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My House-Rules Codex - Reorganized


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Old 08-27-08, 01:37 PM
nonsi nonsi is online now
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Default My House-Rules Codex - DONE

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Preliminary Note: These rules are basically complete. Excluding cases where suggestions from others are found fruitful, future adjustments will mostly constitute:
- Rules-consistency management
- Typo corrections
- Better wording/naming
- Minor stat-adjustments (where such are found appropriate).



INTRODUCTION


Objective: Massive game improvement on numerous aspects.


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: XPH, MoI, ToB…
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 gat 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.

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


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

Question: 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 were eventually implemented as the editions progressed (e.g. 4e HP progression comes quite close to mine, which was conceived way back in the early days of OD&D – and this is just one of many examples).
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 these boards) and this system rejects the validity of power play supplements like BoED. 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 a PrC IS 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.

Basically, I'm attempting to...

1. Simplify the ever inflating rules resulting from adding more and more base/prestige classes and mechanics, and offer a dramatic decrease in management (i.e. no XPH, MoI, ToB, or any other added game mechanics), while increasing the fun factor – without resorting to overpowering.
2. Enhance the "real feel" when it comes to "biomechanics" and minimize the "marvel" feel & touch of the non-magical abilities (e.g. the Monk no longer receives wacky movement or Slow Fall).
3. Eliminate the need for Game Mastery and Metagaming. This means, to redefine and re-balance the base classes in a way that would make all of them VERY worth while taking the full 20-levels stretch - and make each of them decently built "out of the box", even for players with very poor background in character design.
4. Try to set things to better reflect the atmosphere of medieval folklore and fantasy literature.
5. Plug the loopholes that allow ridiculously powerful character builds that revolve around boosting hit/damage/AC stats.
6. Create a tangible balance (purely on the mechanical level), where one can truly feel the indecision between any two classes / class-combos, freeing players to focus on the theme and leave the time consuming character-optimization aside. However, even the classes that are toned down in power will actually increase in versatility.
7. Make a dramatic power shift from magical gear to the characters themselves and drastically reduce the routine impact of gear on the power level of characters. This would require even an arbitrary party of adventurers to be way less dependent upon magical gear to serve as solution for 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
- Evasion
- Hit Points
- Magical Plusses & DR
- Omitted Mechanics (especially: Permanent/Stacking ability-score enhancements by magical means)
- Undead Spawns
(II) Try to Understand the content of the following spoilers:
- "...Strain & Tolerance..."
- "Removed / Modified Spells"
- "Scrying, Teleportation & Polymorph Spells and Effects"
(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 grossly 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 Cleric heavily focused on necromancy & undead.
• Favored Soul – Warrior Priest (see Cleric Variants)
• Knight – Warrior wearing full plate (see Armor Mastery feat) and having a royal title
• Ninja – Rogue-Monk mix
• Ranger - Warrior-Druid mix
• Samurai – Warrior wielding a Katana and wearing the proper armor
• Scout – Rogue-Warrior mix
• Swashbuckler – Unfettered Warrior
• Warmage – A Mage focused on blasting
• Woo-Jen – A Mage focused on elemental effects
Unnecessary with these game rules:
• Sorcerer – The revised Warlock is in my eyes the true should've-been-Sorcerer, so "Sorcerer" would be the revised Warlock's new and more appropriate name.
Non-viable by these game rules:
• 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 Dragonfire Adept ("More Stuff Regarding Base-Classes" in Appendix C (entry #9)) for more details.
• Marshal – The Bard and Paladin of these house rules more than cover anything it might have to offer and make it redundant.
• Spell Thief – Invalid in a reality where spells are not prepared in advance (see below).
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.


And here's the breakdown of things to come in the following entries that encompass these houserules

Last edited by nonsi : 06-13-09 at 06:53 AM.
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Old 08-27-08, 01:38 PM
nonsi nonsi is online now
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Default Abilities, Races, Skills and Feats

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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 spoiler 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)
• Disable Device*, 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.
• Reflex saving throws.
• 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:
• Fortitude 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 languages a character knows at 1st level.
• The number of skill points gained each level.
• Appraise, Decipher Script, Forgery 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*, Knowledge, Signaling* and Survival*.

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

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


* A new / modified skill specified below.


Notes

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

Reservations

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


Non-Classed Character Races and Racial-Paragons

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

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

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

Gnome
HP: 6 at Zero level; 4 at paragon levels
Class Skills: Appraise, Bluff, Craft, Diplomacy, Forgery, Listen and Spot.
Racial Traits changes: 120ft Darkvision (Gnome – originally "Genomos" – means "earth-dweller") and Lowlight vision as potent as that of dragons. Speak with Animals is replaced with the Whisper Gnome's Silence (Whisper Gnome doesn't exist), which makes you qualify for Silencing Strike and Extra Silence feat (RoS). The other spell-like abilities are not CHA-score dependant.
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-Orc
HP: 10 at Zero level; 6 at paragon levels
Class Skills: Climb, Handle Animal, Intimidate, Jump, Ride, Swim and Survival.
Racial Traits changes: Also gain +2 to CON, +3 on all Intimidate checks and +2 to all Survival checks. Half-Orcs possess Infravision rather than Darkvision.
Paragon Levels (BAB: good ; Good Saves: Fort)
1st: Bonus Feat: Rage, Monstrous Mien
2nd: Improved Infravision (+30 ft.), Ability Boost (STR +2)

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

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

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

Skills

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

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

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

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

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

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)

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

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

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 go through and the communication cannot be concealed from someone who can read the signs
Signaling is a class skill to Bards, Clerics (elementalist), Druids, Rogues and Witchs.

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]

Use Magic Device
Omitted – see "Magical Items' Creation – Redefinition"


New skill synergies:
- Bluff syn. to Innuendo (fool others)
- Craft (locksmithing) syn. to Disable Device
- 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)


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.

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

Sudden Metamagics (CA): See the "Spellcasting, Spells & Domains" entry below.

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 caster level. This restriction does not include feats that grant spell-like abilities.

PHB I

Brew Potion: See the Witch class's "Witch's Cauldron" feature (entry #7).

Combat Expertise: See "Combat-Stats Manipulation" entry under "Game Mechanics and Misc. Issues".

Combat Reflexes: See "Actions" in the "Redefined Game Mechanics" spoiler.

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 (see below).

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

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

Maximize Spell: It makes no sense to "un-randomize" an effect that's dependent upon so many factors.

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

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

Scribe-Scrolls: Not a feat. It's available to Clerics and Mages but to no other base class.

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

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

Spell Mastery: Permanent spell memorization is already covered – see the Mage base class below.

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

PHB II

Adaptable Flanker: Complicates the combat scene and gameflow.

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

Brutal Strike: Makes no sense, especially since it's not damage/creature related.

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

Combat Focus: See Warrior's 3rd-level class feature.

Combat Strike: See Warrior's 15th-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 2nd classes entry) already gains this ability at no penalty.

