+2 size,  +2 natural), touch 12, flat-footed 14   -    -            -
Very young     40ft, fly 150 ft. (good)      +0    16 (+1 size,  +5 natural), touch 11, flat-footed 16   -    -            -
Young          40ft, fly 200 ft. (average)   +0    18 (          +8 natural), touch 10, flat-footed 18   -    5/magic      -
Juvenile       40ft, fly 200 ft. (average)   +0    21 (         +11 natural), touch 10, flat-footed 21   -    5/magic      -
Young adult    40ft, fly 200 ft. (average)   +0    23 (-1 size, +14 natural), touch 9,  flat-footed 23   19   10/magic    17
Adult          40ft, fly 200 ft. (average)   +0    26 (-1 size, +17 natural), touch 9,  flat-footed 26   21   10/magic    20
Mature adult   40ft, fly 200 ft. (poor)      +0    28 (-2 size, +20 natural), touch 8,  flat-footed 28   23   15/magic    21
Old            40ft, fly 200 ft. (poor)      +0    31 (-2 size, +23 natural), touch 8,  flat-footed 31   24   15/magic    23
Very old       40ft, fly 200 ft. (poor)      +0    34 (-2 size, +26 natural), touch 8,  flat-footed 34   26   20/magic    25
Ancient        40ft, fly 250 ft. (clumsy)    +0    35 (-4 size, +29 natural), touch 8,  flat-footed 37   28   20/magic    27
Wyrm           40ft, fly 250 ft. (clumsy)    +0    38 (-4 size, +32 natural), touch 6,  flat-footed 38   30   25/magic    29
Great wyrm     40ft, fly 250 ft. (clumsy)    +0    38 (-8 size, +36 natural), touch 6,  flat-footed 41   32   25/epic     32

* Dragons also have swim speed of 60ft and can burrow at 10ft.
	


Dragon Abilities and Natural Attacks by Size:
Size            Space/Reach*    1 Bite  2 Claws  1 Tail Slap  2 Wings  1 Crush  1 Tail Sweep
Tiny            2.5 ft./0 ft.    1d4     1d3       -            -        -        -
Small             5 ft./5 ft.    1d6     1d4       -            -        -        -
Medium            5 ft./5 ft.    1d8     1d6      1d6           -        -        -
Large            10 ft./5 ft.    2d6     1d8      1d8          1d6       -        -
Huge             15 ft./10 ft.   2d8     2d6      2d6          1d8      2d8       -
Gargantuan       20 ft./15 ft.   4d6     2d8      2d8          2d6      4d6      2d6
Colossal         30 ft./20 ft.   4d8     4d6      4d6          2d8      4d8      2d8

*A dragon's bite & tail attack has reach as if the creature were one size category larger.
This is not noted in the dragon's reach, above. All other attacks are made with the standard
reach for the dragon's size.
	

Dragons' Breath Weapon length & area by Size:
Dragon Size     Line*    Cone*
==============================
Tiny            30 ft   15 ft.
Small           40 ft   20 ft.
Medium          60 ft   30 ft.
Large           80 ft   40 ft.
Huge           100 ft   50 ft.
Gargantuan     120 ft   60 ft.
Colossal       150 ft   75 ft.

* A line is always 5ft high and 5ft wide. A cone is as high and wide as its length.
	


Ability Descriptions

Bite:
Bite attacks deal the indicated damage plus the dragon's Strength bonus. A dragon also can use its bite to snatch opponents if it has the Snatch feat.


Claw:
Claw attacks deal the indicated damage plus the dragon's Strength bonus. The dragon also can use its claws to snatch opponents if it has the Snatch feat. Claw attacks are secondary attacks, requiring a -5 penalty on the attack roll. (Many dragons choose the Multiattack feat to lessen this penalty to -2).


Tail Slap:
The dragon can slap one opponent each round with its tail.
A tail slap deals the indicated damage plus the dragon's Strength bonus and is treated as a secondary attack.


Wing:
The dragon can slam opponents with its wings, even when flying. Wing attacks deal the indicated damage plus ½ the dragon's Strength bonus (round down) and are treated as secondary attacks.


Crush (Ex):
This special attack allows a flying or jumping dragon of at least Huge size to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents 2 or more size categories smaller than the dragon (though it can attempt normal overrun or grapple attacks against larger opponents).
A crush attack affects as many creatures as can fit under the dragon's body. Creatures in the affected area must succeed on a Ref save (DC equal to that of the dragon's breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don't escape.
A crush attack deals the indicated damage plus the dragon's Strength bonus.


Tail Sweep (Ex):
This special attack allows a dragon of at least Gargantuan size to sweep with its tail as a standard action. The sweep affects a half-circle with a radius of 30ft (or 40ft for a Colossal dragon), extending from an intersection on the edge of the dragon's space in any direction. Creatures within the swept area are affected if they are four or more size categories smaller than the dragon. A tail sweep automatically deals the indicated damage plus 1½ times the dragon's Strength bonus (round down). Affected creatures can attempt Ref saves to take half damage (DC equal to that of the dragon's breath weapon).
Grappling: Dragons do not favor grapple attacks, though their crush attack (and Snatch feat, if they know it) use normal grapple rules. A dragon can always use its breath weapon while grappling, as well as its spells and spell-like or supernatural abilities, provided it succeeds on Concentration checks.


Breath Weapon (Su):
All Dragons have a breath weapon.
Using a breath weapon is a standard action. Once a dragon has used its breath weapon, it cannot do so again for 1d4 rounds.
A blast from a breath weapon always starts at any intersection adjacent to the dragon and extends in a direction of the dragon's choice, with an area as noted in the table above.
Creatures caught in the area can attempt a Ref save take half damage. Those that fail must make a second save or suffer the breath weapon's side effect. The DC for both is the same: [10 + 1/2 HD + CON-mod].
All dragons are immune to their own breathe weapon's damage type and to all draconic breath weapons' secondary effects (but gain no resistance vs. the damage of the other breath weapons).
Breath Weapon Types:
- Black (Tar - line): On a second failed save, this black acid does additional [1d6 + (1 / age category)] for 2 rounds.
- Blue (Lightning - line): Victims who fail their second save are stunned for 1 round.
- Green (Smoke - cloud): On a second failed save, the toxic fumes render a target dazed and blind for 1 round, due to suffocation and burning eyes.
- Rainbow (Light - cone/line): A Rainbow dragon's breath weapon produces multicolored flash that shines in all the colors of the rainbow. Its secondary effect is blindness for 1 round and dazzled for 1d4 more rounds.
- Red (Flame - cone): This breath weapon causes items to ignite on a second failed save.
- White (Frost - cone): If the victim fails its second save, it takes -2 DEX and all carried items (save for each separately) become crystallized and take a permanent -5 to their hardness.


