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.
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.
Basically, the objective is 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. 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 having certain feats
• 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, 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, 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, paragon levels are inborn - you either start with them on character creation or you don't
have them. Paragons are basicaly epitomes of their species. If you start the game with 1 Paragon level, for all intents & purposes - this is your
first character level. You're simply not talented enough to start the game with a character class. You'll need to earn some experience before you
can do that. If you start the game with 2 Paragon levels, for all intents & purposes - you start the game as a 2nd level character, but fall behind
other characters in real class-level progression. 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)). 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. Elves gain +2 to all Knowledge checks. 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 CAdv 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. Paragon Levels (BAB: good ; Good Saves: Fort) 1st: Bonus Feat: Rage, Monstrous Mien 2nd: Improved Darkvision (+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 *
- Thrown Weapon Mastery: Halflings gain +2 to all attack rolls & damage scores with thrown weapons. 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).
Craft and Appraise
Ranks in a given craft automatically count as ranks in Appraise regarding products of that specific craft - even for someone that has no ranks in Appraise.
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]
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.
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.
- Class-related bonus languages:
. Bard: Any
. Dregonfire Adepts gain Draconic as automatic language.
. 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 (2 points per level).
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 someone's attention away from someone or something else.
As a move action, make a Sleight of Hand check opposed by your target’s Spot check. If you succeed, you gain a bonus to your next Sleight of
Hand check (current or 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. Special: You gain a +5 bonus to this check if your target wants to believe you.
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.
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.
Conceal Action [Sleight of Hand 9, Spot 5]
You can hide actions performed in plain view, performing them so stealthily and quickly that others can only see the results and not the action itself. This ability
lets you draw and conceal one object secreted on your person as a free action each turn, before and after using it in a concealed action. Opponents receive a spot
check against your Sleight of Hand roll to see what you did. If they fail their roll and there are no discernible results, they will not be aware you performed an
action at all.
Potential uses: Stabbing someone in the middle of a crowd. To passersby it'll seem as though the victim suddenly gained a stab wound, while you don't appear to have
done anything.
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.
Read Lips [Spot 4, Concentration 2]
You can understand what others are saying by watching their lips move. 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 your Spot check, and you can't perform some other action during this time.
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. Writer's Note: I initially thought of making this a skill on its own, but in terms of both realism and SkPts cost, it's much more fitting
for this one to be a skill-trick.
The main reason I've separated this ability from the standard Spot skill is because very few people - even most of the best scouts - can truly
discern what one's saying just by seeing their lips moving. And as an added value, it's now more effective.
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.
Trap Spotter [Burglar aspect of Rogue's Expertise feature]
Whenever you come within 10ft of a trap, you receive an immediate Perception skill check to notice the trap. This check should be made in secret by the DM.
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).
Whip Climber [Use Rope 5 ranks, proficiency with the whip]
You can use a whip as a makeshift grappling hook, lashing it around a protrusion or other firm, weight bearing object in order to climb a wall or
swing across a chasm. You make Climb checks using the whip as if it were a normal rope. Using this feat requires a Use Rope check as normal for
securing a grappling hook (PH 86) but takes only a move action.
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.
Weapons and ACP
Medium and Larges weapons hinder movement.
When equipped (not wielded), Medium weapons apply a -2 ACP. Large weapons apply a -4 ACP. Huge weapons apply a -6 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 or
greatsword 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
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.
Weapon Spec/Mastery/Supremacy: In the PHB, these are Fighter-only feats. Now the Fighter remake has intrinsic combat stats increase with chosen weapons.
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
Dash: Run encompasses this feat.
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).
If the save progression is poor, it becomes good. If it's already good, it's increased by +2.
This feat may be taken twice for a poor saving throw, making it [good +2]. Note: Whenever Great Fortitude, Iron Will or Lightning Reflexes are mentioned in this document, they refer to this feat with a specific
save selection.
PHB I
Blind-Fight
Also add Listen to your list of class skills.
Cleave [BAB +4]
With the insights gained by training to acquire this feat, you learn how to, in certain cases, seize the moment after an attack and gain a
no-cost attack vs. an opponent who's distance from you AND your primary target doesn't exceed your reach.
The situations that allow you to cleave an additional target are:
- Scoring a crit vs. your primary target.
- Felling your primary target.
- Attacking your primary target as a standard action, particularly with the intention to cleave your secondary opponent.
You cannot follow-up a cleave with another cleave, except when felling your secondary target, but you can otherwise cleave whenever the situation
permits, including multiple times in the same round.
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.
Run
Also encompasses Dash, to grant +5ft speed increase.
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).
Track
Tracking someone that has taken the Track feat, automatically takes a penalty equal to 1/3 the target's total Search modifier, if the target moves
no faster that his regular travel speed.
If that someone moves at ½ travel speed in an attempt to cover their tracks, the tracker takes a penalty equal to 2/3 the target's total Search
modifier and 1/3 for the target's traveling companions (should they follow his guidance). The target may choose to move at ¼ travel speed to apply
the 2/3 penalty to all his companions and full rank penalties to his own tracks.
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.
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.
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 +3.
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 Focus (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.
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.
Counterattack [Warrior level 10th or BAB +14, Elusive Attack]
Counterattack is based on the core 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 (if applicable) is resolved before your next turn.
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.
Crack Shell [INT 13+, BAB +6, Spot 6]
You've learned how to make attacks that can damage your foes' armor or natural armor.
By spending a swift action and making a successful Spot check vs. DC [10 + your opponent's armor AC] you can reduce your opponent's armor value by 1 point per 10 points of damage your attack inflicts.
Manufactured armor damaged this way is destroyed when its armor bonus is reduced to 0 (armor bonus includes magical enhancements). Furthermore, damaged armor dangles in an uncomfortable way, which increases its ACP by 1 per AC loss. This extra ACP can be negated in 1d6 minutes of improvised stitching.
Natural armor damaged this way is restored by any means that restore CON damage, and in equal amount.
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 Ds.
Dungeon Juggernaut [BAB +6 , Knowledge (dungeoneering.) 9, Dungeoncrasher, Combat Brute]
As detailed for the Improved Dungeon Crasher ASF in Ds
("Improved..." is highly unimaginative and is reserved for specific
maneuvers).
Elusive Attack [Warrior level 6th or BAB +10]
Same as the PHB -II Fighter's ACF of the same name.
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.
Hit & Run Tactics [Mobility]
Gain +2 initiative and DEX to damage against flat-footed enemies.
The benefits from this feat are lost while wearing medium or heavy armor, carrying a tower shield or carrying medium or heavy load.
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 Focus]
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 Attack [Warrior level 14th or BAB +18, Counterattack]
Same as the PHB -II Fighter's ACF of the same name.
Overwhelming Assault [Warrior level 16th, Imp. Bull Rush, Imp. Disarm, Imp. Sunder, Imp. Trip, Intimidate 9]
You make a series of specific attacks while pushing forward.
You start by attempting to Sunder your opponent's weapon. You make a Sunder check - if you fail, it means that your opponent's weapon didn't give
in, but you may attempt to move it out of the way with a successful Disarm check (if you prize your opponent's weapon, you may skip the Sunder
attempt and go straight for disarming it).
If successful on either attempts, 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 successful and the follow up attack hits, you undermine your opponent's confidence and can make an Intimidate check to unnerve your opponent. Special: If your weapon cannot Trip, you may attack immediately after Bull Rushing, but you don't gain the free Intimidate attempt, unless
you have some other feat that allows the combination of attacking and intimidating.
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 Focus: 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
Riposte [Warrior level 18, Counterattack]
Starting at level 16, any opponent that attacks the warrior and misses his initial strike provokes an AoO that 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
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 [Weapon Focus: 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).
Strike from the Void [BAB +6, 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.
Surprise Attack [Hide 4, Listen 2, Move Silently 2, Spot 4]
During a surprise round, opponents are always considered f lat-footed to you, even if they have already acted.
You are never flatfooted after you act - even when attacked by someone with this ability.
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.
Unorthodox Weapon Usage [Weapon Training, Combat Edge +3]
Choose 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)
Vicious Strike [STR 17+, BAB +5, PA]
You may apply PA when using a small/tiny, piercing/slashing weapon.
Whirling Havoc [Tumble 15, 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.
- 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)
Crack of Fate [Weapon Focus: 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 [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 [BAB +6, 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 [BAB +6, 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 [Weapon Focus: 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.
Intimidation Feats *
Show of Strength [STR 13+]
You may use STR bonus instead of CHA bonus when making demoralize opponent checks.
You can also make an Intimidate check as a free action whenever you manage to establish a hold on an opponent at the first round of grappling.
Intimidating Prowess [STR 15+, Show of Strength]
Add STR to Intimidate checks as well as CHA
Extended Intimidation [Intimidate 8, Skill Focus: Intimidate]
A target successfully intimidated by you suffers lasting effects.
Instead of ending when you leave, as is normal for the Intimidate skill, the intimidation effect lasts for 24 hours after your departure.
Thereafter, the target's attitude toward you shifts to unfriendly, but the lingering fear remains. Whenever you return to someone you've previously intimidated, you gain a +4 bonus on his Intimidate check to re-establish the effect.
Swift Demoralization [Intimidate 12, Skill Focus: Intimidate]
You can use the demoralize opponent aspect of the Intimidate skill as a swift action rather than as a standard action.
Mass Scare [Intimidating Prowess, Skill Focus: Intimidate, Never Outnumbered skill trick]
You have sufficient presence that you can cow multiple foes.