Short Haft: This is how Polearms function, but they 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

Pierce Magical Concealment/Protection: Physical abilities cannot grant the ability to ignore magical concealment/barriers.

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

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 caster level. These are the player's calculations to make and decide upon.

Silent/Still Spell-Like Ability: There's no "Sublime Ability". Nevertheless, Quicken Spell-Like is still an option (swift-action once / round, up to 3/day).

Twin Spell: See "Chain Spell".

CW

Monkey Grip: animatic

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

Shock Trooper: See the redefined Combat Brute feat and "Combat Stats Manipulation" in the Game Mechanics spoiler.

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.

PHB I

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

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).

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 reflex save to catch the weapon in your free hand, or cause the weapon to fall into any space adjacent to you.

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

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 it comes to hit rolls with 1H/2H / large / huge weapons.
You may also trade this STR-based hit-bonus altogether and gain it as damage bonus.

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 +4 bonus to that skill and allows you to take 10 when performing it, even while rushed or threatened.

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

Toughness
Gives 3HP + 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

Arcane Accompaniment: Renamed "Lingering Song".

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 [Combat Focus 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).

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

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

Spell-Linked Familiar: The witch can cast a spell through its familiar (the familiar repeats the Witch's actions and the spell energy is channeled through it).

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 cc rank of current level. For instance, at level 6, it would allow you to treat a skill you had no ranks in (such as Decipher Script) as having 2 ranks.

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

CArc

Cooperative Spell: Maxes out at 6 casters. If any of the casters is disrupted, the spell is lost.

Draconic Heritage: Also grants you 2 ranks in Speak Language (Draconic).

Draconic Skin: Increases your Natural Armor by 2.

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.

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 Cleric gains +1 caster level increase for each 6 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]
This feat grants the following options
- Directed Push: you can Bull Rush your opponent on a diagonal axis and not just straight forward to you.
- Explosive Power: you can Bull Rush from a stand still.
- Toss: You can make an automatic trip attempt against a successfully bull-rushed opponent at the end of your Bull Rush distance. Even if successfully tripping, you're not entitled to an additional attack.

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

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

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

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

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

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

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

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

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

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

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

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

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


New Feats

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-DEX increases by +1 when wearing any type of light/medium armor.

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-DEX 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-DEX 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.

Charge Breaker [BAB +4]
When readying your weapon against a charge, you gain +4 to hit an opponent that's charging you. If you hit, you deal double damage (or triple damage with a spear).

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 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.

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.

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 5' step.

Dragonscale Husk [Dragonfire Adept* level 2]
Works as the feat of the same name (DrMg; p.12), but has nothing to do with armor proficiencies.
The armor benefit of this feat, when applied, overlaps with the DFA's scales. Furthermore, the energy resistance part is ignored, as it's related to the DFA's skin and flesh, not his scales.
* see "More Stuff Regarding Base-Classes" in Appendix C (entry #9) for more details.

Dual Dragonborn Aspect [Dragonborn-of-Bahamut (RotD) racial template]
You "burn" a general feat slot to emerge from the rite of birth with 2 Dragonborn racial aspects. You can also sacrifice 2 general feat slots to gain all 3 aspects.
You cannot trade a feat that's a prerequisite to any of your character's features.

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

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

Favored Enemy [Knowledge (according to the relevant monster group) 4]
You learn the movements and soft points of a particular group of creatures (as given for the core Ranger). Add +2 to initiative, +1 to hit, +1 to AC and +2 to damage (precision damage - not always applicable) against your favored enemy. This feat can be taken multiple times. Each time it is assigned to a different group of opponents.

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.

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 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).

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).

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.

Iron Strike [Improved Unarmed Strike]
Your Unarmed Attack does lethal damage.
To figure the damage, treat your BAB (+1/+8/+16) as if it were a Monk's level (see the revised Monk, entry #6).

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

Ki Reinforce (Su) [Ki Strike class feature]
As a move action that doesn't provoke AoOs, The monk can spend 1 Ki point and make a Concentration check to imbue his attacks with a special Ki that deals force damage, based on the check result as given below:
Code:
Up to 15:	+1d6 
16-25:		+2d6 
26-30:		+3d6 
31-35:		+4d6
36+:		+5d6 + the opponent saves or is knocked
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 you opponents surrender and you have allies to take care of them.

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.

Persistent Spell [Extend Spell]
Spells affected by this metamagic have their duration increased 10 times normal, to a maximum of 24 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 2 levels higher than the spell’s actual level.

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.

Poison Use
You have undergone extensive training of how to deal with poisonous substances and are never in danger of self poisoning when applying poison to a held weapon.

Rage [CON 15+]
This feat is applicable once / hour. In a state of rage you act recklessly. You move fast but your intentions are predictable. You strike hard but at the cost of precision. Raged characters and creatures gain +4 STR & CON and +2 to initiative & Will saves, but suffer -2 to hit, AC & Ref saves. Rage stacks with Combat Stats Manipulation ("Redefined Game Mechanics" spoiler).

Ramming Shoulder Butt [Monk level 1 / Iron Strike, Combat Brute, Power Attack]
This feat combines 3 combat maneuvers (unarmed strike, Bull Rush & Overrun) into a single devastating force.
You can slam your shoulder into a target, doing damage equal to 2 unarmed strikes plus the extra charging damage (see " Multiple Attacks and Movement" in the "Redefined Game Mechanics" spoiler).
For this maneuver, you're counted as one size category larger. If successful, you may elect to move with your target or remain in the location of impact.
Note: This maneuver draws power from the ground and does not work in conjunction with feats like Leap Attack.

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

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

[b]Signature Enemy[/b] [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.

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).

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.

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 gains a +2 Morale bonus on attack rolls against you, but receives a –2 penalty to AC.
A target can only be taunted (whether successful or not) once per encounter.
Note: This feat replaces Goad (CAdv; p.109).

TW 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.

Watch Duty [base Fort +5, base Ref +3]
You need only half as much sleep as a normal person of your race would and are immune to sleep effects.

Shield Feats

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

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

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

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

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

- Shield Sling (PHB II): As given

- 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 spells and effects, and from falling rocks.

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


>>=============== Omitted Shield Feats (due to irrelevancy)
- Agile Shield Fighter (PHB II)
- Improved Buckler Defense (CW)
- Pin Shield (CW)
- Shield Specialization (PHB II)

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.
The strain toll for countering unrecognized 9th-level spells is calculated according to the hypothetical cost of a 10th-level spell (Mage-level 19+).

- 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.


Last edited by nonsi : 07-02-09 at 10:26 PM.
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Old 08-27-08, 01:38 PM
nonsi nonsi is online now
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Default Spellcasting, Spells & Domains and more

.
A new perspective regarding spell casting

There are basically 6 methods of Invoking magical effects:
-Arcane (Mage, INT based): Magical Weaving. Magical Weaving is the scientific approach to magic.
-Divine (Cleric, 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 what everyone knows about 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 materials as given is the Witch class (see below) that draws power from the essence of physical substances and items. This makes Eschew Materials relevant only to witches.