Frightful Presence (Ex):
A young adult or older dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 30ft × the dragon's age category are subject to the effect. A potentially affected creature that succeeds on a Will save (DC 10 + ½ dragon's HD + dragon's Cha modifier) is unaffected, and no creature can be affected by a given dragon's frightful presence more than once in a 24 hour period. On a failure, creatures with 4 or less HD become panicked until they no longer have line of sight to the dragon, while those with 5 or more HD become shaken for as long as they have line of sight to the dragon. Dragons ignore the frightful presence of other dragons.


Damage Reduction:
All dragons gain DR that's overcome only by magic weapons.


Spell Resistance (Ex):
As dragons age, they become more resistant to spells and spell-like abilities.




Fairy

Plain & Simple – Tinkerbelle is a Fairy.
This is an attempt to mimic as many of Tinkerbelle's features as possible and to put them into a LA+1 at most.

Race: Fairy (Fey)
Size: Diminutive
Speed: 5ft ; Fly 40ft (perfect)

STR: -8. Fairies' diminutive size imposes a -8 STR penalty
AGI: +6. Fairies are slender and have lightning quick reflexes
CON: -4. Fairies' low body-mass makes them somewhat delicate
WIS: -2. Fairies often tend to gat into trouble due to their over developed sense of curiosity
CHA: +4. Fairies are by far among the most beautiful of races and they have highly developed social instincts.

Ageless: Fairies never ages beyond adult.
Vision: Low light
SLA: Overland Flight 3/day as a move action that provokes AoOs – using Fairy dust
Alternate form: Fairies can once/month/Character-Level take the form of a human or elf for 1 hour/Class-Level. This form will always be the same, and is chosen upon character creation.
Natural Light: Fairies radiate light all the time (as the 1st level Light spell) in a 2ft (4ft) sphere, which imposes -16 to all their hide checks. They can suppress it as a move action with a Concentration check against DC12 for 1 minute.

LA: +1

Medusa - improved and made relevant for PCs

Medusas really have very few shticks up their sleeves and need a little extra, should a player wish to RP one.
- Medusas are immune to poison & petrifaction
- Given their all around vision, Medusas gain a +2 racial bonus to Spot and the Uncanny Dodge feature.
- The gaze DC is [10 + 1/2 ECL + CHA-mod]
- The poison DC is [10 + 1/2 ECL + DEX-mod]



Stone Serpent Apostle (a hero of the Medusa)

A Stone Serpent Apostle (SSA) is a chosen defender, an advocate and an emissary of Medusa wherever she goes.
Given their terrible reputation and the fact they're frequently hunted down for fear of their horrid powers, Medusa need all the help they can get – in combat and diplomacy.
SSAs are wanderers, roaming the world, desparately searching for ways to better the way civilization views their kin and to teach other Medusa how to avoid drawing too much attention.


Requirements:

Race: Meduse
Alignment: Any good
Abilities: Cha 14+
Classes: Monk 5
Feats: Braveheart, Diehard, Last Stand, Watchman
Skills: Bluff 10, Diplomacy 10, Disguise 10, Gather Information 10, Heal 13, Intimidate 10, Sense Motive 9


Basic Progression:

HP: Monstrous (7 / level)
BAB: Full
Good Saves: Fort, Will
Unarmed Combat: Level stacks with Monk level (damage, Ki Strike and combat options and advantages)
Ki Pool: Level stacks with Monk
Added Class Skills: Disguise, Gather Information, Intimidate, Spellcraft


PrC Features:

Level Special
1 Medusa's Kiss, Flesh of Iron
2 Antivenom, Serpent's Tongue
3 Fuzzy Identity, Lay On Hands
4 Earth Bond
5 Entangling Serpents, Lucid Vision
6 Dreaded Defender
7 Touch of the Earth, Earthport
8 Aura of the Ever Living Statue
9 Venomous Gaze

Feature Descriptions:

Medusa's Kiss (Su)
Born with the ability to petrify others with a gaze, the first thing a SSA learns is to undo petrifaction. This ability is activated by touch, at will, as a standard action that doesn't provoke AoOs.

Flesh of Iron (Su)
The SSA's unarmed and natural attacks become powerful and as effective as manufactured weapons and deal damage as if she were one size category larger. Furthermore, the SSA's level stackes with her Monk level to determine the potency of her Ki Strike.
A SSA may suppress or resume this feature at will as a swift action. Whenever this ability is suppressed, so is the damage enhancement and her natural attacks' magical enhancement. Once the ability is resumed, all original effects are restored and the SSA registers as magical.
This class ability also gives the SSA a very strong connection with her most primal force. When activated, the SSA gains Stonecunning and a +6 competence bonus on all Craft (Stonemasonry), Profession (Architect) and Knowledge (architecture & engineering) checks.
While this ability is active, the SSA is immune to non lethal damage, but susceptible to rusting effects as given for the Warforged (EbCS).

Antivenom (Ex)
Another damage control as far as Medusa reputation goes is to combat poisonous effects. Instead of poison, the SSA's serpents may secrete a powerful fluid that counters all poisons originating on the material prime and all poisons from living or plant sources, regardless of their origin.
As a full round action that provokes AoOs, the SSA's serpents can carefully deliver a Neutralize Poison effect with negligible amount of damage. To eliminate AoOs, the SSA must make a normal attack with her serpents, dealing normal damage.

Serpent's Tongue (Ex)
Your serpent allies above acquire the acute sense of their serpentine legacy. As such, you gain the scent ability.

Fuzzy Identity (Ex)
The SSA now has the ability of perfectly blending into human society, by altering her form.
She gains 2 additional forms:
- Hybrid form, with dormant serpents, smooth skin and golden silvery tan.
- Human form – human by any definition.
When transformed, the SSA loses access to Flesh of Iron and any feature related to her serpents, and, Given this ability is (Ex), magical divination does not reveal her nature.
In hybrid form, because the SSA focuses her gaze strictly to her own eyes, she gains a +2 bonus to the DC of her gaze.

Lay On Hands (Ex)
This ability works as given for the PrC Paladin of these house rules.

Earth Bond (Su)
From this point and on, the SSA can meld into stone (and also earth), as the spell, and sleep in stone – both at will.

Entangling Serpents (Su)
The SSA's serpents gain unnatural elasticity and strength. This grants her 15ft reach with her serpents and allows her to grapple with them while having here hands free for other actions, or gain +4 to her grappling check while also using her limbs.

Lucid Visions (Su)
This ability requires concentration that may be maintained as a swift action each round (DC 10). While in this state, the SSA's serpents rise up as if ready to strike and work as the eyes of the Medusa. When in this state, the SSA's gaze functions through her serpents as well as her own eyes (if they're open), in which case her gaze attack's range doubles to 60ft, but she may not use her serpents for anything else.