Using an Intimidate check, you can demoralize all opponents within 30 feet with a single standard action.
Terrorize the Masses [Mass Scare, Swift Demoralization]
Even a glance from your hard eyes is enough to give your foes pause.
You can demoralize opponents within 30ft as a move action, rather than a standard action.
Frightful Presence [Terrorize the Masses]
This ability functions exactly the same as draconic Frightful Presence, except the range of the effect extends to 30ft plus 30ft per size category beyond Medium.
Bravery Feats *
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).
Stone-Faced Soldier [Second Wind class feature, Braveheart]
You're immune to all forms of fear and you gain your Combat Edge bonus to resist compulsion effects of all typed (charm, dominate, confusion etc).
You also gain +2 bonus on initiative checks.
Stand Against the Tide [CHA 13+, Stone-Faced Soldier, Leadership]
All allies within 60ft that have line of sight to you are immune to any fear effect, as long as you're not helpless, dead or removed from the
encounter.
You may also spend a move / standard action to grant allies the following benefits for 1 round / [3 + 1 per CHA-mod] rounds:
- Your Warrior's Edge to resist compulsion effects.
- ½ your Warrior's Edge to resist Bull Rush, Grapple, trips, sunders, and disarms. Note: The above modifiers apply only vs. opponents that are already in the battlefield. If a new opponent enters the battlefield, they
do not apply until the warrior spends an action to include the new opponent.
Inspiring Strike [Stand Against the Tide]
The warrior has learned to rally his allies with his fighting prowess.
Each round the warrior lands a successful melee or ranged attack, all allies (that can see him) gain a bonus on attack rolls, damage rolls, and
saves equal to the number of attacks he lands (including AoOs).
These bonuses last until the warrior's next turn.
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 counts 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 suppressible spell counts 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.
Song of Timelessness [Bard level 16, Ironskin Chant, Lingering Song]:
The bard knows the song of timelessness.
As a standard action, he can envelop a single creature within 60ft in a field of timelessness, provided he has line of effect to the target.
The subject is entitled to a Ref save vs. DC [10 + ½ Bard level + CHA-mod] to avoid the effect.
If the subject fails its save, it is frozen in a shimmering aura of timelessness and can take no actions. However, no force can affect
it - weapons cannot reach it, spells that target it automatically fail, and if the ground it is standing on suddenly disappears, it would not even
fall. The bard can keep the target frozen in time for as long as he maintains the power by continuing to perform, up to a maximum of 1 minute per
level. When he stops performing, the subject immediately returns to normal. As far as the creature is concerned, no time seems to have passed.
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.
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 the bard perform. An affected 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.
Denying Assault [Greater Flurry feature]
The monk's ability to react improves to inhuman levels.
By spending 1 Ki point as a free action, the monk may postpone any immediate action done by a creature in response to any of the monk's action until the end of his action.
Dispelling Strike [Channeled Ki]
By spending 1 Ki point as a free action, you can generate a touch-based Dispel Magic effect.
By spending 2 Ki points as a free action, you can generate a touch-based Greater 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 [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 1 Ki points as a free action, the Monk may fly as the spell for 1 round.
By spending 2 Ki points as a free action, the Monk may fly for 1 round / WIS-mod.
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 loses 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 5 rounds.
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.
Ki Teleport [Ghost Step feature, Ki Flight]
As a swift or immediate action, you can spend 1 Ki point to make short range teleports, up to your base speed in distance. This sort of
teleportation carries a kinetic force as if the monk was charging.
Alternatively, you can spend 2 ki points as move action to mimic the effect of Dimension Door spell.
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.
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.
Path of the Spiritual Chains [Gentle Touch feature]
The monk's attacks cannot be resisted by magical effects.
By expending 2 uses of his Ki power, for 1 round per 2 Monk level, the monk's touch neutralizes (but doesn't cancel) the effect of Freedom of
Movement or similar abilities when initiating a grapple and prevents a grappled creature from teleporting or escaping to another plane, as if
under the effects of a Dimensional Anchor spell.
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.
Daredevil [Balance 4, Climb 4, Jump 4, Tumble 4]
Your balance, agility and coordination allow you take 10 on skill checks involving any and all of the prerequisite skills - even when rushed or distracted.
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.
Quick Fingers [Disable Device 4, Escape Artist 4, Search 4 and Sleight of Hand 4]
This feat works as given for the Ds Rogue ACF of the same name.
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 for free at 6th Monk level and beyond, if they meet the skill requirements. Furthermore, they require no
preparation time and need not pay the Ki toll to maintain it.
Widen Aura [Cha 20, Knowledge (religion) 15, any aura class ability]
The AoE of a specific class-feature aura is extended by 10ft.
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.
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 Training, Combat Edge +3]
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 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.
>> ------------
* These feat groups contain feats that a warrior can take using one of his Bonus Feats.
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 non-lethal 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).
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.
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 & Spellthief)
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).
Casting Defensively
3.5's Casting Defensively is too easy (way too easy). It practically killed spellcasters' dependency in their more physically capable allies.
It also doesn't account for variations in opponents' fighting skill and gives the same opportunity vs. commoners as vs. epic level warriors.
To make Casting Defensively make more sense and to make it actually challenging even for skill-optimizers, I suggest the following chaanges: 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). SL: Casting a spells defensively is difficult and requires a lot of spellcasting experience. To apply defensive casting to SL [X],
a spellcaster must at least have access to SL [X + 2], meaning that a spellcaster must be able to cast 2nd level spells before he can apply
defensive casting to 0th level spells. Any metamagic-associated SL modifiers apply for this restriction.
These changes make Spellcasters a lot more dependent upon the martial classes to stand between them and their foes.
They keep defensive casting an option, but without allowing spellcasters to apply it to their heavy guns. So now spellcasting would require
strategy beyond just which is the most appropriate spell-effect, but how a given situation affects spell selection.
They also reinstates the validity of lower level spells.
As for spellcasters that wishe to be more self-sufficient - they should focus on combat-oriented spells with swift action casting time.
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).
Holding a Spell
Rather than releasing a spell immediately upon completion of its casting, you may choose to prolong its casting until a moment you find
appropriate to release it as a free action (applied to selfself) or immediate/swift action (applied to others).
This, however, has 2 drawbacks:
1. For every round in which you maintain a spell in this manner you take 1 point of nonlethal damage per spell level.
2. A held spell may be foiled just as if you're in the middle of casting it.
Metamagic
A spellcaster may use only one metamagic per spell cast.
Once applied, a metamagic feat may not be used again for a number of rounds equal to the feat's SL adjustment. Metamagic feats with no SL
adjustment may be used at any given round. Note: With the limits of being able to apply only a single metamagic per spell, and with metamagics on a cooldown, you can't spam the best
metamagics over and over again. This is very likely to make previously underused metamagics a lot more valuable.
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: This spell is now a 4th level spell. 5th level seems too early for me to reach for the skies. Also, pre-epic spellcasters shouldn't
be able to spam Fly all day long. Furthermore, when Fly is 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 breaks through magical silence and 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.
- Mirror Image: Cleave & Whirlwind Attack are very effective against this spell, regarding each image as a different target.
- 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.
- Plane Shift: Casting time is 10min, not a standard action.
- 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 imposes only a -4 penalty to ranged attacks that go through it, like a severe wind. If the attacker is not aware of the existence of the wind wall,
the attack automatically misses unless the attack is aided by divination effects such as True Strike.
- 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 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 house rules
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).
* 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 house rules, 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)
Long term magical enslavement is implemented by 2 intrinsically linked items:
1. An Implement of Captivity - the item that binds its wearer (usually a specially prepared collar, manacle, or other durable worn item).
2. A Token of Domination - basically, a sort of "Remote Control" of an Implement of Captivity.
Removal of an Implement of Captivity 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 it 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 Implement of Captivity is donned, 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 (3d8 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 actions, and execute punishment (if and when relevant).
Unlike other divination spells, instead of making a person/creature aware of something, it causes the item to be responsive to its wearer.
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 casting time of 1min and duration of 1 day per CL.
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
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), Peace 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)
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 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, or after 10min / CL have passed.
• 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. Rapture affects up to 1 ally per WIS-mod.
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).
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).
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:
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 (such as a weapon's AC bonus, trip, disarm, Slashing Flurry feat, Rending Thrust feat etc…)
• 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
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.
- Starting at BAB +1, a character may use a Weapon Group slot to take Improved Unarmed Strike.
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 broken 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 at your highest BAB 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.
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 and grants partial cover when applying total defense.
- 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.
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. Training is required until level 4. 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 an 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.
- Concealment negates Critical hits just as it negates regular hits (cheched once for the to-hit and again for crit - and yet again when checking killer blows).
Special Critical Enhancements:
- Keen property: increases the critical threat range and damage multiplier by 1, rather than doubling threat range.
- Vorpal (magical only): 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.
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).
Magic Projectiles & Magical Plusses
Magic projectile weapons stacked their enhancement bonuses with those of their ammunition.
Now archers and such are no longer less effective than melee combatants and there's actually value in buying or finding magic ammo.
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.
For official poisons with more potent effects, one can take a peek at Ds p.129.
And if one also wishes to up diseases, the best source I know of is BoVD p.29.