Spellcasting based on Strain & Tolerance

Inspired by lord_blackfang


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

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.

A full-caster's (Cleric/Druid/Mage/Witch...) Strain Tolerance score equals [(4* x (caster-level + primary-spellcasting-stat-mod**) + (CON-mod)]

* Bards and other middle-of-the-road casters (in the spirit of the core Duskblades) multiply 2 x... instead of 4 x.... Each caster-level of half-casters (in the spirit of the core Paladin/Ranger...) is counted as a level of a middle-of-the-road caster, not full-caster.
** When a 2nd (or 3rd/4th...) spellcasting class is gained, the sum of both spellcasting-stat-mods is combined and put into the Tolerance formula. The overall Tolerance pool is a bit higher per HD than for a single caster, but it's still much less, simpler to maintain and makes more sense than maintaining multiple Strain tables.

As a Spellcaster casts spells, the Strain accumulates. When he spends enough time resting, the Strain decreases.
0th-level spells increase the accumulated Strain by 1 point.
Each spell from levels 1st ... 9th increases the accumulated Strain by 2 pts / spell level.

As long as the total Strain toll a Spellcaster has accumulated is lower than his Strain Tolerance, he 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 fatigued.
If he still wishes to cast another spell, he must first make a Fort save vs. DC [15 + spl-lvl*3] (Note: I don't want overcasting to ever be trivial - at any level, even with multiple save-bumps).
If the save is successful, the Spellcaster casts the spell as normal.
If the save fails, the spell fizzles with no effect and the Spellcaster takes both lethal and nonlethal damage equal to the spell's Strain-toll (note that a desperate (or unwary) spellcaster can literally cast himself into unconsciousness in this manner).

A spellcaster loses 1 point of Strain per 30min if he does not cast spells, fight, run, or otherwise exerts himself.
A Spellcaster who is fatigued only due to excess Strain ceases to be fatigued as soon as his total Strain is no longer over his Tolerance.
A Spellcaster does not recover Strain while exhausted.
During sleep, a Spellcaster loses [1/2 caster-level, rounded up] Strain points per hour. If he completes an uninterrupted night's rest, he loses another CON-mod*2 Strain points.


To cope with the need for more and more spell-power on time pressing missions, adventuring spellcasters have devised the following feat:

Meditative Replenishment [able to cast 4th level spells , Concentration 9 ranks]
You can lose 1 spellcasting Strain point with a 10-minute meditation, provided you're not confused/dazzled/distracted/fascinated/shaken/sickened/stunned/winded (or worse).
For the purpose of game mechanics, a meditating caster is penalized just as if he were asleep (although he's alert enough to react to verbal instructions and suspicious noises).

Extra Spells

The main spellcasting ability's score already affects the number of spells by increasing tolerance. The numbers given in PHB-I for extra spells are applied to known spells instead. A Witch may select domain spells from domains within her chosen art (see the Witch class; entry #7).


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 2 other significant effects – more damage and increased version of a known spell:
1) The damage-dice-cap for any direct damage spell the feat is used on 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).
2) You can learn the lowest instance of any "series" (e.g. summon Monster I...IX / Normal-Lesser-Greater / Normal-Improved) type of spell to gain the benefit of the higher level version(s) (for instance, Summon Monster I could be heightened to spell level 6 and count as Summon Monster VI).

Note: The idea behind this rule was that taking spell-upgrades is basically burning spells-known slots to get the same spell-knowledge (same arcane/divine/... insight). I wanted to increase the variety of known spells-effects without increasing the raw knowledge capacity (doing so would prevent a spellcaster's spell-list from boringly containing countless repetitions of the same spell(s) that are there just to keep up with the CR pace).

Spellcasting: About Requirements & Knowledge

Since full spellcasters represent deep understanding of their art, I find it insufficient that the right ability-score would suffice by itself.
I've found 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/...).
- Cleric: Knowledge (Religion).
- Druid: Knowledge (Nature).
- Mage: Spellcraft.
- Witch: Craft (Alchemy).

Caster-Level Enhancements

Caster-Level 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.

Spells

Removed 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).
- Mage’s Lucubration: Meaningless when spells are not lost upon casting.
- Mage’s Magnificent Mansion: (see the explanation in the "Banned magical items" spoiler)
- Polymorph Any Object: Trickery domain's 8th level spell is Screen.
- Rope Trick: Tearing a hole into another dimension via a 2nd level spell. C'mon.
- Power Word...: Ridiculous concept (no effect / no save) and over brokenness.
- Shades / Shadow [something] Spells: This kind of diversity requires a conscious mind (spells don't have that) and is too easily game breaking.
- Stone to Flesh: Break Enchantment covers this one.
- Transformation: See my note on "Divine Power" (above).
- Wish (and Limited Wish): Same as for Shades / Shadow spells, only much worse. 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. Anything that's undoable only with Wish or Miracle (by core) is undoable only with Miracle.

Modified Spells

- Animate Object: Also a 6th level Mage spell.
- Atonement: Clerics may grant atonement to followers, Clerics 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. Clerics can swap out Cure or Inflict spells, regardless of alignment.
- Deathwatch: Not fowl and not evil.
- 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 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 Animals or Plants: Given these house rules don't define Ranger base class, this spell is also a 1st-level Bard spell.
- 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-rd 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=caster level in the chosen craft skill.
- Forcecage: This spell is modified so that it allows a Reflex save to negate, but you must be able move out of the area of effect as an immediate action.
- Gate: The option of "Calling Creatures" to fight for you is cancelled.
- 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.
- Heroism: Moved from the arcane (Mage) to the divine (Cleric) 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 * caster level] with a single casting of the spell.
- Miracle: This spell is the pinnacle of divina magic. Only Clerics that have reached 20th level are able to cast it.
- 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: No XP cost. Only a single effect can be made permanent on a target creature/object. Replacing an existing permanent effect requires its dispelling. Area effects of all kinds cannot be targeted by this spell and require the full cost and time of magical-item creation.
- 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 1 round/level, 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 caster level and the target keeps its identity, so it has enough time to contemplate the consequences of its actions.
- Prismatic Wall/Sphere: The caster is not immune to the effects of his own wall/sphere (spell effects don't "recognize" their caster).
- 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 the Cleric to reconnect a corpse’s soul with its body, restoring life to a creature deceased no more than 1 round per [Cleric'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 – Cleric'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.
- Slow: Deprives one of a move action within a combat turn. Also imposes the noted penalties, but not the speed decrease.
- Spellstaff: Applicable for the Druid's Cudgel only (see the revised Druid in entry #6).
- Spider Climb: Moved back to a 1st level spell.
- Storm of Vengeance: Moved to 6th level. 3 rounds of concentration on an immobile effect before any significant damage is light years away from 9th level category.
- Teleport via Plants: This spell gets the Conjuration [Teleportation] descriptor. An 8th level version, Greater TVP, lets you cross planes.
- Time Stop: Any spell cast during Timestop fizzles once it ends (with the exception being spells and effects on the caster).
- True Seeing: Make opposed caster level checks when trying to see through any spell from the Illusion school of equal or higher level (you receive a +4 to your 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 Stone: 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.
- Wood Shape: The limitations of this spell are overridden with the proper Craft skill(s). In fact, used in conjunction to an appropriate Craft skill, the spell's duration is concentration dependant, it cuts crafting time in half and grants a +3 competence bonus.