Dreaded Defender
While the SSA's Flesh of Iron ability is active, as a standard action that doesn't provoke AoOs, she can assume (or shed) the form of a monstrous defender:
- Her size increases to large (physical damage is calculated for huge size)
- Her lower body becomes serpentine and grants her constriction attack (2d8 + STR-mod)
- Her blood becomes venomous (relevant for opponents that make bite attack)
- Her serpents threat 30ft around her.
Also, from this point and on, the SSA is immune to polymorph other than her powers.

Touch of the Earth
As a swift action, and at will, the SSA can apply Granite Body (as the spell effect) to herself. While this effect is active, the SSA's touch, melee weapons' attacks and renge weapons' attacks all petrify

Earthport (Su)
3 times per day, a SSA can teleport via earth and rock in a similar manner to Transport Via Plants.

Aura of the Ever Living Statue (Su)
At the beginning of each day, a SSA can conduct a 10min ritual of bonding that attunes her to her alies. Once completed and for the next 24 hours, her allies are immune to petrifaction as long as they're within 60ft of her.
If any of them does get petrified within the duration and the SSA comes within 30ft, he's immediately affected by Medusa's Kiss.

Venomous Gaze (Su)
Some opponents are beyond redemption and are too dire a threat to remain in the world of the living. This power must be exercised with extreme reservation, under the DM's discretion.
You can entomb the soul of your victims into their petrified body.
As a full round action, you can make a single snake attack followed by a Petrifying Gaze. If your snake attack is successful and the target fails its save vs. poison, it is not poisoned, but rather receives a -6 penalty to its save against your Petrifying Attack.
A creature turned to stone in this manner can only be restored to life by Unmaking spell or Miracle spell. Should the petrified form be shattered, only a Miracle spell can return the victim back to life.
A creature is not immune to this particular ability unless it is totally immune to polymorph and poison.

NOSFERATU (template - monstrous humanoid)

Writer's Notes

Nowadays, many vampire sagas regard the vampires as a biological anomaly.
I first came upon the name "Nosferatu" (a vampire with character class features) in the very 1st OD&D gazetteer "Grand Duchy of Karameikos" and was fascinated with the idea ever since, even though I was never really a necro-freak.
For a long time I've been toying with this concept, trying to concoct something that would be both playable and as close as possible to modern days folklore.
Now I think for the 1st time I'm more or less on the right track.


And here are the motivations behind this template:
http://forums.gleemax.com/showpost.p...6&postcount=15
http://forums.gleemax.com/showpost.p...6&postcount=19
http://forums.gleemax.com/showpost.p...6&postcount=20
http://forums.gleemax.com/showpost.p...6&postcount=26



Powers, Abilities & Special Properties

HD: A Nosferatu has +2 racial HD (+16HP; 1:1 BAB progression; Good Fort & Ref)
Abilities: STR +6, DEX +2, CON +2 & CHA +4
Skills: +8 racial bonus to Climb, Hide, Jump, Listen Move Silently & Spot; +4 racial bonus to Bluff & Intimidate.
Fast Moving: All Nosferatu gain +10ft increase to their land speed.
Climbing Speed: 20ft or equal to ground speed (whichever is lower).
Natural Attack: 2 Claws (1d4 + STR-mod), 1 Bite (1d3) - modify appropriately for small/large Nosferatu.
Pounce: When charging, a Nosferatu can make full natural attack.
Blood Drain: Same mechanics as given for the Vampire, but dealing 1d3 CON damage per round (modify CON damage according to size, the same as for weapons' damage).
Terrifying Transformation: The Nosferatu may demoralize (see Intimidate for details) a single opponent that witnesses his transformation to monstrous form (see details in the spoiler below). If the opponent has seen such a transformation in the past, it gains a +4 bonus to resist the effect. If the opponent is aware of the Nosferatu's nature, it gains an additional +4 bonus to resist.
Darkvision: 60ft, or 30ft increase (up to 120ft)
Lowlight Vision: As Elves, or +1 range multiplier (up to *4)
Scent: See the DMG for more details
Natural Armor: The base creature's natural armor is improved by +2.
DR: 5/Silver
Cold & electricity Resistance: 5
Regeneration: 1
Immunities: Nosferatu are immune to all non-magical poisons and diseases, to non-lethal damage and to aging attacks & magical effects (limitless lifespan).
Non-Fatality: While Nosferatu take full precision damage, they can only be coup-de-graced with slashing weapons (decapitated) and they automatically stabilize.
LA: +3

Mortal Form

While equipped with all their combat faculties, Nosferatu have a frightening monstrous appearance.
- They have sharp and protruding canines and fingernails
- Their irises are colored pale blue
- Their skin turns pale gray
- Their facial features become sharp and rough

To go about in civilization, Nosferatu hide their true nature, which hinders their combat prowess as follows:
- They lose their natural form of attack and Pounce
- They lose their climbing speed
- They lose their skill modifiers
- They lose their movement increase
- Their STR bonus degrades to +2
- Natural armor, DR and Resistances are suppressed

Changing to/from monstrous form is a move action that doesn't provoke AoOs.

Hindrances

Fire Sensitivity: A Nosferatu takes 50% more damage from fire-based attacks. Fire-based damage does not regenerate. Fire damage is healed only by feeding or with spells (rest and natural means have no effect).
Light Sensitivity: Blinded for the 1st round of exposure and dazzled for the time it remains in bright light. Within sunlight or Daylight effect, Nosferatu take 1HP/min fire-equivalent damage and they don't regenerate.
Silver: Affects Nosferatu just as Dark Reaver Powder would affect humans on specific cases (solution, powder, etc).
Garlic: Causes Nosferatu to be sickened (a very large amount would make a Nosferatu nauseated)
Wooden Stake: A wooden stake through the heart (Coupe-de-Grace / scoring a critical hit on a surprise round) paralyses a Nosferatu


Feeding:

Blood Quota
An Xth level Nosferatu needs to drain X/2 CON points a day (not enough to kill a victim).
Draining blood from non-sentient mammals: The CON of these creatures only counts 1/2 for the Nosferatu's requirements.
Draining blood from non-mammals: counts 1/4 for the Nosferatu's requirements.
A dose of blood heals a Nosferatu of 2d3 points of damage and a single physical ability damage (the one most severely drained, in case of multiple ability damage).
Draining the blood of a vampire yields no feeding reward for the attacker, but it does cause CON damage to the target.

Bloodlust
A Nosferatu that has not fed for 48 hours must succeed Fort & Will saves (DC 10) to avoid bloodlust. With each passing 6 hours thereafter, make another check with a cumulative +1 DC increase.
A failed save also does 1d3 points of ability damage to STR / DEX / AGI / CON and 1 point of ability damage to INT / WIS / PER / CHA (cycle on both cases).