Pulling Punches
Pulling your punch successfully works just like making a successful non-lethal 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 non-lethal 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. When benefitting from Improved Uncanny Dodge (see the Monk, Rogue & Warrior classes) the ability to avoid being flanked is determined by
weighing oponents' BAB (which represents the sum of one's combat experience) vs. one another, not class level.
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
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.
Dynasties - Pregnancy - Heirs:
I've found this set of rules to be quite encompassing and I believe it covers anything any player/DM
could ever need on the subject.
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
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.
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.
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 (Su)
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 (Sp)
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).
• 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. And like the official class, a DFA is never affected by his own breath weapon.
Superior Draconic Might (hover, +4 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.
Breath Effects (Su)
This power basically functions as given in Dragon Magic, except for the given below:
1. Given a DFA can start with a black dragon's (or any other dragon sub-race) heritage, all breath damage types are available as soon as 2nd DFA
level - and I'm quite ok with this. The fact that there are more monsters that are resistant to certain damage types than to others is arbitrary
and at the DM's whim. In a given campaign there may be a lot of monsters who are nigh immune to electrical effects and only a handful of monsters
with negligible fire resistance, so I don't consider lightning to be inherently superior to fire.
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. 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.
4. A DFA's skin & scales change colors to reflect all the different breath weapon damage types he can generate.
5. 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; Vermin)
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
Extraordinary Wild Shape, Nature's Gift
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.
* 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 a specific terrain (taken from the non-planar terrain list of the Horizon Walker PrC(DMG)), chosen upon
gaining his 1st Druid level - usually his homeland. Within his chosen terrain, 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:
- 1st 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.
- 9th 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:
All medium and large animals on the level 1 list are moved to level 4. The level 4 list is moved to level 8, the level 7 list to level 12, the
level 10 list to level 16, and the level 13 list to level 20. The level 16 list is not available.
At any given time, a druid may select a single Helpful animal (from the top of the list) he encounters to accompany him as his current
animal companion.
Alternatively, an animal from a specific category may be replaced with two companions from 1 category below, one companion from 1 category
below + 2 from 2 categories below, 4 from 2 categories below and so on (up to the player to decide the balance between power and numbers).
The animal companion receives training (1/2 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.
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. Wild Shape & Physical Combat: Wild Shape confers a druid average BAB.
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.
Extraordinary Wild Shape
The druid may Wild Shape as an Ex ability, if he chooses to.
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 + class-level, he begins to starve, treating each [CON-mod + class-level]
period as 1 day. The same goes for water deprivation.
- 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 plant within 60ft. You can pick a new plant 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 plant.
- 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 achieved cosmic oneness. 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
Special
Blade Perfection
Enhancements
1
Focused Mind, Mind Blade
Psychic Armor (+4 ; 0 ; 0)
2
Throw Mind Blade
+1
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
Mind Surge (Fade)
+2
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
Fortified Blade
+3
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
Mind Surge (True Vision)
+4
Blade Enhancement +7 (Level 4)
15
Improved Evasion
Psychic Strike (4d8)
16
Blade Enhancement +8
17
Blade Storm
Psychic Armor * (+8 ; 8 ; 20)
18
Mind Surge (Unyielding Mind)
+5
Blade Enhancement +9 (Level 5)
19
Psychic Strike (5d8)
20
Blade Barrage
Blade Enhancement +10
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 Perfection
A ghostknife's Mind Blade is an extention of himself. As such, when weilding his Mind Blade (in any of its forms), a ghostknife received the
indicated bonuses to hit and damage, and to all opposed Deflect, Disarm, Sunder and Trip checks.
These bonuses do not apply when a ghostknife uses his Mind Blade to make ranged attacks.
Blade Enhancement (Su)
In addition to the combat stat augmentations indicated in the table, 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, Acidic/Electric/Fiery/Icy
- Level 2: Anarchic/Axiomatic/Holy/Unholy, Acidic/Electric/Fiery/Icy-Burst, Disruption, Ghost Touch
- Level 3: Bodyfeeder, Speed, Wounding
- 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 8th level, a ghostknife can spend 1 use of his Mind Surge
ability as a swift/immediate action 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 swift 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.
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, Grey 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.
Grey 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:
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 **
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 Level
Item 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)
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.
Multiclassing: Multiclassing and Alignment restrictions are removed. class skills: Autohypnosis and Lucid Dreaming are added as class skills, and Knowledge (arcana) is replaced with Knowledge (history, local).
Class Features:
Level
Special
Unarmed Strike
Speed Boost
AC Bonus
DR X / Pi&Sl
Ki Abilities
Enlightenment
1
Acrobatic, Flurry of Blows
1d4
WIS-bonus
Ki Power, Inner Strength
2
Evasion
X = 1
Ki Jump
3
Uncanny Dodge
1st
4
Meditation
+5ft
+1
Ki Strike (magic)
5
Flawless Mobility
X = 2
Stunning Fist
6
Metabolism Control
2nd
7
1d6 *
Channeled Ki
8
Mettle
+2
X = 3
Ki Heal
9
Improved Evasion
+10ft
3rd
10
Versatile Unarmed Attack
Ghost Strike
11
Greater Flurry
X = 4
Ghost Sight
12
Master Acrobat
+3
4th
13
Touching The Ripples
1d8 **
Ghost Step
14
+15ft
X = 5
Gentle Touch
15
Retributive Flurry
5th
16
Timeless Body
+4
Ghost Soul
17
Void Mind
X = 6
Ki Strike (any)
18
Improved Mettle
6th
19
Sight Beyond Sight
1d10 ***
+20ft
Temporal Ki Surge
20
Transcend Mortality
+5
X = 7
Ki Perfection
Acrobatic (Ex)
All monks are highly acrobatic and gain [4 ranks + 1 rank per 2 class levels (rounded down)] to 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.
Flurry of Blows (Ex)
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) at his highest BAB.
Flurry is applicable with any medium or quicker melee weapon (see the Weapons spoiler) except weapons that deal piercing damage.
Unarmed Strike
Monk
There's one simple fact no real world 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 size 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.
However, with level progression, monks learn to fight unarmed in a way no other mortals can, to a point where it surpasses any bonuses a crafted
weapon could grant.
* Monks have immaculate understanding of movement and how to best exploit force & momentum to their advantage. When fighting unhindered (light
loaded and no armor or shield), a monk adds his WIS-mod to all contested combat maneuvers (Bull Rush, Deflect, Disarm, Feint, Grapple, Overrun,
Sunder & Trip checks). This also extends to all combat associated skill uses, such as when Escape Artist, Balance or Sleight of Hand are used.
Monks' martial training is also designed to compensate for lack of inborn talent and even monks who are not particularly wise eventually catch
on. If at any time [1/4 the monk's level] (rounded up) is higher than his WIS-mod, he uses that value to augment his opposed checks &
appropriate skill checks.
* Monks also start with Weapon Focus: unarmed.
* At level 7, a 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 increases by +1.
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 13, a 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, PA etc) and
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.
*** At level 19, a monk's unarmed crit threat AND crit multiplier increase yet again for a total of +2 and x4 respectively.
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 regains 1 Ki point per hour if he does not fight, run, or otherwise exerts himself. Sleep replenishes 1 Ki points per 30 minutes, with full daily rest
completely replenishing a monk's Ki pool. Meditation (Concentration DC 15) replenishes 1 Ki point per 20 minutes.
• Feats that officially have Stunning Fist as prerequisite also add 1 point each to the monk's Ki-pool cap. Ki Abilities – 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.
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 can 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.
Uncanny Dodge
Monks with at least 1 available Ki point also enjoy the benefits detailed in the PHB for Improved Uncanny Dodge.
Enlightenment
At 3rd level and every 3 levels thereafter, a monk chooses an ability from the list below, ever striving closer to harmonizing his body, mind, and soul:
- (min level: 3) Bonus Feat - ANY - may be chosen multiple times, but the monk must meet all prerequisites.
- (min level: 3) Immunity to Fear (Ex)
- (min level: 3) Immunity to Charm (Ex)
- (min level: 6) Immunity to Disease (including magical) (Ex)
- (min level: 6) Immunity to Poison (including magical) (Ex)
- (min level: 9) Immunity to Compulsion (Ex)
- (min level: 9) Immunity to Paralysis (Ex)
- (min level: 12) Immunity to Possession (Ex) - requires Immunity to Compulsion
- (min level: 12) SR [10 + Monk level + WIS-mod] (Su) - the monk may allow any spells and effects to automatically penetrate without spending an action
- (min level: 15) Freedom of Movement (Su)
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.
Though initially, entering a meditative state requires long periods of preparation, by the time a monk hits 4th level, meditating becomes as simple a matter as breathing.
The long hours of practice grant the monk bonus ranks, in both Autohypnosis and Concentration, equal to a maximized C-C skill.
- The monk may now 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 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.
Flawless Mobility (Ex)
This ability grants the benefits of the CAdv Scout's Flawless Stride feature.
An addition, the monk automatically gains the benefits of any skill trike of the [Movement] category to which he qualifies. Writer's Note: I've never encountered a suggested skill trick of the Movement category that Jacky Chan didn't have label
"Been there, done that".
Stunning Fist (Ex)
Removed from the feats list and obtainable only at 5th Monk level.
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.
Channeled Ki (Su)
A 7th level monk can channel Ki Strike, Stunning Fist and Ghost Strike through melee weapons - and do so at no extra cost.
The monk may also spend 1 Ki point as a swift action to add his Unarmed Strike to all thrown weapons and increase their range increment to [50ft + 20ft per 4 levels
past 7th] if they don't already have that increment. Both options may be combined to make Ki Strike, Stunning Fist and Ghost Strike applicable for thrown weapons.