Scrying, Teleportation & Polymorph Spells and Effects

Scrying

Scrying Location: You can choose to scry on a particular location instead of a creature. Doing so requires a DC 20 Spellcraft check, using the same modifiers for the DC that applies to the Will save (see scrying spell). If the check is successful, you can observe an area within a radius of 10 feet per caster level. 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 [caster-level * 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.
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. Also, outgoing teleport spells leave a teleport trace during the duration of the teleport. The same goes for outgoing teleportation. 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. 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 midway somewhere.
Gate: This spell can be used to circumvent the distance limitation on teleportation. The duration still equals 1 round per mile traveled and 1d10 minutes for interplanar travel. 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.


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
• Turned
• Unconscious

Spell Cabal

Arcane/Divine spells (Arcane with Arcane; Divine with Divine) can be simultaneously cast by multiple casters that know them.
All casters must be no further than 30ft from the Cabal leader.
With each participant under the Cabal leader, the spell's casting time is doubled, but all spell-effects' DCs and SR-penetration rise by +1.
If any of the co-casters is interrupted and fails his Concentration check – he's participation is ceased. If the Cabal leader is interrupted, all participants must make a separate Concentration check or have their participation ceased. If the Cabal leader fails, the spellcasting fizzles and each participant (including the Cabal leader) takes 1d6 backlash bamage per spell-level.


Domains (Additional Domains / Granted Powers / Spells)

New Domains: Spell-Lists & Granted Powers

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

Concealment* (+2 caster levels 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), Morality Undone(4), Feeblemind(5), Pox(6), Insanity(7), Befoul(8), Eternity of Torture(9)

Creation* (You cast conjuration (creation) spells at +2 caster levels)
Create Water(1), Minor Image(2), Create Food and Water(3), Minor Creation(4), Major Creation(5), Heroes' Feast(6), True Creation (7), Clenched Fist (8), Genesis (any)(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)

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), Augury(2), Deep Slumber(3), Phantasmal Killer(4), Nightmare(5), Dream Sight(6), Scrying, Greater(7), Scintillating Pattern(8), Weird(9)

Enchantment (+5 levels for this domain's spells when cast as domain 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 DR 10 against force attacks)
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)

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)

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 Runecraft as divine feat + emanating Detect Magic, Read Magic and Comprehend Languages)
Erase(1), Secret Page(2), Glyph of Warding(3), Explosive Runes(4), Planar Binding - Lesser(5), Glyph of Warding - Greater(6), Instant Summons (7), Transcribe Symbol(8), Teleportation Circle(9)

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

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

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

Summoning* (Augment Summoning as bonus feat)
Mount(1); Summon Swarm(2); Summon Monster III(3); Dimension Door(4); Teleport(5); Summon Monster VI(6); Teleport Object(7); Maze(8); Transdimensional Trump(9)

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

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

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

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

Void (+2 to initiative and Lightning Reflex 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. Morality Undone: Ranged touch attack at short range that turns creature to evil for 10min / level (save negates).
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 / caster level. 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.

Creation:
7th. True Creation: This spell functions the same as Major Creation, except items created are 100% real and may also be used as material components. Market value of all materials created by a single spell cannot exceed 25gp per caster level.
9th. Genesis: with the exception that casting time is 1 month and there's no XP cost, the following description is taken to the letter: http://www.d20srd.org/srd/epic/spells/genesis.htm

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 / caster level. 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 reflex 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.

Dream:
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.

Renewal:
8th. Unmaking: See "Wish" under the "Removed 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:
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 takes extra d8 damage and is affected by Turning as if by a Cleric 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 at will.

Elemental Domains (Air/Earth/Fire/Water): "Rebuke Elemental Creature" is omitted, but you can "Turn Opposite Elemental Creatures".

Sun Domain: You gain +2 levels to your Turn Undead ability.

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

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


Magical Items' Creation – Redefinition

Personal remark: 3.5e categorizes magical-crafting according to physical utilization. The more intuitive categorization in my book should be in terms of how the items function magically. If one decides that bestowing magical powers is done while an item is physically crafted, a spellcaster can always find a crafter and pay for his time (or take the appropriate Craft skill).


The crafting feats are as follows:
Craft Magical Devices [able to cast 3rd level spells]
You can bestow magical powers upon items from which to carry out spells. This serves for no other purpose than to avoid the strain cost (you have to have the spell memorized to be able to activate the device properly with it).
Craft Magical Items [Craft Magical Devices, able to cast 4th level spells]
You can bestow magical powers upon carried items, either for activation with simple vocal and/or somatic means or as emanating effects (including magically enhanced weapons and armors).
Craft Magical Wear [Craft Magical items, able to cast 5th level spells]
You can enhance clothing and armor of various sorts (including jewelry). The added value is that magical wear can be made to automatically react to situations or state of the wearer.
Runecraft [Craft Magical Wear, able to cast 6th level spells, Craft (painting/tattooing) 4 each]
You can place permanent magical runes on items and/or living creatures. Runes function on all aspects as magical items, except they're not prone to Sunder (but their vessels ARE).
Craft Minor Golem [Runecraft, able to cast 7th level spells]
You can research and create golems of up to INT=3 and your level in HD (cost and time are as given core or up to the DM).
Craft Major Golem [Craft minor Golem, able to cast 8th level spells]
You can research and create golems of up to your INT and twice your level in HD.
Craft Synthetic Sentience [Craft major Golem, able to cast 9th level spells]
You can create all magical items with INT, WIS, CHA and personality.

Other items are not feat-associated:
- Scrolls can be scribed by the two classes that study their magical art via written text: the Cleric and the Mage.
- Disposable substances (e.g. potions, balms, powders etc) with magical properties can be created via witchcraft rituals. Other magical arts do not allow binding of magical energies directly onto non-solid objects.

Repairing Magical Equipment:
If a magical item is destroyed, but can still be physically repaired, then it is possible to restore it's 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 "repaired". 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% the raw materials and 30% the time it would take to enchant that item in the first place.

Use Magic Device:
This skill doesn't exist. An item either requires spell-completion or not.

Speed of Activation:
Except for automatically-triggered effects (e.g. energy-drain-absorption), initiating the activation of a magical gear requires at least a move action. Furthermore, 2 magical effects (via spell and/or item) cannot be activated simultaneously, since the magical energies can only be harnesed for one use at a time.
This rule is set so that no one would ever be able to abuse the rules to produce more than 3 magical effects per round, no matter which game-mastery methods they'd apply.



Notes:
- Sorcerers cannot create/repair magical items of any sort. Their magic is instinct-based and has no theory.
- Disposable substances, obviously, cannot be repaired.

Banned Magical Items

- Action-Speeders: 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 grants deflection bonus instead).