Covering one's identity
A Nosferatu's bite contains a powerful sedative that acts on the target as Deep Slumber spell (single target; DC +4; Fort save instead of Will) and causes amnesia regarding the last 5 minutes. After 4 hours there's no evidence of the bite, making it harder to determine what happened to the victim (note that the sedating saliva has no affect on 11+ HD creatures).
Nosferatu have an unusual ability of assessing their potential victim's level of power and its chances of becoming an easy meal (is it alive... can it be sedated... how physically strong is it...)
When feeding, Nosferatu go to great lengths not to harm their meal, since too many bodies leave a hot trail to follow.

Becoming a Nosferatu

The process of becoming a Nosfertu is the same for all.
1. The target of a Nosfertu's bite must be brought from perfect health to CON=0 by blood drain.
2. Then the Nosfertu cuts-open a vain (standard action) and feeds the target (which dies if not fed within 1 minute), taking 2d3 blood-drain damage himself (when feeding a medium sized victim). The victim falls into a coma.
3. Finally, the target must make a successful Fort save against DC 13 or remain comatose (curable by Restoration/Heal in case of failure).
4. 8 hours later, the "victim" wakes up as a Nosferatu.

Societies

Nosferatu don't breed – not with non-Nosferatu and not amongst themselves. There's no "next generation" for a Nosferatu.
Their affliction renders them forever sterile, and there's no known method of reversal for being a Nosferatu, short of a Miracle (not even Reincarnation does the trick).
Nosferatu groupings beyond mates are extremely rare, as they rival one another on feeding grounds and need to maintain low profile.

Veteran Nosferatu

With the passing of the years, Nosferatu evolve in power as follows:

Elder (10-99 years):
- Racial HD: +1 (+3 total)
- Feeding: The Nosferatu only needs X CON-points per week and the bloodlust check durations are doubled.
- Terrifying Transformation: Affects all opponents within 30ft that witness the Nosferatu's transformation.
- Regeneration: 3
- Fire Sensitivity: Diminishes to +20%.
- Silver: No longer has secondary effect.
- Sunlight / Daylight: No longer cause continual damage, but still suppresses regeneration.
- Garlic: Can no longer cause a Nosferatu to become nauseated.
- STR-Boost: +2 increase (in both forms)
- Alternate Form (Su): The vampire can assume the shape of a dire bat, giant rat, wolf or dire wolf as a standard action. While in its alternate form, the vampire loses its natural attacks and any supernatural special abilities it has, but it gains the natural weapons and (Ex) abilities of its new form. It can remain in that form until it assumes another or until the next sunrise.
- Children of the Night (Su): Once per day, the vampire can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or a pack of 3d6 wolves as a standard action. These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour.
- Enlarge Person (Sp): As the 1st level spell of the same name, applied to self only.
- LA: +4

Ancient (100-999 years):
- Racial HD: +1 (+4 total)
- Feeding: The Nosferatu only needs X*2 CON-points per month and the bloodlust durations are doubled again.
- Terrifying Transformation: Opponents that are overcome become Frightened for 2d4 rounds.
- Regeneration: 5
- Fire Sensitivity: Gone.
- Silver: No longer has effect.
- Sunlight / Daylight: No longer suppresses regeneration.
- Garlic: No longer has any effect.
- STR-Boost: +2 increase (in both forms)
- Drain Thoughts (Su): For every CON-point you drain from a victim, you may probe their memories for any specific fact in their lives or use Knowledge check of which they're capable.
- Inhuman Speed (Ex): As a swift action, the vampire may move up to its move speed plus 15 ft. Once it has used this ability, it must wait 5 rounds before it can use it again.
- Wings (Ex): double land speed, avg maneuverability.
- LA: +5

Eternal (1000+ years):
- Racial HD: +1 (+5 total)
- Feeding: The Nosferatu regains the ability to consume normal food, but needs negligible amounts.
- Terrifying Transformation: Opponents that are overcome become Panicked for 3d6 rounds.
- Regeneration: 10
- Non-Fatality: Absolute – a severed extremity (including the head) reattaches immediately. In order to kill an eternal vampire, one must use Disintegrate or similar spells, or burn to death's threshold and beyond - until the entire body is totally incinerated.
- Fire Damage: Is now also regenerated
- Wooden Stake: No longer paralyses
- STR-Boost: +4 increase (in both forms)
- Dominate (Sp): The vampire can crush an opponent's will just by looking onto his or her eyes. This is a gaze attack that requires a standard action. This power otherwise functions as Dominate Person spell, with the CL equals the vampire's ECL.
- Wracking Pain (Ex): Whenever the vampire drains blood from a creature, that creature must make a Fort save vs. DC [10 + ½ the Vampire's total HD + STR-mod] or be overcome by pain, becoming nauseated for 2d4 rounds.
- Shout (Sp): As the spell, usable 1 / 5 rounds. At ECL 15 and on, an eternal vampire can use this ability #3/day to produce the effect of Greater Shout.
- LA: +6




Missing folklore elements

One might now ask: “what about coffins, crossing running waters, holy water and gaseous form.
Well, here’s my opinion:
- Coffins are definitely a good place to hide from those harmful rays of the sun – somewhere few would bother looking.
- Running waters and holy water could be stories actually spread by a vampire to intensify the myth.
- As for gaseous form – very simple: spells.

Zyndriont

I've always been fascinated with the idea of symbionts (such as Goa'uld, To'kra, Dax and Vendrizi) and their potential contribution to a campaign. However, I find Sci-Fi symbionts' role in their realities to make no sense in D&D settings. Synbionts that violently take over their victims should either dominate their worlds or become eradicated once their existence becomes common knowledge.
Given I've always favored the evolutionary approach, it makes more sense to me for them to develop strategies to gain cooperation from their hosts rather than just to dominate.


The following is an example for a possible family of symbionts. There can be many others, of course.
This is just one that could have a lot of plot-promotion potential and could be a part of countless scenarios.
It is also one that's equipped with the best tools for survival.