A monk cannot channel his Ki through magical weapons or ammunition.
Mettle (Ex)
Same as given for the CWar Hexblade.
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.
Versatile Unarmed Attack (Ex)
Removed from the feats list and obtainable only at 10th Monk level.
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).
Ghost Sight (Su)
An 8th level monk can spend Ki power to see invisible and ethereal creatures.
Master Acrobat (Ex)
As given for the revised Rogue (see "Acrobatic", above and the Rogue's special ability of the same name). 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.
Touching The Ripples (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 13th level monk can spend Ki power to become ethereal. The monk can return to the material prime any time during the duration as a free action.
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.
Retributive Flurry (Ex)
The monk's understanding of his martial arts is now perfected.
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.
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 delay 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.
Void Mind (Ex)
The monk's mind is now impervious to intrusion and manipulation, just as if affected by Mind Blank spell.
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.
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).
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.
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.
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.
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.
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.
* 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.
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).
• levels 10 & 18: The cleric gains a Warcraft ability (see the Warrior class below).
• Special: 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
Druid
Writer's comment: This is not (I repeat: NOT) how I envision the Druid. However, it's an alternative for players/DMs who might find my Druid too much feature-overloaded or strange to stomach. The result is quite nerfed feature-wise, but significantly more powerful spell-wise. Overall, the balance is maintained.
Prereqs: Animal & Plant domains, Must revere a deity strongly associated with nature.
Loses:
• Auto progress of Knowledge (religion)
• Channel Positive Energy, Scribe Scroll, Spell Talisman
• Divine Resilience
• Bonus Feats
• Second Sight
• Ghostbane Blessing
Gains:
• Auto progress of Knowledge (nature)
• Med BAB
• Nature Sense*, Wild Empathy*
• Choose 2 domains from: Air, Earth, Fire, Water. Choose from the remaining two at levels 6 & 14.
• Level 2: Nature's Remedy*
• Level 4: Terrain Mastery*
• Level 8: Wild Shape (Mammal, Reptile, Bird, Fish)* - choose a single medium animal per type.
-- At levels 11 / 14, choose a single small / large animal per type (respectively).
-- At level 17, choose a single tiny animal and a single huge animal per type.
• Level 10: Burgeoning Touch*
• Level 12: Venom Immunity*
• Level 16: Primal Overlord*
• Level 18: Wild Shape (Elemental)*
• Level 20: One with the Green*
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
• 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 immediate action respectively.
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.
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, Power Divination
• 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
Power Divination (Su) (Su)
All oracles are more effective than other spellcasters when it comes to divination spells.
They start with CL +1 and gain an additional +1 to their CL at each class level divisible by 5 (e.g. a 20th level oracle's CL counts as 25th when
he casts a divination spell).
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 oracle 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
oracle 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.
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).
ACF: Rebuke Dragons [Knowledge (arcane) 2, must revere a draconic deity]
You gain Draconic as bonus language and instead of having the Channel Positive Energy, you gain the ability to rebuke or command dragons (DrM, p 14). Special: The Clerics, Druids (if taken as a Priest variant) and Nordic Priest may also select this ACF, but the other Priest variants may not.
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
Rogue's Expertise, Rogue's Knack
2
Evasion, Rogue Talent
3
+1
Sneak Attack
4
Uncanny Dodge, Skill Savvy
5
Improved Feint
6
+2
Improvisation, Rogue Talent
7
Rogue's Expertise
8
Flanking Mastery, Skill Savvy
9
+3
Sudden Strike
10
Special Ability, Rogue Talent
11
Uncanny Feint
12
+4
Special Ability, Skill Savvy
13
Rogue's Expertise
14
Special Ability, Rogue Talent
15
+5
Death Blow
16
Special Ability, Skill Savvy
17
Superior Feint
18
+6
Special Ability, Rogue Talent
19
Rogue's Expertise
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.
Rogue's Expertise (Ex)
Rogues are the kind of people that often get themselves into a lot of trouble. To survive out in the streets, they need to either outmaneuver the
people they offend, get in and out of places where they cannot be chased, become undetectable, or fast-talk their way out of trouble.
At the beginning of his career, and again at levels 7 / 13 / 19, a rogue chooses one of four fields of expertise. This choice grants the rogue 4
automatic ranks in 4 specific skills. In addition, the rogue gains a specific associated bonus feat.
The 4 expertise are: Acrobat: Balance, Climb, Jump and Tumble (bonus feat: Daredevil) Burglar: Disable Device, Escape Artist, Search and Sleight of Hand (bonus feat: Quickfingers) Manipulator: Bluff, Diplomacy, Intimidate and Sense Motive (bonus feat: Innuendo) Stalker: Hide, Listen, Move Silently and Spot (bonus feat: Surprise Attack)
If upon taking an expertise, one of its skills is to result in more ranks than the maximum allowed by the character's race and class-combination, the excess ranks are
instead to be invested in other skills as he sees fit. Writer's Note: I never liked the Trapfinding feature, because it made no sense whatsoever. According to the core rules, someone with 15 ranks, skill focus and
skill mastery in both Disable Device & Search could no deal with traps that a 1st level rogue with a single rank in Disable Device could deal with. This extra baggage
should never have been carried along to 3e from its predecessors - and now there's no reason to. If someone wishes to role the party's "trapmonkey", all he has to do
is choose Burglar as his expertise and be done with (or take the far more costly option of paying for it with skill points and a feat slot).
Rogue's Knack (Ex)
When buying cross-class skills, a rogue only pays one skill point per level.
In addition, when making any skill check, he may use ½ his rogue level in place of the number of ranks he has in the skill. He cannot use this ability on a skill that cannot be used untrained if he has no ranks in it.
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 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 increase 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 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.
Flanking Mastery (Ex)
An 8th level rogue has unparalleled insight to the art of flanking.
When flanking an opponent, the rogue gains +4 to all hit rolls against that opponent.
Furthermore, this feature alone grants the continuous and unconditional benefit of Improved Uncanny Dodge.
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, Aspect of Power
8
7
Energy Resistance 5
9
8
Split Blast (2 blasts)
10
9 (Greater)
Sustaining Magic (eat, drink, sleep)
11
9
Heritage
12
10
Dual Essence
13
11
Fast Healing 2, Erupting Blast
14
12
Penetrating Blast
15
12
Heritage
16
13 (Grand)
Energy Resistance 10
17
14
Split Blast (3 blasts)
18
15
Eldritch Resilience
19
15
Heritage, Name of Power
20
16
Sustaining Magic (breathe, 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 power and 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.
Split Blast (Su)
At 9th level, a sorcerer may concentrate a great deal of magical power upon his EB, split that power and use it against different enemies (or
groups of enemies). As a full-round action, the sorcerer may choose to split his EB into two blasts, but each deals one less die of damage, has
a penalty of -2 to the ranged touch attack roll, and has a caster level reduction of -1. Splitting an EB does not count as a blast shape
invocation and thus a sorcerer may imbue a split EB with the same blast shape.
At 17th level, a sorcerer gains the ability to split his EB into three blasts, but each deals 2 less dice of damage, has a -4 to their ranged
touch attack roll, and has a caster level reduction of -2.
Instead of splitting, a sorcerer can make iterative attacks as if with a medium weapon and without compromising the potency of his EB and essences. Note: Eldritch Burst and other aura-like blasts cannot be split with this ability.
Sustaining Magic (Su)
The sorcerer no longer needs to eat, drink or sleep. He’s sustained purely by magic.
At level 19, magic sustains the sorcerer to such a degree that he no longer needs to breathe 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).
Dual Essence (Sp)
The sorcerer can now simultaneously imbue his EB with 2 essences. 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).
This ability extends to the application of Hideous Blow.
Erupting Blast (Su)
EB can be generated without uttering a sound or making any gestures, and can oridinate from anywhere on the sorcerer's body (eyes, forehead, chest etc).
Notice that this power has no effect on the action cost of activating EB.
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
Brimstone Blast: Anyone damaged must succeed on a Reflex save or catch fire, suffering an additional 1d6 fire damage each round until the flames are extinguished.
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.
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.
Dark Whispers (Grand; 7th)
The sorcerer can project his mind and afflict others with overwhelming disorientation and paranoia.
The sorcerer designates a victim, who immediately begins hearing insidious, whispering, demanding voices in its head, forcing it to succeed at
a Will save vs. DC [10 + 1/2 CL+ CHA-mod) or go insane for a number of rounds equal to the sorcerer's CHA-mod. While insane, the victim
suffers a -6 penalty to WIS and is unable to tell friend from foe, lashing out violently against the nearest available creatures.
Victims who pass the will save are immune to further uses of this invocation for 24 hours.
Dark Whispers has an alternate effect on beings with intelligence scores that are normally immune to mind-affecting abilities - they must
succeed at a Will save or the psychic shock of their intimate contact with the Harrowed's beast instead deals them 6d6 points of damage.
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.
Devil's Whispers (Greater; 5th)
Not really a new invocation, but since it's from Ci, it can easily be neglected, and Suggestion on steroids a really nice ability.
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.
Planar Binding as invocations
Sorcerers can also learn Lesser/Regular/Greater Planar Binding as Lesser/Greater/Grand invocations.
This would, of course, require an "only one at a time" restriction, but I see having an infernal companion as being very much in keeping with the
Sorcerer's design.