- 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.

Last edited by nonsi : 06-28-09 at 08:59 PM.
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Old 08-27-08, 01:39 PM
nonsi nonsi is online now
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Join Date: Nov 2005
Default Weapons (groups, speed and more)

.
The New Concept of Weapon Groups

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


The Weapon Groups in General

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

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

Weapon Sizes and Weapon Speed

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

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

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

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

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

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

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

STR-score and Weapon Sizes

Your STR-score determines the "size" of weapons you can wield without penalties (if you wield a weapon your STR-score is not high enough to wield properly, you suffer a -2 penalty to hit and init – 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 and 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 init 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), 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), 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 (S, Pi/Sl), Trident (S, Pi), Harpoon (S, Sl)
String Based: Whip (L, Bl), Scourge (M, Bl), Net (M, --)
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), Urgosh (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: 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
Sling & Bola: Sling, Bola
Tiny Projectiles: Shuriken, Throwing Iron
Thrown Blades: Boomerang, Chakram
Blowgun: Hand Blowgun / Long Blowgun:


The Weapons

Omitted Weapons

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

Modified Core Weapons

Axes: Don't have enhanced crit (unless specifically noted otherwise), but they do have more options than core.
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.
Shuriken: 1d3 slashing or piercing damage (there are 2 general types), 15’ range multiplier.
Sling: This weapon does d6 (20/x2) with metal bullets and d4 with improvised ammunition.
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 init penalties and -3 to all perception based skills.

Additional Weapons

Battle Chain: This 2H weapon allows attacks both opponents up to 10' 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 (20X2) damage when it hits. If it misses, it returns to the wielder.
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.
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.
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.
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.
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).
Wakizashi: This weapon is the Katana's smaller counterpart. A standard Wakizashi (price: 3000gp, hardness: 15, HP: 15) does 1d6+1 (18-20/x3) damage. Just like the Katana, the Wakizashi is incredibly balanced. Someone with background in Light Blades that didn't take the required exotic weapon training uses it as if it were a Shortsword.
War Fan: When held open, this weapon does d6 slashing damage and grants +2 bonuses to disarm and to AC. It can be used for bludgeoning or piercing damage when closed, but then it loses the bonuses to disarm and AC. Switching operatus modes can be done once in a combat round cycle as a swift action (the second time requires a move action).


General Notes on Weapons

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


How many Weapon Groups & Armor proficiencies each class gets

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

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

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

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

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

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

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

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

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

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

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

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

Rules for improving weapons' aptitude

Redefined Prerequisites & Functionalities:
1. Instead of Warrior Levels, weapon advancement has BAB as prerequisite. The BAB requirements for Weapon Focus, Weapon Specialization & Greater Weapon Specialization are to be deduced from the core Fighter-Level requirements. The BAB requirements for Weapon Mastery, Greater Weapon Focus & Weapon Supremacy are redefined to 7, 10 & 19 respectively (this will be more meaningful and significant once the Warrior base class is introduced (below)).
2. Greater Weapon Focus has Weapon Mastery as prerequisite.
3. Weapon Mastery is applied per group, not per damage type (bludgeoning/piercing/slashing). Weapon Mastery for a ["Multiple" Melee Weapon-Groups] is applied to weapons from all parent-groups.

Additional/Modified Benefits (on top of those detailed in PHB I&II):
1. Weapon Focus & Weapon Specialization and their "Greater" versions also add a cumulative +1 to all opposed Disarm, Sunder & Trip checks.
2. Weapon Focus & Greater Weapon Focus with melee weapons also grant +1 shield bonus to AC. When wielding 2 Medium or quicker weapons with Weapon Focus, the AC bonus is increased by an extra +1, provided the welder has Ambidexterity & TWF.
3. Greater Weapon Focus also increases a weapon's critical threat range by 1.
4. Greater Weapon Specialization also increases a weapon's critical damage multiplier by 1 and makes the wielder immune to fumbles (see "Natural 1s and natural 20s" in the next entry).
5. Weapon Supremacy doubles the modifiers given for 1, 2, 3 & 4, and works for range weapons as for melee weapons. This overrides the benefits given for Weapon Supremacy in PHBII.


Additional Information and Options

Ideal Pairs

Usually, when wielding 2 weapons of the same size category (small or medium), 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 limitation. These weapons are: 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

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, Kama, Khopesh, Pounding Staff and Scythe.
Disarm - applicable for any weapon related to Axes and Flails & Chains. Other weapons that may disarm are: all swords, Bladed Gauntlet, Kama, Parrying Dagger, Quarterstaff, Ranseur, Sai, Scourge, Siangham, Sickle and Whip.
Sunder - applicable for any bludgeoning or slashing weapon, except for Bola, Sap, Shuriken and Whip
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: Parrying Dagger, Sai, Siangham, Scythe and Shortsword.


Last edited by nonsi : 06-17-09 at 01:09 AM.
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Old 08-27-08, 01:39 PM
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Default Game Mechanics and Misc Issues

.
Redefined Game Mechanics

AC
- The AC modifiers are: Armor, Dodge and Deflection. Any other type is ignored/redefined.
- Dodge AC can only come from character traits or morale bolstering effects.
- Armor & Deflection AC never stack with themselves (they overlap).

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 replaced with 2 move actions.
- 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.
- A counter-maneuver (regarding: disarm/trip/... etc) is an immediate action.

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

Modified & New Armor Types:
- Studded Leather is called "Reinforced Leather": studded leather wouldn't work like describe and has never really been used historically.
- Chain-Mail: Max-DEX is +3 and it only weighs 35 lb. Because of this, the price is set to 200gp.
- Heavy Brigandine / Banded Mail (2 new armor types – identical stats): Has an AC-bonus of +5, max-DEX-bonus of +2, ACP -5, ASF 30% and weighs 40 lb. Price is 150gp.
- Splint-Mail: Redefined as Heavy Brigandine.
- Plate-Mail (new armor type): In effect, a lighter version of the full-plate armor – Breast-Plate extended with limb covering chain & plate. It has an AC-bonus of +7, max-DEX-bonus of +2, ACP -5, ASF 25% and weighs 35 lb. Price is 900gp. This is the best armor available for buying.
- Half-Plate: Redefined as Plate-Mail.
- Full-Plate: Tailor-made – requires special order and a lot of time.
- Supreme-Plate: Found exclusively in the possession of dwarven kings or obscenely rich warriors with too much time on their hands. It is stainless, tailor-made and takes years to complete. It has an AC-bonus of +10, max-DEX-bonus of +3, ACP -4, ASF 20% and weighs 30 lb. Price is 12000gp.

Shields’ AC Adjustments
- A Heavy shield grants +3 to AC
- A Tower shield does not cause attack penalties and the ACP is -4.
- 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
Spoiler:

Push Away
When successfully Bullrushing, the attacker may attempt to "shove" his target just outside its reach without completing its move with the target. For doing so, it must overcome its opponent on a DEX check.