Code:
Size/Type: Diminutive Aberration
HD: 3d4 (12 hp)
Initiative: +0
Speed: 5 ft. (1 square); Climb 5 ft. (1 square)
AC: 14 (+2 size, +2 natural), touch 12, flat-footed 14
BAB/Grapple: +0 /-14
Attack: Bite (1)
Full Attack: Bite (1)
Space/Reach: 5 ft.
Special Attacks: Coma (SLA, silent & still, 3 / day)
Special Qualities: Blindsight, Im. Invisibility (3/DAY), Mindblank, Telepathy, Tremorsense,
Bestow (Ex) Ability (see below) Immunities: Poison, disease and all mental intrusions (an Ex version of Mind Blank) Saves: Fort +0, Ref -4, Will +8 Abilities: STR=6, DEX=5, AGI=10, CON=10, INT=20, WIS=20, PER=10, CHA=20 Skills: Bluff 6, Climb 3, Diplomacy 6, Hide 6, Intimidate 6, Move Silently 6, Sense Motive 6, Spot 6 Feats: Alertness, Stealthy Environment: Any Organization: Solitary Challenge Rating: 6 Treasure: None Alignment: Any Advancement: - Level Adjustment: -


Zyndrionts (Zyndrian symbionts) are a species of symbiotic, mollusk-like life form. They were created a long time ago on a world called Zyndria (basically, just an arbitrary name that's as good as Talos-4, Narn, Brunnen-G or any other name that comes to mind) by a paranoid race of travelers of worlds that sought the ultimate counter-measure against potential invasion to theirs world.
To anyone they encounter (usually no one beyond their host), they refer to themselves as "gatherers of knowledge and witnesses of historical events" and nothing else.
The Zyndrians, the creators of the Zyndrionts, have created the perfect symbiont - with powerful means of bonding to a host and convincing it of the benefits of such symbiosis.
From here on, I leave plot issues in the hands of the DM.

Zyndrionts are not a natural part of the ecological world. They don't age, they don't procreate and they don't eat in the regular sense of the word. What they are, are perfect biological adaptors. They can bond practically with any life form that has a brain.

During the time a Zyndriont is not within a host, it has one SLA at its disposal: an ability to induce coma in a target at close range (effective against any creature that can be rendered comatose). It uses this power to subdue a potential host and take over it, hoping to establish cooperative symbiosis.

Zyndrionts basically have one distinct functionality: they attach themselves to the back of your neck, merge with you and use you as a carrier host. They gain a home inside your body (where they find shelter and tap onto your senses) and they give something in return.
Once attached, a 3-hour process of symbiosis begins, during which the symbiont merges with the host's "command unit" (brain and nervous system). During this period, both symbiont and host are helpless. If during this time a Zyndriont is killed, the potential host also dies.
Once the symbiosis is complete, the two basically become one. They can communicate telepathically and the Zyndriont can read its host's thoughts (no saves and regardless of the host's resistances or immunities).
If a host dies while the synbiont is inside, the synbiont also dies immediately, so it's in a Zyndriont's best interest that its host will flourish.


A Zyndriont can try to "persuade" a resisting host that the bonding is worthwhile, but if not, they have powerful means of survival:
- Zyndrionts have a powerful extraordinary Dominate Monster ability (CL 20), which they can exercise at-will. This, however, is very taxing and can only be maintained for 24 hours before it is fatigued, and 6 hours later it becomes exhausted (and you can't hide forever when your host struggles to regain control - and it will eventually succeed when it's least convenient; nor can you disguise yourself forever. Therefore, Zyndrionts prefer cooperation over competition. Their preferred state is to usually do nothing and just enjoy the ride. A Zyndriont WILL, however, attempt (usually successfully) to take over its host if it thinks its host is pick headed at doing something really stupid that would clearly endanger their lives.
- While controlling a host, a Zyndriont can utilize any and all of its skills, feats, abilities and powers.
- If unsuccessful in persuading the host for more than a few days, it has another powerful weapon at its disposal: it may render the host comatose once more, erase the target's memories regarding anything that has to do with its existence and attempt to find a different host.


Each Zyndriont doubles the remaining lifespan of its host and has an extraordinary ability that it can bestow upon its host. This, they hope, would be enough to persuade their host to let them "tag along for the ride" and keep quiet about it.
Choose one of the following:
- Blindsight
- Disease Immunity (not including magical diseases)
- DR 5/[type]
- Regeneration 1
- Enhanced Physical Stat (+4)
- Energy Resistance 10 vs. [type]
- Neutralize Poison (ignore secondary effect)
- Scent
- Tremorsense
- Water Breathing

Alcohol

Alcohol Rules: Why?
The life of an adventurer begins and ends in taverns.
Regardless of what campaign setting you play, the level of technology, or the tone of your campaign is, odds are the party will be taking a trip to an inn, tavern, or bar at some point.


Alcohol's effects on PCs & NPCs
Pinning down what exactly happens when a character becomes intoxicated can be pretty hard. Seemingly, every part of the body is affected by alcohol. A nimble thief may become clumsy. A brilliant mage may not retain the ability to spell his own name legibly. Even a rugged dwarf may become violently ill or even die of too much liquor.
When statting out the effects of alcohol, the following things were taken into consideration:
1) Alcohol – beyond its social value – is an ingested poison.
2) Alcohol's effects generally wear off in a day or two unless poisoning is severe.
3) The strength and potency of effects is incredibly varied, especially in fantasy setting, so anything's possible.


The DCs and effects of alcohol are as follows:
Alcohol, Generic (1 Mug):
- DC: 6...15 (determined up front or with a 1d10+5 roll)
- Ability damage on a failed Fort save: 1 to INT & WIS, and 1d2 to DEX, AGI, PER & CHA
Dwarven Ale (1 Mug):
- DC: 15
- Ability damage on a failed Fort save: 1d2 to INT & WIS, and 1d4 to DEX, AGI, PER & CHA


Alcohol Checks, Secondary Effects and Recovery:
- Each portion takes 1 round to consume
- Each portion after the first is checked with a cumulative +1 to the DC.
- The effect of alcohol is checked after 1 minute, unless an additional portion is consumed earlier, in which case resistance to the previous portion is checked immediately.
- Inability to control bodily functions is largely controlled by Constitution, but is generally left to the DM's decision.
- Inhibition and outward senses are controlled by Wisdom, so it's more of an RP issue than numerical penalties.
- The effects normally ware off after 24 hours from the last consumption (or from the elapse of unconsciousness).
- When any of the abilities drops to 2, 24-hour unconsciousness occurs.
- If any of the abilities drops to 0, a successful save vs. the base DC must be met or death occurs. If successful, unconsciousness wares off after 1d3+2 days.


Dwarves & Drinking
Dwarves' unique blood chemistry makes them particularly resistant to alcohol.
They totally ignore the first portion of Dwarven Ale or the first 3 portions of other alcoholic beverages.

Immortals: "Highlander"-Style

"There Can Be Only One!"

“From the Dawn of time we came, moving silently down through the centuries, living many secret lives, struggling to reach the time of the Gathering – when the few who remain will battle to the last.
No one has ever known we were among you... until now.”

- Juan Sanchez Villa-Lobos Ramirez


Welcome to the rules that allow you to play an Immortal character – a man/woman that cannot die – unless they lose their head, that is.