Built into the invocations is a personal protection (equivalent to a Prot. from evil) during the bargaining phase, but bystanders/party members/
etc are there at their own risk.
Varied degree of success depends on the opposed check. Success means the called creature is bound to the bargain, failure immediately returns the
creature, and failure by 5+ simply ends the bargain (and protections) and frees the called creature to act however it cares to. Note: Good aligned sorcerers can instead learn to invoke the various versions of Planar Ally.
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.
- Erupting Blast: [Eldritch Retribution]
You've learned how to generate EB without uttering a sound or making any gestures and can, as a full round action, cause it to erupt from any
part of your anatomy (eyes, forehead, chest etc).
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
Rogue's Expertise *
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 class 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
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
Steal Spell (Su)
A spellthief can 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 a spell takes effect, and store it for a short duration - [1 min / level + CHA-mod] - for later usage.
To do so, he must spend an immediate action and make a successful save against the effect (even for spell effects that usually don't allow such
an option).
When not surprised and singly-targeted by a spell that has no AoE in its description, a spellthief may choose not to spend his immediate action
and instead rely on luck and attempt to save vs. the effect. If the [to-be-siphoned] spell indeed allows a save and the spellthief is successful,
he may now attempt to siphon the effect as if spending his immediate action for this purpose.
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 other 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 a
swift 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 SL he
reabsorbs. 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.
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.
Alternative "Packages":
Warriors are typically proficient in the use of medium armor, shields and bucklers. Warriors, unlike other classes, have 2 alternate "starting suits" to choose from:
- A warrior may trade 1 weapon training in favor of heavy armor proficiency and tower shield.
- A warrior may trade medium armor, shield and buckler proficiency for any 2 combat feats that can be taken at 1st level.
Class Features:
Level
Art Of War
Combat Edge
Warrior's Insights
Weapon Training
1
Warcraft, Learning Ease
+1
3 Weapons
2
Bonus Feat
Combat Focus (Maintain / Expend)
3
Warcraft
Warrior Talent
4
Bonus Feat
+2
Ever Vigilant (Maintain)
5
Warcraft
4th Weapon
6
Bonus Feat
Second Wind (Expend)
7
Warcraft
+3
Warrior Talent
8
Bonus Feat
Tide of Battle (Expend)
9
Warcraft
5th Weapon
10
Bonus Feat, Array Of Stunts
+4
Veteran's Grit (Maintain)
11
Warcraft
Warrior Talent
12
Bonus Feat
Action without Thought (Maintain / Expend)
13
Warcraft
+5
6th Weapon
14
Bonus Feat
Through the Haze (Maintain)
15
Warcraft
Warrior Talent
16
Bonus Feat
+6
Find the Mark (Expend)
17
Warcraft
7th Weapon
18
Bonus Feat
Battleshaper (Expend)
19
Warcraft
+7
Warrior Talent
20
Bonus Feat, Master of Warfare
Combat Focus Perfection (Maintain / Regain)
The table columns and what they represent: Art Of War: This set of abilities represent a warrior's extensive combat training and active practice. Combat Edge: Most of the Warrior's abilities detailed in the next 2 columns provide the indicated values as bonuses to attack, damage opposed rolls
and other aspects (read on). Warrior's Insights: These are Warrior-exclusive battlefield insights. Even Warrior Talents, which the player may choose from are basically random insights
that the character picked along the way (as in "Eureka"), during his many years of adventuring. Weapon Training: A warrior starts his career with 3 weapons with which he gains Weapon Focus, free of charge. Any weapon a warrior chooses for weapon training
gains the indicated bonuses in the Combat Edge column to attack rolls, damage scores, shield AC and opposed checks (trip, sunder, disarm etc). These bonuses are
doubled for all cases that are relevant for Ever Vigilant (see below). At the indicated levels, he may select additional weapons that gain this bonus. (Special:
Weapons associated with one of a warrior's weapons of choice (belong to the same weapon group) gain 1/2 Combat Edge bonuses, rounded down).
Warcraft (Ex)
Throughout his career, a warrior's training grants him access to many combat advantages that most other characters cannot grasp.
These abilities are taken from the more martially inclined official classes as follows:
Source Class
Associated Feature
Minimum Level + Other Requirements
Notes
Barbarian
Rage
1
During rage, you gain 10ft speed increase with the notable restrictions on armor & load
Uncanny Dodge
5
As long as Combat Focus is active, the Warrior gains the benefits of IUD
Greater Rage
11, Rage
During rage, you gain DR 2/-. This value increases by +1 for each 3HD past 11
Tireless Rage
15, Greater Rage
Mighty Rage
19, Greater Rage
Your rage associated DR now also counts as energy resistance vs. all energy types
Crusader
Steely Resolve
1
Matches the Crusader's according to class level
Furious Counterstrike
3, Steely Resolve
Zealous Surge
3
Works once between rests (because it's not important enough to warrant rest)
Mettle
5
Knight
Bulwark of defense
3
Shield Ally
7
Improved Shield Ally
11, Shield Ally
Ranger
Evasion
9
Swashbuckler
Acrobatic Charge
7
Weakening Critical
13
Wounding Critical
17
Other Optional Warcrafts
Pack Mule
3
See below
Discern Battle
5
See below
Assess the Enemy
7
See below
Pack Mule
You have become used to long journeys with a heavy pack and the use of a wide variety of weaponry and equipment.
This grants you 3 equipment associated benefits.
1. You suffer no penalties for carrying medium load.
2. You add your CON-mod to your STR-score when determining your loads. This ability does not affect your "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").
3. You may retrieve stored items without provoking AoOs.
Discern Battle
Starting at 4th level a warrior may study a site where creatures did battle and learn about what took place there with amazing accuracy and uncanny insight. This
ability requires 10 minutes and may be used on one corpse or 10ft radius area at a time.
Using this ability on a corpse is similar to the Speak With Dead spell except that the effect can only provide answers to questions related to the fighting that took
place immediately before the creature's death (the ability fails if the warrior mistakenly uses it on a creature that did not die from violence).
Using this ability on an area is similar to the Stone Tell spell except that the effect cannot reveal information about anything covered or concealed in the area and
only reveals information about the most recent violence done in the area.
Assess the Enemy
You have battle against a multitude of foes, and learned to identify them quickly.
Your 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.
Note: A warrior may, instead of taking a Warcraft, decide to take a Bonus Feat and 2 SkPts / a combat associated skill trick. In all cases, he must meet all the
prerequisites, alleviated by Learning Ease.
Learning Ease (Ex)
For the purposes of qualifying for "Fighter feats" (gained by either class progression or character progression), you treat your 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 increases by +1 (max +5 at level 16).
Bonus Feat (Ex)
Same as the core Fighter.
Combat Focus Abilities
Note: For the sake of binding associated features and putting order into things, I've placed Combat Focus and all its derived features together.
Combat Focus (Ex)
Combat Focus represents a warrior's superior combat readiness and combat-oriented frame of mind.
Combat Focus activates automatically the instance a warrior is aware of immediate danger.
During dangerous encounters, Combat Focus lingers for the entire encounter, unless the warrior expends it or loses it due to conditions.
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.
As long as Combat Focus is active, a warrior is 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.
A warrior can voluntarily enter Combat Focus outside of combat (or other dangerous situations) as a free action for 3 consecutive rounds. After that he cannot enter Combat Focus outside of combat for 5 minutes (you can't be on your toes all the time).
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 conditions, it returns at the beginning of the warrior's next combat-turn to come after the last of them has ended. If it is expended voluntarily, it is regained automatically after 1d4 rounds have passed. At levels 8, 14 and 20 this waiting period is reduced to 1d3 / 1d2 / 1 round(s) respectively. Also, at the indicated levels (2/8/14/20), a Warrior can spend a full-round/standard/move/swift action (respectively) to regain Combat Focus.
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 his Combat Edge score as bonus 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).
A warrior also gains this bonus to AoOs, and vs. targets that are flanked, flatfooted or lose their AGI-bonus to AC for any other reason.
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 expend his Combat Focus to take a 5-foot step. This is in addition to any other movement he takes during his turn, even another 5ft step.
As a swift action, he may expend his Combat Focus to take a single move action (except when spending his entire combat-turn running).
Veteran's Grit [Ex] (Maintain)
As long as the warrior benefits from Combat Focus, 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's subjected to one of the following conditions, replace his condition with the condition one cell to the right on the table.
Condition
Becomes...
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
Veteran's Grit takes effect for existing conditions as well as conditions suffered during Combat Focus, but no condition is affected twice.
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.
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.
Battleshaper (Ex) (Expend)
You gain an extra swift or immediate action (but not both) every combat round.
As an immediate action, you can trade the above benefit and expend your Combat Focus to gain an extra move action.
As a swift action, you can trade the above benefit and expend your Combat Focus to gain an extra standard action.
Combat Focus Perfection (Ex) (Maintain/Regain)
A 20th-level warrior enjoys 2 benefits:
- While benefiting from Combat Focus, the warrior never provokes AoOs from creatures with lower BAB than his.
- Once per encounter, if the warrior voluntarily ends his Combat Focus, he may regain it as a swift/immediate action.
Warrior Talent (Ex)
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 11th)
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 19th)
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 (Coup de Grace).
Engage
Choose an enemy in your threat range. You assume a position to hinder him.
As long as you attack your chosen enemy at least once in a given combat round, that enemy takes a penalty on attack rolls equal to your Combat Edge score when
attacking anyone else but your.