Bull Rush Off a Cliff/Ledge
• Bull Rush pushes a target off cliff automatically, given enough movement.
• The faller gets DC 15 reflex 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
If your players want to go beyond that, remind them that anything they can do, the monsters can do as well - and the monsters will get off a hell of a lot more shots against any given PC than the PCs will get against any given monster.

Character Creation & Advancement
Spoiler:

Ability-Score Generation
1. Take 2 of each, 4 through 9, cards from a deck of cards: (a total of 12 cards).
2. Shuffle and deal them out in pairs.
3. Turn each pair over and add them up. This gives you 6 scores, ranging from 8 to 18.
4. If 5 out of the 6 scores are below 15, you may try again. You have 2 retries. If this outcome occurs 3 times, you may take any of the results that you see fit.
5. Assign each score to any ability you wish.
This is a nice compromise between rolling and point-buy. It combines the excitement of uncertainty with the promise of 100% fairness, and it requires almost no math.

Ability-Score Progretion
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
(Sinfire Titan: "Stat boosters are almost required for certain characters, as they are too MAD to rely on base stats plus level bonuses").

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

Charging
When determining the line on which you charge, you do not have to take the shortest route to your opponent. Instead, you may charge in any straight line on which you would threaten your opponent.
You must make your attack when you enter the first square in which you threaten your opponent.

Combat Stats Manipulation (playing with the numbers)
1. Damage at the expense of AC / attack-bonus (PA mechanics): Up to the minimum between STR-mod and AGI/DEX-mod (can be applied to both, if you really wish to push the damage).
2. Attack-bonus at the expense of AC: Up to the minimum between DEX-mod and AGI-mod.
3. AC at the expense of Attack-bonus: Up to the minimum between AGI-mod and DEX-mod.
Notes:
- All of the above modifiers are capped by BAB, but are otherwise available to any classes / class-combo.
- Option #1 is stackable with either option #2 or #3.
- The modifiers for (2) and (3) can be further extended with "Fighting on the Defensive" or "Reckless Attack" (the exact opposite) respectively.
- While in Rage, you cannot increase AC at the expense of hit bonuses and cannot fight on the defensive.

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 init 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 Fortitude save, instead of attempting to kill a helpless target.

Critical Hits
Spoiler:

General Changes:
- Critical Hits are dependant upon the success margin, not the rolled number. A hit is considered to be critical if the margin is 10 or more, -1 per additional point of thread range (e.g. a scimitar would only need 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 did the attacker surpass the min result to-hit-critical)] or die.
- Critical hits automatically negate miss chances due to concealment and/or cover, unless you’re fighting blind.

Critical Enhancements:
- Greater Weapon Focus increases critical threat range by 1.
- Greater Weapon Specialization increases critical damage multiplier by 1.
- Keen (magical): increases the critical threat range and damage multiplier by 1, rather than doubling threat range.
- Vorpal (magical): increases critical threat range by 1 and the critical damage multiplier by 3, rather than behead (which is bad mechanics for a game that has no called shots or hit locations). Vorpal and Keen magical enhancements don't stack. Every other combination does.

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.

Damage Multipliers
All damage multipliers ('double-dmg', including from multiple sources) – for all forms of attacks – are applied to the weapon's (or spell's) base damage, not to any add-ons (PA, STR-mod, Spec, etc)

Dodge AC progression
1/2 Ref-Save is applied as dodge AC, detracting ACP from all sources.

Epic level progression
Use the epic progression rules for saves past +12.
Beyond character level 20, BAB improves at a rate of +1 per 5 levels, unless one of your base classes is already supposed to have a better BAB.
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: Cleric, Warrior
- Elf: Druid, Mage
- Gnome: Bard, Mage
- Half Elf: Rogue, Witch
- Half Orc: Hexblade, Witch
- Halfling: Bard, Rogue
- Human: Any of the above.
Note: Ghostknife, Monk and Sorcerer are classes that don't come naturally to anyone.

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 + [(DEX & CHA)-mod] + Bluff synergy
- Defender's score = d20 + BAB + [(PER & WIS)-mod] + Sense Motive synergy
Notes:
- Feinting bypasses Uncanny Dodge.
- Feinting against a non-humanoid imposes a -4 penalty because it's harder to read a creature's strange body language. Against a creature of animal Intelligence (1 or 2), you take a -8 penalty. You cannot feint a non-intelligent opponent. Feinting in combat does not provoke an AoO.

Flatfooted
Does NOT occur just for losing initiative.

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
Spoiler:

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.

Hit Points
All creatures gain maximized HP according to their racial HD (either as given in the relevant Monster Manual or character races' HD - according to the Races' spoiler) plus their CON-score. Any class taken grants 1/2 its maximized HD value +1 (e.g. 6 HP for d10) without regarding CON-mod.
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".

Illiteracy
Except for Bards, Clerics* & Mages, all characters start out illiterate, unless they spend 2 SkPts for acquiring the ability to read & write.
* Some primitive cultures also have Clerics - Shamans - which are illiterate. Shamans start with 2 extra SkPts.

Immunities – Redefinition
Spoiler:

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:
1. Critical hits, Unlike SA, are NOT precision damage, but simply damn good strikes. Only incorporeal and amorphous (oozes etc) opponents are inherently immune to them.
2. Fortification works only against precision damage.
3. 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.
4. 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
There are no Magical Plusses for weapons/armors/shields. There's also no [DR x/magic]. Replace all cases of [DR X/magic] with [DR X/adamantine]. Remove [DR X/magic] altogether for creatures that are just too "squishy" to have adamantine based DR (adjust CR downward appropriately).

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.

Missile Devices and Skills
Missile devices are cumbersome and hinder movement. When equipped, Shortbows and light Crossbows apply a -2 ACP, and Longbows and Heavy Crossbows apply a -4 ACP.

Mounted Archery
Cannot be performed with longbows / composite longbows - that's why they (Mongols) invented shortbows.

Multiple Attacks and Movement
- Full attack allows spreading your attacks between multiple opponents (if you have more that a single attack per round) anyway you see fit, while moving a distance no greater than 1/2 your movement rate. Alternatively, you can move at your normal speed, but then you can make only a single iterative attack per opponent. Regarding the latter, if you're fighting TWF-style, you can make an offhand attack against one of your opponents (and only one).
- Upon Gaining 3 attacks per round, You can spend a standard action to make a number of attacks equal to 1/2 your full attack (rounded up) from a stand-still, or make a single attack while moving up to your speed. You may also make a single attack as a stand-still move-action.
- TWF and extra attacks granted by the Monk's FoB are both applicable in a standard-action attack.
- 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 it from becoming an "I win" option.

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
- Alignment-based DR.
- 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
Spoiler:

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.

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

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.

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

Retraining
Every time you gain a level, you can change one feat selection (You must meet the prereqs for the new feat and can't replace a feat that's a prerequisite for any other attribute 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 attribute 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.

Skill Modifiers by Size (rebalancing sizes)
- Apply +1/-1 to Disable Device and Sleight of Hand.
- Apply +2/-2 to Balance, Climb, Listen, Move Silently, Spot and Tumble.
- Apply the usual +4/-4 to Hide.