Making an Immortal

“I am Immortal and I am not alone. For centuries we've waited for the time of the Gathering, when the stroke of a sword and a fall of a head will release the power of the Quickening. In the end, there can be only one.”
- Duncan Macleod


Template Traits:
“Immortal” is an acquired template that can be added to any living creature (referred to hereafter as the base creature). Most Immortals were once humanoids, fey, or monstrous humanoids. An Immortal uses the base creature's stats and abilities except as noted here.

Challenge Rating & LA:
Same as the base creature +2.
Special: You can’t buy-off Immortal LA (the edge is always in effect and never dulls with experience).
Special: Before immortality kicks in (see below), LA is +1.

Becoming an Immortal

Ramirez: “ You cannot die, MacLeod, accept it.”
Connor Macleod: “I hate you.”
Ramirez: Good. “That is a perfect place to start.”


First Death:
This is the date the Immortal departs from his mortal self and is reborn into Immortality.
First Death can only happen as a violent death. This could come from an accident, combat, or any other form of trauma. If a pre-Immortal dies from old age or disease, (a non-trauma death), then the pre-Immortal, dies a mortal death, and is not reborn as an Immortal.

Age Freeze:
An Immortal’s age freezes at the time of First Death. The Immortal’s physical age appears to remain at this age, and will not age again, until “the Prize” is won (see below).
Immortals can be magically aged, (with all the effects of normal aging applying), but they will re-grow younger at a rate of 1 year per day.

Immune to Disease:
All Immortals are immune to all forms of disease.

Vampires:
Vampires gain no sustenance from drinking the blood of Immortals, and cannot kill them by doing so (although they can render them incapacitated). The blood is worthless to them. Nor can an Immortal become a Vampire.

Unification of the “Self”:
An Immortal's mind, spirit, and body are tightly held by their Quickening. Although mind effects may affect Immortals normally, their souls cannot be pulled from their body, nor may their spirit be removed without the head being removed first.

Immortality, Beheading & Resurrection:
Upon losing his head, an Immortal truly dies. However, like every other living being on the material prime, an Immortal may also be revived. When an Immortal is raised from the dead, since he’s lost all of his Quickening, he’s brought back as a mortal.
Only when he dies a violent death once more does he regain his Immortal status, but he starts all over again, having no more Quickening than his true age would provide, but years past during his previous immortality are counted normally (see “Quickening Points” below).

Quickening

The sensation you are feeling is the Quickening!
- Ramirez


What is “Quickening”?
Quickening is the magical life essences of Immortals. It is an ancient and powerful form of mystical energy.

Quickening Points:
Immortals receive one Quickening Point at first death, then again after every 100 years of age, but the faster means of increasing one’s Quickening pool is via combat or sometimes even pure coincidence (see below).
An Immortal’s accumulated Quickening pool determines his virtual age Quickening-wise.

Sense Quickening:
Each Immortal “resonates” his presence within a spherical radius of 5ft per Quickening point.
This allows Immortals to sense one another whenever their areas of influence intersect or even border one another. Thus an Immortal who was 112 years old, for instance, could sense the presence of another Immortal from at least within 15ft radius of himself.
This ability also allows an Immortal to sense holly ground within his own range of influence (see below). This ability will not let the Immortal pinpoint another Immortal in a crowd of people.
Once Immortals sense one another, neither can be surprised, although they can be caught “flat footed”.
Newborn Immortals will become sickened from the feeling. The feeling will repeat itself until another Immortal explains what he is feeling and the rules of the game (see below).
For every 5ft in which the areas of influence intersect, Immortals receive a stronger sensation, thus an Immortal can, if he’s close enough, pinpoint another’s true age, or assess his opponent to be at lease old. An Immortal can also sense Immortality candidates and can tell them apart by their fainter presence.
When more than 2 areas of influence intersect, each Immortal senses only the strongest one among the others.

Regeneration:
A novice Immortal regenerates 1 HP per every 10 rounds (2 minutes).
This rate increases with an Immortal’s age, and equals 1 HP per 1 Quickening point. Thus, an Immortal who is at the age of between 1000 and 1099 would regenerate 1 HP every combat round. If a limb, or any other body part other than the head, is cut off or lost in some other way, it will re-grow back, eventually. Any limbs that are severed will re-grow at a rate of 1HP per year.
Example: Liam cuts Claris’ arm off, causing 25 HP of damage. It will take 25 years to re-grow a new arm. If the detached limb can be found before the stump heals up, it will then re-attach normally. But it will take twice as long to regenerate the lost HP.

The Game

"If your head comes away from your neck, it's over."
- Ramirez


The Immortals’ combat and what it all about:
Quickening is released when an Immortal’s head has been severed from his body.
The release of Quickening from a beheaded Immortal can be viewed as a fantastic display of electricity and raw power. This release of power will occur 1 full round after the Immortal is beheaded and cause some damage to the surrounding area within the fallen Immortal’s area of influence. The extent of damage is 1d6 points per Quickening Point of the beheaded Immortal.
If another Immortal or several are within a beheaded Immortal’s area of influence, the released energies are “rerouted” at the end of the “lights display” and absorbed within the nearest living Immortal and are added to his Quickening pool. All except the receiver are entitled to a Ref save vs. DC [10 + the Immortal’s Quickening pool + his Cha-mod] for 1/2 damage.
When an Immortal gains Quickening from another, he falls prone and is dazed, stunned and nauseated for 1d4+1 rounds. After that, for every 3 points of Quickening absorbed, the Immortal will have a -1 penalty to all rolls for an equal number of combat rounds.
When claiming one’s Quickening, an Immortal also gains knowledge of everything that ever happened to the fallen Immortal. Furthermore, he can tap into his memories and experiences. If the receiver has unused skill points or feat slots, he can fill them with those of the fallen Immortal. The receiver may only gain skill points from skill that the deceased had higher ranks than himself and may only take feats for which he qualifies. He may also replace existing skills & feats under the same conditions, but he may not discard skills or feats that are prerequisite to anything.

Sanctuary:
This is an area built on Holy Ground were an Immortal can retire from the game. The Watchers (see below) control and protect the sanctuary. Any Immortal is free to “drop out” of the game. The Immortals are sedated with drugs, restrained and kept under guard. This can be considered brutal, but is sometimes the only peace an Immortal can have.
All of an Immortal’s Quickening powers, traits and features cease functioning within a sanctuary and other Immortals cannot sense him unless they’re within 5ft.

The Gathering

"I know! I know everything! I am everything!"
- Connor Macleod


Question: Why is it so compelling for Immortals to kill one another, while mortals, who strive for power just as much, usually don’t feel such a compelling urge?


Answer: “The Prize”.

When only a few are left in the world, the Gathering will call all the remaining Immortals to one place, and none may resist. There they will fight until only one is left, and this is the Last Immortal, holder of the Prize.