Expert Weapon Reach (min level 7th)
Choose one weapon that doesn't allow reach and belongs to one of the categories: 1H/2H, L or H (see "All About Weapons and How it all Works" in entry #5)
such as Greatsword, Greataxe, Heavy Flail, Dire Maul etc. You gain the same reach option with the selected weapon as Staff based weapons.
You must have Weapon Training with the chosen weapon.
Improved Delay: (min level 7th)
The warrior may delay his action in one round without compromising his Initiative in the next round.
In addition, he may interrupt another action with his delayed action like it was a readied action (though he does not have to announce his intentions before hand).
Lunging Strikes (min level 11th)
The warrior has adopted wide stances that allow him to extend his reach with all weapons (including unarmed strike) by 5ft.
This doesn't stack with Expert Weapon Reach and cannot be applied when the warrior needs to make Balance checks to remain on his feet.
Skillful Attack (min level: 7th)
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: 11th)
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).
Array of Stunts (Ex)
As a swift or immediate action, the warrior may choose any [Combat] feat he meets the prerequisites for and use it for 1 round.
Master of Warfare (Ex)
Your Array Of Stunts ability may now grant any 2 feats simultaneously or any 1 Warcraft ability you meet the prerequisites for.
Furthermore, you may select any feat with this ability as often as you like with no "cooldown" time restriction.
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.
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:
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
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:
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. If the witch is ever killed for any
reason, 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 truly dies (along with her familiar, of course).
The same goes for the familiar if it is killed.
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).
10. A LG/NG witch that dabbles (see below) in both White Magic AND Nature, and avoids all dabbling arts other than Arcane Focus,
may have a unicorn as Familiar. A Unicorn gains Evasion instead of Improved Evasion and may not deliver touch spells.
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. 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 humanoids. 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 (or the spirit of her request - to the best of their understanding).
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/numeric bonuses 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. 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 resists 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. 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 all living creatures 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 character level + CHA-mod] to
avoid), if at all applicable.
2. He may affect that opponent as if it was the target of his Foil 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.
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 3 Feats: Green Ear (CAdv – Bardic Music), Greenbound Summoning (LEoF), Greensinger Initiate (EbCS), Track, 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, 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 King
Jesters can be found in most courts – they are the archetypal fool in motley, dancing and capering about to entertain the royal court.
While jesters' main purpose is to make people laugh, they can also use their cutting wit to make others look the fool.
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?).
While any other jester can be an irritating nuisance, a Jester King's jokes can be used to manipulate his foes with unequaled subtlety or be straight forward deadly.
Very few Jester Kings are adventuring types, though one could find a good reason (sending one along on a grim mission to keep others' spirits high, or exiling him
as punishment for insulting his ruler).
Jester Kings 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 6, Rogue 6 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 Rogue Talent: Skillful Attack
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 King's Mirth
6
Dramatic Death, Improved Evasion
7
Cruel Retort, Last Trick
Feature Descriptions:
Immunity to Insanity (Ex)
Jester Kings 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 King'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 Jester Kings certainly adopt the role of fools.
A Jester King may add his CHA-mod as a morale bonus to all his saves.
Master of Mockery (Ex)
A Jester King's taunting is so effective that he gains 3 distinct advantages with it:
- A Jester King can Taunt as a move action.
- A target of a Jester King'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 King can Taunt a target multiple times in the same encounter, as long as it is affected for even 1 round.
Jester Kings are immune to taunting.
Jokes (Ex)
The Jester King is skilled at telling jokes for all occasions. Telling a
joke requires 1d4 rounds, and can only be done if the Jester King 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 King intended when telling the joke – whether to set them at ease
(granting the Jester King +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 King 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 King may cast a spell without the need for vocal and/or somatic components.
Buffoonery (Ex)
The Jester King can caper and dance to distract his opponents in battle.
The Jester King's outrageous actions distract his foe, leaving it unable to
effectively defend itself. The Jester King 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 King, and gets a Will save (DC 10 + 1/2 Jester King'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 King 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 King's buffoonery for
24 hours.
Vicious Lampoon (Ex)
The Jester King can mock his opponents with such vicious, cutting humor that
they lose confidence in their fighting ability. Every opponent within
60ft of
the Jester King who can hear and understand him must make a Will save (DC 10 +
1/2 Jester King'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 King
continues to
perform (as a move action), up to a maximum number of rounds equal to
the Jester King's level. This is a mind affecting, language-dependant effect.
Jangling Caper (Ex)
The Jester King 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 King gains a
+20 competence bonus to Move Silently checks; he can move at 3/4 speed
without penalty.
Jester King's Mirth (Ex)
A Jester King'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 King
must make a Will save (DC 10 + Jester King'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 King 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 King'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 King can turn even his death into a joke. Any time the Jester King 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.
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
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 Focus: 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.
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 9th 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.
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 non-lethal 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
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.
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).
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 harvests the soul of any living being that he personally kills.
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 Ds 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 BoVD: Book of Vile Darkness 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 Ds: 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)
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.
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.
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.
- Cold & electricity Resistance: 10.
- 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.
- Cold & electricity Resistance: 15.
- 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
- Cold & electricity Resistance: 20.
- 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
Also, I'd consider adopting
Oslecamo's Improved Monster Classes (with the necessary modifications/exclusions for not conflicting with these rules).
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.
Not much to say, except that it's someone else's wonderful execution, of an idea that was running in my head for a very long time.
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.
Radical Characters
One of the major issues in writing these house rules was to enable a player to use the existing rules to create virtually any character
archetype that comes to mind without having to resort to inventing new classes/rules.
Two fiction characters, however, have always eluded me. Until lately.
The first was Sauron from "The Lord of the Ring". The second was Muad-Dib.
Their powers, traits and overall makeup were just too radical to nail down.
At current, the creation of Sauron IS possible with these house rules (with some effort and a tiny bit of innovative work), as demonstrated below.
As for everything revolving around "The Weirding Ways" and "Kwisatz Hadarach" - well, I could find no way whatsoever to do that without creating
a new base class. Muad-Dib and Leto-II had just too wide an array of unique powers and could not be built by any multiclassing combination whatsoever.
So here they are:
Sauron
This is by no means a complete build (I just present the basic necessities), nor does it come any way near an optimized build.
It is, however, a solid build if someone that actually wishes to play something very similar to Middle Earth's Sauron - and it is a potent build
for world domination in a Middle-Earth-like campaign.
Point Buy: 40 (starting at 8 - 1:1 up to 14 , 1:2 up to 16 , 1:3 up to 18)
Classes: Half Giant Paragon 2 (large size) / Hexblade 3 / Mage 12 / Warrior 5 Ability Scores: STR 31, DEX 12, AGI 10, CON 16, INT 16, WIS 9, PER 12, CHA 16 Hit Points: 22 (racial) + 18 (H) + 36 (M) + 30 (W) + 132 (CON) = 238 Attacks: 3 Great Morningstar +38/+32/+26 (3d6 (base) + 2 (Warrior 4th) + 13 (STR) + 6 (magic) = 3d6 + 21)
Feats: PA, Cleave, Mobility, Improved Sunder, Armor Mastery (medium), Armor Mastery (heavy), Awesome Blow, Extra Invocation: Frightful Blast Skills: Balance 10, Craft (armorsmiting) 12, Craft (weaponsmiting) 12, Concentration 20, Intimidate 20 Warrior Talent: Combat Threat Warcraft: Rage, Mettle Spells: Enchant Item, Magical Enslavement spells Invocations: Frightful Blast, Entropic Warding Hex: Curse of Weakness Other Features: Hideous Blow, Grey Hearted, Emanating Spellpower Weapons: Adamantine Great Morningstar +6 of Flamestrike (STR 27/31+ ==> wield L/H weapons with 1 hand) Armor: Adamantine Spiked Heavy Plate +6 of Medium Fortification Misc Equipment: Gauntlets of STR +6 & CON +6, Helm of Frightful Presence
Obviously, there are unexploited feat slots, skill points and known spells in the above build, but it already presents everything that's required
for this fictional character to be applicable (see below).
Now all that's left to nail the LotR character is:
1. The One Ring: Make it Sauron's "Token of Domination" (using the Magical Enslavement spells (Entry #3)). Enhance it with an emanating
Magic-Jar-like necromancy spell, an addictive version of the Suggestion spell, and some powerful homebrew abjuration spells - to make it
unusually durable and resistant to magical manipulation. The other rings (the Implements of Captivity) will also be enhanced with corruptive
necromancy spells.
2. Sauron's tower: Basically, nothing more than a huge revolving beacon.
3. The Crystal Balls: These are enhanced with a Scry-like spell (only in a reversed direction)
"The Weirding Ways" and "Kwisatz Hadarach"
Mahadi (single as well as plural) are individuals who train their minds to work like machines, gaining sizable benefits from their greatly increased perception and cognition, and also developing psychic powers of their own by means of projecting their own essence in various ways.
Mahadi are extremely rare, as their understanding of sentience and the complexity of civilization forever renders them unhappy souls.
Mahadi never present themselves by title "Mahadi", always driven by the feeling that they're compelled to follow that path to fulfill the calling of some kind of mandatory destiny.
Instead, a mahadi simply refers to himself as "a disciple of the weirding ways".
Stats: Mahadi have INT as their main attribute. They should also spare a point or two for Wis, as a secondary ability, and a possible source of sturdiness.