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).

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
UD & IUD are folded into a single class feature. Also, regard BAB (which represents the sum of one's combat experience) and not class level.
UD & All around flanking: UD removes up to 2 flanking mates (a pair that by itself is flanking) from all around flanking.

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.

Undead Turning
Spoiler:

The core Turn Undead ability has 3 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:
- Undead turning 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 Cleric's level + CHA-mod].
- Undead turning also heals the living, and affects specific magical portals/barriers specifically designed to react to such energies. Undead Clerics 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.
Undead turning works the same for good and evil Clerics – living Clerics channel positive energies and undead Clerics channel negative energies.
- Targets take 1/2 damage: Undead that make their saving throw are not demoralized.

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 Cleric 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 Cleric 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 Cleric 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
Spoiler:

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 / Ref / Spellcasting
- ING 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
Spoiler:

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


Non-Mandatory (but still, good) Optional Rules

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


Codes of Honor
Spoiler:

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.


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


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)	-6


Defensive Casting
3.5's defensive casting is DC 15 + spell level, which is OK, but doesn't seem to account for variations in the opponent's fighting skill and gives the same opportunity vs. a commoner as vs. an epic level Warrior. A more reasonable approach might be DC = 10 + 1/2 attacker's BAB + spell level.


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 hit points 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.


Energy Immunity – Gone!
Spoiler:

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


Extra knowledge
All characters get 1 extra skill point per level that is assigned by the DM to knowledge skills. This reflects each character's spontaneous knowledge accumulation throughout his career.


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


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


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


Languages
http://www.giantitp.com/forums/showthread.php?t=74094


Sea Sickness
Fort saves once/hour vs. DC 10 + [2 per degree of weather roughness]. Failure results in sickness. Failure by -4 or more results in nausia


Spells for an alignment-less campaign
Spoiler:

Detect Hostile intents (Cleric 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 (Cleric 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 3 feet of wood or dirt.

Good DMing Thumb Rules

Encounters
- Do your homework regarding spell, 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 in 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.

Last edited by nonsi : 07-02-09 at 10:16 PM.
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Old 08-27-08, 01:40 PM
nonsi nonsi is online now
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Join Date: Nov 2005
Default Revised-Rebalanced Base Classes I

.

Note: Table triumphs over Text. I personally find it a lot easier to figure a class out of its progression table. 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

Skills: All skills are Class Skills for the Bard

Additional 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.


Code:
Level	Special
===================================================
1st	Bardic Music, Bardic Knowledge, Countersong, Fascinate, Inspire Courage +1
2nd	Loremaster
3rd	Inspire Competence
4th	Spellsinger
5th	Bonus Feat
6th	Suggestion, Well Versed
7th	Inspire Courage +2
8th	Unearthly Song
9th	Inspire Greatness
10th	Discord
11th	Bonus Feat
12th	Song of Freedom
13th	Inspire Courage +3
14th	Cunning Brilliance
15th	Inspire Heroics
16th	Combine Songs
17th	Bonus Feat
18th	Mass Suggestion
19th	Inspire Courage +4
20th	Mimicking Retort
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.

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

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.

Unearthly Song (Su)
By expending 1 daily use of Bardic Music, a Bard's Bardic Music may penetrate straight trough magical silence.

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 see the Bard perform and within 60ft line of effect. Each enemy receives a Will save (DC 10 + 1/2 Bard’s level + Bard’s 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.

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.

Combine Songs
Works as the core War Chanter's (CW) ability of the same name.

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 caster level and CHA-mod) within the next [3 + CHA-mod] rounds.



Ancient Bardic Mysteries
Spoiler:

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 (Cleric/Druid/Mage/Monk).


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 can speak Druidic (and are bound by the druidic oath not to teach it).
2. You gain Wild Empathy (see the "Wild Empathy – Redefined" spoiler in "Appendix C: Extra Bonuses" ; entry #9).
3. 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


Cleric

Three notes regarding the Cleric:
1. The core class is 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, teir options are too few to mention: maxed out Concentration, 5 SkPts in Knowledge (religion) and most of the remaining points go to Diplomacy.

Here's an attempt to correct the above.


BAB: poor
SkPts Per Level: 4 + INT-mod
Class Skills: Concentration, Diplomacy, Knowledge (arcana , religion), Profession, Heal, Sense Motive.
Regular Clerics (see Cleric Variants below) have all Knowledge skills and also have Decipher Script and Spellcraft as class skills.

Spellcasting
Clerics use the core Favored Soul's Spells Known table (+ healing + restoration), except all values for 2nd spell-level and on are shifted one level below, to grant access to new spell levels in the odd class levels. The Cleric is a spontaneous caster, not just spontaneous healer.
Domain spells are added to the Cleric's "Spells Known".
Whenever a Cleric 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 Cleric can will a spell to take effect without a verbal or somatic component - purely by the power of his own faith.

Code:
Level	Special
=====================
1st	Turn Undead, Spell Talisman
2nd	Divine Resilience
3rd	
4th	Bonus Feat
5th	
6th	Bonus Domain
7th	
8th	Bonus Feat
9th	
10th	Second Sight
11th	
12th	Bonus Feat
13th	
14th	Bonus Domain
15th	
16th	Bonus Feat
17th	
18th	Spirit Strike
19th	
20th	Bonus Feat
Turn Undead
A Cleric who can turn undead/spirits (see the "Cleric Variants" spoiler below) can identify them upon sight.

Spell Talisman
Once per day, at the culmination of his daily prayer for spells, a Cleric 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 Cleric gains +4 sacred resistance to all attempts to resist corrupting effects (poison, disease (magical & mundane), ability drain/damage, Energy Drain etc).

Bonus Feat
The cleric gains a bonus feat to be selected from: all divine / item-creation feats, Extra Turning and Iron Will.

Bonus Domain
The Cleric gains access to another domain and may choose any domain that doesn't conflict with his ethos.

Second Sight (Su)
The Cleric can see ethereal creatures (such as ghosts) as easily as he sees material creatures and objects.
Ethereal creatures' appearance is translucent and indistinct.

Spirit Strike (Su)
The Cleric confers the Ghost-Touch property to any attack he physically makes – melee and range (including unarmed/natural attacks).


Cleric Variants:
Spoiler:

A Cleric Variant is a cleric that follows a specific theme that's less (or not at all) associated with the clergy than the typical Cleric. There should be more typical Clerics in a game world than all Clerical Variant characters combined. Once a Cleric chooses a non-orthodox path he's forever committed (although the DM is free to create sets of conditions that would allow transitions).