The Immortals battle for "The Prize": either for themselves, or to keep it from falling into evil hands. Mankind would suffer an "eternity of darkness", as the movie said, if the Prize came to an evil Immortal.

What is the Prize? It's not really necessary to define it in game terms, since the Immortal who gains it will become in essence a god. The film left the subject slightly vague, except to say that Connor could read people's thoughts if he concentrated, and could also have children, grow old and die.

This much is for sure - the winner of the Prize would possess all the Quickening from every Immortal that ever walked the earth. Millennia worth of experience and knowledge, from Immortals of every race, all over the world would be his. He could well be the most powerful single being in the world.

On the other hand, it may well be that the legend of the Prize is simply a tale, and that the Gathering will never take place. Perhaps, new Immortals will continue to be born forever, thus ensuring that there will never be a single victor. In any case, for Immortals, the Gathering is similar in many ways to the Apocalypse – a fate that no one really believes in, or as some might say, something that will never happen "in our lifetime". The big difference for Immortals is that a lifetime can last forever. To an Immortal, it matters little whether the Prize is but a legend. He must battle on, for if he stops, he will surely lose his head.

The Powers of Quickening

"You can't drown, you fool! You're Immortal!"
- Ramirez


Beyond sensing one another and dying a spectacular death, there are things in which investment of temporary Quickening points (TQP) can significantly aid an Immortal.

- Conceal item: By spending 1 TQP, an Immortal can apply Greater Invisibility effect to a single carried melee weapon of “Small” size (or an item of more or less the same size), provided the weapon is carried on his person and not held in hand. 2 TQPs would affect a medium weapon and 3 would affect large weapons. This power cannot be used to conceal Polearms.

- Empathic Link: For 3 TQPs, an Immortal can silently and motionlessly invoke an effect identical to Detect Thoughts spell.

- Focused Effort: An Immortal can, as a free action, invest 1 or more TQP to augment (+1 per TQP) any die-roll based check (attack/save/skill/level etc).

- Null Presence: The Immortal can drain all his TQPs as a free action and become undetected by other Immortals. This does not hinder his ability to detect others, though.
He may also suppress his TQP recovery as a silent act of will.

- Quickening Air: Each TQP spent as a free action allows an Immortal to go about without air for 10min.

- Quickening Heal: As a move action that provokes AoOs, the Immortal may heal [1d8+1] HP per TQP spent. He may spend any amount of TQP as he sees fit in a single move action.

- Quickening Vitality: The Immortal can raise any of his physical ability scores, +1 per TQP, for 1min +1min/TQP.

- Sensory-Empowerment: This power allows an Immortal to acquire access to one (Ex) sensory power, as specified below:
1 TQP: Echolocation, Hawk’s sight, Lowlight Vision (x2)
2 TQPs: Darkvision, Lowlight Vision (x2)
3 TQPs: Scent, Tremor Sense
5 TQPs: Blind Sense
8 TQPs: Blind Sight
The enhancement lasts for 1min + 1min per extra TQP investment.

- Touch the Untouchable: By investing 5 TQPs, an Immortal can, as a move action that doesn’t provoke AoOs, imbue a single weapon with the Ghost Touch property for 1d6+6 rounds.


Temporary Quickening points are replenished at a rate of 1 per 6 hours while awake and 1 per hour while sleeping.

Discovering Quickening powers:
Very few Immortals know all Quickening powers.
The maximum amount of TQPs an Immortal can put into the activation of a Quickening power is capped by 1/2 his HD (rounded up). This means that some powers are beyond the majority of Immortals and that other powers cannot be utilized to the fullest.
An Immortal begins his Immortal career knowing a single Quickening power that can be activated with but 1 TQP. If a situation arises where another power is critically needed for his survival, there’s a 1% chance for the Immortal to invoke it out of pure instinct.
One Immortal can teach another Immortal Quickening abilities, but such a thing should require months at least.

The Rules of the Game

Holy Ground Highlander! Remember what Ramirez taught you!
- Kurgen


Losing Quickening:
Actions that violate the rules of the game – even indirectly – drain Immortals’ Quickening pool. Quickening drain, however, cannot bring an Immortal’s Quickening pool below 1.
The violations and their consequences are as follows:

- Intentionally exposing the Game to a mortal results in a loss of 1 Quickening point. This loss can be prevented if the Immortal truly believes that the mortal can be trusted not to further “spread the word”.

- The use of any ranged weapons and/or spells in an Immortal duel is a dishonorable act. The offender loses 1 TQP per attack made using a such methods.

- It might seem like the perfect opportunity for another Immortal to stand by while two Immortals duel to the death and claim the winner’s head. However, until an Immortal fully recovers from the ordeal, if he’s beheaded, his Quickening dissipates rather than discharge and the violator of the game rules is immediately and permanently drained of 1d6 points of his Quickening pool. Disowning an Immortal of his Quickening is dishonorable, but doesn’t break the rules of the game, given another Immortal manages to knock him out cold with a single attack before the Quickening storm begins.

- Teaming up against another Immortal (i.e. two or more on one) has the same effect as the above, only both ‘team-mates” suffer the consequences.

- Dueling on Holy Ground will have the following effects:
-- During the combat, all attack rolls of “1-5” are considered fumbles. If a fumble occurs, there is a 20% chance for the Immortal’s blade to break.
-- The attacking Immortal automatically loses 2d4 points. The defending Immortal can make a Will save vs. DC 30 to avoid losing 1d4 points.
-- This violation renders the perpetrator (the one who initiated the duel) marked and exposed to other Immortals teaming up against them – without the usual team-up consequences – with the “beheader” claiming the perpetrator’s Quickening.
-- When the battle ends in one of the Immortal's death, the ground will absorb all the Quickening, nothing will be gained.


Dark Quickening

What are you hoping for MacLeod, guilty conscience, remorse? God, no more weaknesses – no more Mr. nice guy... Let me tell you about strength: strength is evil.
- James Coltec – Hayoka

On extremely rare cases when a Quickening is received, an Immortal may fall prey to a particularly powerful madness and betray everything he stands for.
If the beheaded Immortal is CE and the receiver of his Quickening is LG, there is a 1% chance that the conflict is too great and the receiver’s soul is corrupted.
From this point and on, the receiver must make a DC 20 Will save whenever he’s in a situation that would require of him any degree of tolerance toward someone else’s actions or words.
If he fails, he immediately attacks his “offender” (not necessarily to the death).
Furthermore, each morning a DC 20 Will save must be made. If the save fails, the Immortal’s conscience is completely nullified for that day.
In any rate, the Immortal is constantly on an out-of-combat-context state of confusion regarding who his friends are and who his enemies are. Furthermore, a victim of a Dark Quickening by nature suffers from depression and bursts of suicidal tendencies.
If the afflicted Immortal’s Quickening is taken by another, the transition is automatically a Dark Quickening. The affliction of Dark Quickening cannot be cured by mortal magic. It cannot even be averted via Miracle spells, given the gods disavow the existence of Immortal state (though this doesn’t mean an Immortal cannot be a priest), so they would not lend a hand or intervene in such cases.
There is but one way to end the cycle – from within. The afflicted Immortal must be brought to (or accidently end up in) a healing spring that’s designed specifically for performing an ancient ritual of self-cleansing. In this sanctuary the Immortal must fast from sunrise to sunrise. Then, for the next 3 days the Immortal must battle his evil half in the domain of his own mind. At the culmination of the process, the Immortal must make a Will save vs. DC 25. If he succeeds, the affliction is lifted and he’s forever rendered immune to such taint. If he fails, he’s forever lost to the darkness within himself.