Race: Normally races that have an INT penalty shouldn't produce mahadi , but there have been exceptions to this. Humans and dwarves are those who most often choose to embrace this path.
Alignment: Any Lawful.
HP: d6
Class Skills: All. Mahadi have an innate talent to learn just about anything as easily as anyone else. Skill Points per level: 4 + INT-mod.
Weapons and Armor Proficiencies: Mahadi are proficient with light blades + any 2 other weapon groups. They also gain Improved Unarmed Strike for free. Mahadi are proficient with light armors, but not with shields.
Class Features
Level
Special
Unarmed Damage
INT Increase
Placebos
Deflective Shield
The Voice
1
The Weirding Ways, Backlash, Analytical Effort, Immediate Familiarization
1d4
Command(1)
2
Uncanny Dodge
+1
1st
3
Recall Memories
+1
Touch Of Idiocy(1)
4
Sudden Relocation
2nd
5
Immaculate Awareness, The Path of Prophecies
+2
Suggestion(2)
6
Perceptive Grace
3rd
+2
7
Perfect Sentience
1d6
Crushing Despair(2)
8
Innate Deflection
+3
4th
9
Abundant Influence
+3
Shout(2)*
10
Mindspeak
5th
11
Sensory Stowaway
+4
Dominate Person(3)
12
Projected Blow
6th
+4
13
Mental Copy
1d8
Mass Suggestion(3)
14
Spectral Echo
+5
7th
15
Tap Onto The Masses
+5
Greater Shout(3)*
16
Mind Fused With Matter
8th
17
Flurry of Relocations
+6
Dominate Animals(4)**
18
Extreme Rationality
9th
+6
19
Foresight
1d10
Dominate Monster(4)
20
Computing Aura
+7
10th
The Weirding Ways (Ex)
Mahadi forever handle themselves to improve the power of their minds.
A mahadi starts with a Weirding pool of 3 plus his INT-mod.
Every time a mahadi levels, his Weirding pool capacity increases by +1.
A mahadi's Weirding pool Regains 1 poINT / hour of not straining one's self (fighting, running, laboring, using Weirding etc) and is fully recovered after a full
night's rest.
Inseparable from the basic training of the weirding ways are extensive trainings of unarmed combat. They have increased unarmed damage and they receive ½ their
INT-mod as dodge AC.
Backlash
A mahadi is still a mortal being with limits, and cannot strain his mind infinitely.
Every time a mahadi uses a class feature that requires Weirding points, but has already used up his daily Weirding pool, his Weirding pool escalates to ever negative
values and he must make a Fort Save and a Will Save vs. DC [15 + twice the negative Weirding value after using the class feature].
If he fails either of them, he takes. If he fails the Will Save, he takes 1d4 WIS damage and is stunned for 1 round. Note: just because a mahadi's ability backlashes, doesn't mean it fails. Mahadi abilities don't fail.
Analytical Effort (Ex)
Mahadi have keen and analytical minds. They know how to use any minute piece of information to their advantage.
By spending 1 Weirding point as a swift action, a mahadi can add his INT-mod to any single d20-based effort that take 1 round or less to execute, with the exception
of level check.
The Voice (Sp)
Mahadi know how to alter and manipulate their voice to influence others in various harmful ways.
Except for the effects detailed below, all "The Voice" powers emulate the official spells of the same name.
Mahadi are immune to any effect of "The Voice", provided they possess the ability to produce the said effects. This, however, does not make them immune to such
effects generated by other means (spells or other class abilities).
Each of "The Voice" powers is accompanied with a number in parenthesis, which stands for the Weirding cost of the given power.
Most powers work just as the spells of the same name. 3 of them are different: * Shout & Greater Shout, applied with this power may be given a special twist - by investing an extra Weirding point, they can be made to assault the very being
of sentient beings and animated objects from the inside, thus skipping inanimate targets completely. By investing one more extra Weirding point, a mahadi can affect
only specific targets - up to 1 target per INT-mod - or exclude up to this number from the lot.
Special: Mahadi are immune to "The Voice"-generated Shout & Greater Shout only when they're modified to exclude inanimate objects, given mahadi have no special
resistance to sonic effects. ** Dominate Animals power is somewhat similar to the Dominate Animal spell, but its scope is by far greater. It affects any living creature type that has
an average INT-score 2 or lower (restriction: awakened creatures do not count as their pre-awakening creature type) and influences all creatures with long range
that the mahadi can perceive and wishes to influence, up to his INT-mod. Furthermore, the duration of this power is measured in hours, divided by the number of
influenced creatures, and the DC to resist this power is [10 + Mahadi class level + Cha-mod]. Writer's Comment: This is the first of the two most iconic powers of The Weirding Ways.
Immediate Familiarization (Ex)
A Mahadi may train with any melee weapon (simple, martial or exotic) for 1 hour to become proficient with it, no drawback. He is only proficient with that particular
weapon, not with that weapon type (therefore, he is not treated as proficient with other weapons that look exactly the same).
By spending 1 Weirding point, he may shorten the duration to a full round action.
This temporary training is lost if and when re-applied to a different weapon or when the mahadi falls asleep.
INT Increase
A mahadi's intense mental training and practice continuously increase his INT-score.
Placebos
At every even level, a mahadi may learn a Placebo.
Placebos, as far as the Mahadi goes, are the means of mentally influencing his muscles and metabolism to lessen or even negate conditions.
All Placebos are personal, require no action, apply to self only and cost 1 Weirding point (unless noted otherwise). Some are will-derived and some (stated explicitly)
activate on their own. Writer's Note: This category of abilities greatly aids mahadi to endure physical hardships and serves as the weirding ways' Mind-Over-Body ability.
Deny Dehydration Requirement: Endurance
You're treated as if you have fulfilled your need for drink for the day.
Each additional day costs 1 Weirding point more than the previous.
Deny Disease Requirement: 4th level
You may recover from a disease.
Additionally, once per day, at no Weirding cost, you may choose to ignore the effects of a disease when it forces you to roll a Fort save, as if you instantly won it.
Deny Fatigue
You may lessen Exhausted condition and become Fatigued instead.
You may negate Fatigued condition.
Both may be applied simultaneously, if needed.
Deny Fear
You may lessen Cowering or Panicked condition and become Frightened instead.
You may negate Frightened or Shaken condition.
Both may be applied simultaneously, if needed.
Deny Indigestion
You may lessen Nauseated condition and become Sickened instead.
You may negate Sickened condition.
Both may be applied simultaneously, if needed.
Deny Pain
You may negate non-lethal damage and ignore pain-derived conditions (such as speed-reduction) for 1 round per INT-mod.
Deny Poison Requirement: 6th level
1 Weirding point allows you to negate a poison's secondary effect.
2 Weirding points allow you to negate a poison immediately upon failing its initial saving throw.
Deny Sustenance Requirement: Endurance
You're treated as if you have fulfilled your need for food for the day.
Beyond the first 3 days, each additional day costs 1 Weirding point more than the previous.
Deny Temperature
You passively shrug off the influence of temperature. Suppressing this ability is a full round action, and reactivating it is a free action. While this ability is
active, the weather seems like it is 25 degrees closer to normal (70 degrees is normal, if the difference between outside temperature and 70 is lower than 25, then
treat the temperature as simply being 70).
Each 25 degrees shift beyond the first costs 1 more Weirding point.
Normalizing Will Requirement: 8th level
You may gain SR [12 + Class Level] for 10min per INT-mod.
You may lower and raise this resistance as a free action.
Recuperate
You may lessen Paralyzed condition and become Stunned instead.
You may lessen Stunned condition and become Dazed instead.
You may negate Dazed condition.
All of the above may be applied simultaneously, if needed.
Refocus
Requirement: Recuperate
You automatically recover from Dazzled or Fascinated condition.
Stabilize
You may lessen Blown-Away condition and become Knocked-Down instead.
You may lessen Knocked-Down condition and become Checked instead.
You may negate Checked condition.
All of the above may be applied simultaneously, if needed.
Will to Survive Requirements: Diehard
Whenever you drop below 0 HP (cross the threshold between positive and negative HP), if you're not rendered Dying, you may spend 1 Weirding poINT to instantly get back
to 1 HP and avoid the Stable/Disabled condition. If you are rendered dying, you may stabilize at -1, or spend 2 Weirding points to get back to 1 HP as noted above.
Recall Memories (Ex)
By spending 1 Weirding point, a mahadi can clearly and explicitly narrate or write about anything that happened around him for 24 hours. So, for instance, if he read
a book in a day, he can copy every single page of it the next day, from memory, and if he saw someone, he can make an incredibly realistic portrait of that person.
Furthermore, for the next 24 hours, the mahadi gains ½ his class level as a bonus to all trained Knowledge checks.
Deflective Shield (Ex)
Starting at 3rd level, a mahadi learns how to build and utilize a special belt-like device that weighs about 3lb and allows him to focus his mental power INTo a
deflective force-armor.
The indicated value applies as deflection AC, and as double effect isolation (twice the indicated values) vs. temperature and electricity (resistance to cold,
electricity and fire).
The shield needs recharging, though. To have it usable for 24 hours, you must either zap it with an electric spell of at least Level 3, or the mahadi must channel
his mental power INTo it, investing 2 Weirding points as a standard action. Special: The device has to be altered by the mahadi every time this ability grows, but when used by others, it generates the deflective field only when
charged with electrical spells.