Quickening Cleansing
(Abjuration)
Level: Immortal Priest 7th
Components: V, S
Casting Time: 1 Hour
Range: Touch
Target: 1 Creature
Duration: Permanent
Saving Throw: None
Spell Resistance: None
This spell must be cast into a natural spring that is clean and clear.
An Immortal that has his alignment affected by a Dark Quickening must enter the spring in order to cleanse the darkness that dwells inside of him.
Afterward, an image of the Immortal’s opposing alignment will appear.
The image will look like the Immortal, but will contain all the elements of the opposing alignment.
The two Immortals must battle with each other for control of the Immortal’s alignment and his soul. The winner of the duel will become the permanent alignment.

Watchers

I’m a Watcher, part of a secret society of men and women who observe and record, but never interfere. We know the truth about Immortals. In the end there can be only one.
- Joe Dawson


“Watcher” is an acquired template that can be added to any living creature (referred to hereafter as the base creature). Most Watchers are humanoids, fey, or monstrous humanoids. A Watcher uses the base creature's stats and abilities except as noted here.

Membership:
Mortals from all walks of life.

Challenge Rating:
Same as the base creature +1

Special Qualities:
Evasion and Track as a Ranger

Ability Scores:
+2 to Intelligence and a +2 to Dexterity

Skills:
+2 to all Knowledge skills and they become class skills

Organization:
Secret Society

Description:
A secret organization, whose main objective is to keep records and histories on all supernatural creatures and events.

The Watchers are divided into many different branches that oversee various supernatural events and creatures. There is a separate branch that specializes in recording the lives and events of the Immortals.

This branch of the Watchers usually does not interfere with the events in an Immortals life or the Game; but from time to time, they have been known to enforce the rules of the game.

They prefer to remain in the background, observing and recording the events, but they will take action to protect the secrets they hold. They will also interfere if the need arises. Now this "need" is open to interpretation and it could be used for good, as well as for evil.

Immortals-Related Skills

"It's because you think I'm English. It's my accent. Now, I don't have to be English, I can be...Russian."
"You don't know anything about me!"
- Methos


The following are skills for Immortals and Watchers:

Knowledge: Immortals (Int. trained only)
This skill can be used for knowledge of the “Game” and of Immortals.
Description: This skill is given free to all Watchers, but it can also be bought by Immortals. Check: The skill is check whenever you wish to know a piece of information on Immortals.
Action: Standard Action
Try Again: There is no retry for this skill until the user increases the skill rank.
Special: Simple information is at a DC of 15 + DM modifier. If specific personal information on an Immortal is need, it has a DC of 20 + the hit dice or level of the Immortal.

Knowledge: Watchers (Int. trained only)
This skill gives basic knowledge of Watcher society.
Description: A Watcher’s identity, personal information, and/or possibly his location, can be found out.
Check: The skill is check whenever you wish to know a piece of information on the Watchers. Action: Standard Action
Try Again: There is no retry for this skill until the user increases the skill rank.
Special: Simple information is at a DC of 15 + DM modifier. If specific personal information on an Watcher is need, it has a DC of 20 + the hit dice or level of the Watcher.

Quickening Traits

I don't sleep with virgins, and I don't kill children .
- Xavier St. Cloud


Traits can be acquired after the Immortal’s First Death (5%) or by taking another Immortal’s Quickening (1%).

Addicted to Quickening:
The Immortal is addicted to the power of the Quickening.
He will go out of his way to make “the kill”, almost regardless of what the situation is. Benefit: +4 to saves vs. fear.

Immortal Fanaticism:
The Immortal enjoys defining death, doing painful stunts, or any other dangerous stunt.
This could very easily bring unwanted attention to the Immortal from any number of sources. Benefit: +4 to saves vs. fear.

Strong Quickening:
The Immortal doubles his area of influence, but he’s Quickening is so strong, that supernatural creatures can also feel it. This sense doesn’t tell the other creature what the Immortal is, but the ominous feeling he transmits makes it clear that this person is different.


Note: the above are mere examples. There could be many traits – they’re fine as long as their penalties and benefits more or less cancel each other out.

Quickening Items

It's a kind of magic .
- Connor Macleod


There are a handful of strange items that somehow affect Quickening or have powers that are Quickening-oriented.
No one knows where they came from, how they came to be, or how old they are. One thing about them has always been persistent – they’re always unique.


Methuselah Stone:

History:
The Methuselah Stone is mystical talisman, said to be able to grant Immortality to mortals and/or grant power to an Immortal.

Description:
The Methuselah Stone is a clear piece of crystal that is very similar to a diamond, but is very fragile. If damaged, the stone will splinter into 20 crystal shards known as “Quickening Crystals”. Fortunately, if the Methuselah Stone is broken up, the Quickening Crystals will reattach to each other. This can only happen if “the crystal puzzle” is assembled correctly.

Powers:
If carried by a mortal for 24 hours straight, as long as it is on his person and for 24 hours later, should he die a violent death, he becomes a fledgling Immortal.
If carried by an Immortal for 24 hours straight, as long as it is on his person and for 24 hours later, his Quickening would not be released even if he’s decapitated. He gains regeneration 10 and his severed head would reattach instantly to the neck if the two are brought together. Only total obliteration bypasses this protective power.


Dagger of Quickening-Vampirism:

History:
This fearsome weapon has been now and again used against Immortals for millennia to drain them of their power.

Description:
This exquisite parrying dagger is made of Mithril and is perfectly design for the Main-Gauche style.

Powers:
This vorpal +3 blade of quickness drains an Immortal of 1d4 Quickening points upon a successful strike. The victim is allowed a Fort save vs. DC 20 to lose TQPs rather than have his Quickening pool permanently drained.
In any rate, the attacker gains whatever the victim loses, but TQPs accumulation that passes the wielder’s maximum Quickening pool dissipates after 1 hour if not used.