Sudden Relocation (Su)
By spending 1 Weirding point per relocation, a mahadi may, anytime and up to INT-mod times within a given combat round, teleport 5ft in any direction, including
upwards and downwards.
This is a free action that can be taken between the hits in a full attack, and does not provoke AoOs.
It is always accurate, line of sight with the destination is not required, and is immune to effects that ban astral travel, such as Dimensional Lock. Line of effect,
however, is required (you cannot use this ability to pass through solid matter).
Also, the mahadi retains momentum as if he moved that distance, so if by relocating he comes next to an opponent, that opponent takes damage equal to double the AC
bonus of his Deflective Shield (IF the shield is active, that is). Writer's Comment: This is the second of the two most iconic powers of The Weirding Ways.
Immaculate Awareness (Ex)
5th level mahadi have unparalleled awareness of their immediate vicinity, which makes them immune to flanking.
The Path of Prophecies (Su)
Every once in a while, the mahadi experiences glimpses of the future.
He has no control of when these visions occur, but when they do occur, they show either true events to come, or metaphoric images of a generally immanent future.
The higher the mahai's level, the more frequent, potent and accurate the visions become. Special: The Path of Prophecies is binding. Once a mahadi attains 5th level, he's committed to his destiny and cannot take levels in other classes until he hits
Mahadi level 20. Note: As a rule of thumb, these visions are not meant as a tool for the mahadi use or benefit, but rather to reveal his destiny and limit his choices in future
events to come. A mahadi should have a radically powerful incentive not to follow any directions his visions dictate (even self preservation, or the well being of his
friends and family should be carefully assessed vs. the majority of his visions, should they contradict a specific vision). Mahadi can perform great acts of mercy or
heinous atrocities - all in the name of what they believe to be necessary to advance their calling.
Perceptive Grace (Ex)
The mahadi's trained INTellect and observation of the tiniest details and insights greatly aid his survivability and influence over others.
He gains his INT-mod to initiative and to all perception-associated skill checks (Appraise, Decipher Script, Listen, Search, Sense Motive and Spot).
Perfect Sentience (Sp)
Starting at 7th level, a mahadi may use any Divination spell as if he were a spellcaster of his level and with the appropriate ability modifier equal to his INT-mod.
He manifests these powers as (Sp) abilities.
The Weirding cost, however, is independent of the level of the powers: it is simply equal to the number of powers the mahadi used during the day before it (so the
first power requires no Weirding, the second requires 1, the third 2, etc).
A mahadi will normally manifest any power he knows only once per day. Manifesting the same power between full night's rests doubles the Weirding cost per extra usage
(double, then triple, then quadruple etc). Writer's Comment: This power is basically "Kwisatz Hadarach".
Innate Deflection (Su)
At 8th level, a mahadi transcends his dependence upon the device that generates his deflective shield.
From this point and on, as long as the mahadi has any Weirding points left, he gains the benefits of Deflective Shield with no Weirding-points investment.
Abundant Influence (Sp)
The mahadi learns how to create tangible objects and materials with his very thoughts.
Starting at 9th level and each level thereafter, a mahadi may learn a spell with the Force descriptor or a spell that's categorized 'Conjuration (creation).
At 9th level, a mahadi may choose a 1st level effects. With each 2 levels thereafter, the SL available to him with this ability increases by +1, capped at 9th SL at
the theoretical Mahadi level 25.
A mahadi generates these effects as if he were a caster of his Mahadi class level and with primary ability equal to his INT. He manifests these powers as (Sp)
abilities.
The Weirding cost isn't depended on the level of the spells: it is simply equal to the number of spell effects the mahadi used during the day +1 (so the first
spell effect requires 1 Weirding, the second requires 2, etc).
A mahadi will normally manifest any power he knows only once per day. Manifesting the same power between full night's rests doubles the Weirding cost per extra
usage (double, then triple, then quadruple etc).
Mindspeak (Su)
When using one of his "The Voice" powers, the mahadi may influence the minds of creatures that merely hear his voice. They do not need to understand his spoken
language, but rather feel his exact wishes and INTentions.
Furthermore, by increasing the Weirding investment by +1, any of his "The Voice" powers breaches through any and all magical silence effects and dispels them.
Sensory Stowaway (Su)
Every sentient entity emits minute traces of its thoughts and senses. Mahadi eventually learn to tap onto those traces, given they're within line of effect.
By spending 1 Weirding poINT as a standard action, an 11th level mahadi can sense all sentient creatures at close range and tell their species, gender and age.
This power lasts for 1 round per the mahadi's INT-bonus (min 1).
As long as the mahadi can sense creatures around himself, he may target any one of them and "hitch a ride" onto one of its senses. This secondary option lasts
a round per Mahadi class level. The mahadi can tap onto more of its target's senses, by spending a standard action. Using any of the target's senses nullifies
the mahadi's corresponding senses. Writer's Comment: Maud-Dib used his son's eyes to neutralize the pace-dancer assassin.
Projected Blow (Su)
A mahadi of level 7 learns to produce meager mental constructs to extend his attacks. By spending 1 Weirding point, when making a standard or full attack, he can use
his melee weapons at double range. If he does so, his weapons are treated as Force weapons, and he loses any benefit derived from having his weapons crafted out of
a special material (so, for instance, you lose the Cold Iron, but keep the Vorpal property).
Mental Copy (Su)
You generate a replica of yourself made of force. Creating and dismissing a mental copy is a standard action. Maintaining a mental copy requires 1 Weirding
point per hour.
You may only have one Mental Copy.
The Mental Copy is exactly like you in every aspect, except as explained below:
- A Mental Copy does not incur penalties to STR and DEX due to aging. Regardless of your age, they do not apply to them.
- A Mental Copy is immune to damage from Force effects, and its melee attacks are treated as Force based.
- Magical Items duplicated when creating a Mental Copy lose their magical effects (masterworks remain masterworks). If any belonging of a Mental Copy would
stop being in contact with it, it vanishes 1 second later (this means that Mental Copies can only use Longbows and other similar weapons at poINT blank).
- A Mental Copy does not have HD or a Constitution Score. Instead of those, whenever the mental copy receives lethal damage, it vanishes. If a Mental Copy is slain,
the mahadi loses 1 Weirding point.
- A Mental Copy still has all (Ex), (Su) and (Sp) abilities of the mahadi. It can use abilities that spend Weirding, drawing from the mahadi's pool.
- A Mental Copy does not have all senses. It has only normal vision and hearing. However, if within line of sight of the mahadi, it perceives all that the mahadi
perceives. The mahadi and his Mental Copy communicate telepathically. It is not as immersive for both of them however. The mahadi may only ask and receive
questions and issue commands as in normal speaking, and see through the Mental Copy's eyes. Writer's Comment: This is the mahadi's ability to "be there without actually being there".
Spectral Echo (Su)
By spending 2 Weirding points, the mahadi can generate a full, yet ephemeral, shadowy version of himself on a whim.
Whenever he makes an attack, he may choose to, as a swift action, land another attack, with the same attack modifiers, on any opponent adjacent to either himself
or his first target. This second attack is either ghostly (ignores armor bonus to AC) or force-based.
Any effect that may be incurred due to the second attack (burning yourself by attacking a fire elemental, or sundering your weapon on hard target) does not apply.
You may use Spectral Echo as a non-action, while performing an attack, but at a cost of 3 Weirding points.
Tap Onto The Masses (Su)
This power greatly enhances its "younger sibling": Sensory Stowaway.
First, the mahadi now continuously senses all creatures around him.
Second, by spending 2 Weirding points, the mahadi may tap onto all senses of all creatures around himself and without it coming at the expense of his own senses. Tap Onto The Masses lasts for 1min / level Writer's Comment: Just before his assassination, Maud-Dib effortlessly knew exactly who was around him and where.
Mind Fused With Matter (Su)
A level 16 mahadi learns to force reality to act on behalf of his perception.
Once per turn, as a free action paying 1 Weirding per mile rounded up, a mahadi may transport his body wherever his Mental Copy is, the Mental Copy is destroyed. For
this ability to work, only the Mental Copy must not be in an antimagic field. The state of the mahadi is irrelevant, as long as he is conscious.
Flurry of Relocations (Su)
As a full round action, the mahadi can spend his swift action and 2 Weiring points to make a full attack with teleports before each attack - all at his highest BAB,
and all gaining his extra Deflection associated damage bonus.
Until the beginning of his next turn, the mahadi cannot be targeted by AoOs, or any immediate or readied actions. Writer's Comment: This is Leto's power when he returned from the desert to announce The Golden Path.
Extreme Rationality (Ex)
The mahadi has improved his logic and Weirding to such levels that he is completely beyond the understanding of other sentient beings. Whenever it is more beneficial
to him, he may treat himself as Mindless. Additionally, he gains an Insight bonus to attack equal to the number of rounds that have passes since the start of an
encounter, as he is able to analyze his foes in great detail.
Foresight (Ex)
The mahadi now constantly benefits from Foresight spell effect.
Computing Aura (Su)
At level 20, knowledge starts passively seeping out of the mahadi. Everyone in a 60ft spread centered on him gains Weirding points equal to a third of the
mahadi's rounded down, gains a Competence bonus equal to his INT-mod to all their trained skills and lose 1 Weirding poINT every time they make a skill check
(they don't get to choose not to use it), and suffer Backlash when Backlash is to be applied.
Dismissing and recalling this effect is a full round action.
The mahadi may choose specific targets to not be affected by this aura, with a Weirding cost of 1 per affected target per hour.