Combat Priest (War Cleric)

Requirements: Must revere a deity associated with war/conquest, must take Strength and War domains
Loses:
• Turn Undead
• Spell Talisman
• Second Sight
• Spirit Strike
Gains:
• Average BAB.
• Warrior's HP.
• Class Skills: Craft, Intimidate, Jump, Knowledge (dungeoneering / history / local / nobility & royalty) Listen, Spot and Swim.
• The bonus feats are assigned to combat.
• Weapon Focus with his deity's favored weapon as a Warrior of equal BAB (see the Warrior spoiler in the next entry).
• level 10: Mettle (Ex): see the core Hexblade's class feature.
• level 18: Counter Attack: same as 12th level Warrior.
• Only a Combat Priest has access to Divine Favor & Righteous Might spells.

Disciple of the Elements (Elementalist Cleric)

Requirements: Knowledge (the planes) 4
Loses:
• 2 SkPts / level
• Turn Undead
• Spell Talisman
• Bonus Domains
• Second Sight
• Spirit Strike
• 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:
• Starts with all 5 elemental domains (Air, Earth, Fire, Force, Water) instead of 2.
• Average BAB
• Class Skills: Knowledge (Geography / nature / the planes) , Survival, Swim.
• Languages: Aquan, Auran, Ignan and Teran
• May turn outsiders (one element at a time).
- 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 (Guild Cleric)

Requirements: Must revere a deity associated with thieving & trickery, must take Trickery and Luck domains
Loses:
• Turn Undead
• Spell Talisman
• Good Fort Save (becomes poor)
• Shield Proficiency
• Second Sight
• Spirit Strike
Gains:
• Good Ref Save
• Extra 2 SkPts per level. Also Balance, Climb, Disable Device, Escape Artist, Hide, Listen, Move Silently, Search, Spot and Tumble as class skills.
• Bonus feats are 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.
• Evasion (level 6)
• Divine Ascension (level 10) (Su): A 10th level Divine Trickster may use this ability AS IF actually being able to Turn Undead. Using one of your Turn Undead as a free action, you can take part of one of your move actions to fly a distance no greater than your normal speed in any one direction (forward, up, back, down, etc.). If you do not end your move on a surface you can stand upon (or grab hold of), you automatically fall to the nearest such surface, taking any appropriate damage. You may only use Divine Ascension on yourself.
• Special Ability. Choose from: Improved Evasion / Slippery Mind / Skill Mastery (level 14)
• Special Ability. Choose from: Improved Evasion / Slippery Mind / Skill Mastery (level 18)

Exorcist

Requirements: Knowledge (religion) 4
Loses:
• Turn Undead
• Divine Resilience
• Bonus Domains
• Second Sight
Gains:
• Turn Spirits *
• Class Skills: Decipher Script, Knowledge (history / the planes), Lucid Dreaming (Manual of the Planes; p.203) and Spellcraft.
• Languages: Abyssal, Celestial, Infernal
• Spells: Consecrate, Speak with Dead, Dispel Evil
• 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

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
• Spiritfolk and Telthors (see Unapproachable East)
• Spirit creatures created by spells like Dream Sight and Wood Wose (see CDiv, chapter 7)



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, Move Silently and Sense Motive as class skills.

Spellcasting:
Druids don't cast 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 as free actions.
For determining the druid's Spells-Known table, use the core Druid's spells-per-day table. Additionally, they also know all "Summon Nature’s Ally" spells and any PHB spell with "animal" or "plant" in its name.
Whenever a Druid gains a new class level he can replace a single known spell for another spell from the same (or lower) level.

Code:
Level	|	Nature's Fortification	|	Special
==============================================================================
   1	|				|	Wild Empathy, Nature Sense
   2	|				|	Perfect Health, Essence of Fey
   3	|	Elemental Resistance 5	|	Woodland Stride, Trackless Step
   4	|	+1 AC ; DR 1/Metal	|	Forest Tongue, Resist Nature's Lure
   5	|				|	Wild Shape (1/day – Medium; Mammal)
   6	|	Fast healing 1		|	Wild Shape (2/day – Small; Reptile)
   7	|				|	Mystic Flame, Scent
   8	|	+2 AC ; DR 2/Metal	|	Wild Shape (3/day – Bird, Fish)
   9	|				|	Wild Shape (4/day – Tiny; Insect)
  10	|	Elemental Resistance 10	|	Venom Immunity, Cudgel
  11	|				|	Wild Shape (5/day – Plant)
  12	|	+3 AC ; DR 3/Metal	|	Wild Shape (6/day – Large; Swarm)
  13	|				|	Essence of Life, Tremor-Sense
  14	|	Fast healing 2		|	A Thousand Faces, Voices of World
  15	|				|	Wild Shape (7/day – Elemental)
  16	|	+4 AC ; DR 4/Metal	|	Nature's Gift
  17	|	Elemental Resistance 15	|	One with the Green
  18	|				|	Wild Shape (8/day – Huge)
  19	|				|	Resident of the planes
  20	|	+5 AC ; DR 5/Metal	|	Essence of Eternity
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.

Elemental Resistance (Ex)
The Druid gains the indicated resistance against all acid, cold, electricity, fire and force effects.

Wild Empathy (Ex)
This feature is redefined and encompasses Animal Companion.
For more details, see the "Wild Empathy – Redefined" spoiler in "Appendix C: Extra Bonuses" (entry #9)

Perfect Health (Ex)
In real life nearly all diseases and all cures come from nature. The Druid's ties to the magical nature provide protection against all diseases. The druid is immune to disease – magical as well as mundane.

Essence of Fey (Ex)
Just like Fey, the Druid is a part of nature and yet magical. The Druid gains Darkvision 60ft (or 30ft boost, up to 120ft), Low Light Vision (enhanced up to *4) and immunity to sleep magic. These changes apply at all times and in all forms. This assists the Druid to roam his surroundings at night and keep a watchful eye against invaders.

Forest Tongue (Ex)
Druids can speak with all forest creatures of INT 1+ (practically includes all real-life D&D animals and their giant variants) and interpret the communication patterns of all insects & vermin.

Wild Shape (Su)
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 6 forms for each category (18 overall).
A 15th+ level Druid can Wild Shape into an elemental of any of the 4 types and of any size available to him.
Notes:
- It takes 1 skill point and 1 day per CR to gain access to a particular Wild Shape (specific type and size).
- A single "retraining" is allowed upon level progression.
Wild Shape & Spellcasting:
A Druid's magical access diminishes substantially. Starting at 6th level, a Druid has access to 1st level spells only. With each additional 3 levels (9, 12, 15 and 18) the next spell level may be accessed in Wild Shape.

Mystic Flame (Su)
As caretaker of the woods, the Druid sometimes needs to use fire for various applications. Some of the times he has to extinguish it and sometimes he has to fend against the very opposite of life - undeath. This ability is available at will as a swift action and has Produce Flame effect with a twist. The druid may decide to alter the effect and instead of heat produce a white flame that deals cold damage and quenches fire, or an emerald flame that harms undead (and only undead) for double damage.

Druid's 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 – and the Druid may also apply Mystic Flame with it. 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.

Essence of Life (Ex)
The Druid's life essence gains an unnatural strength. He becomes immune to all drain and necromancy effects, just as if affected by Death Ward spell effect.

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".

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.

Nature's Gift (Su)
The Druid gains the following abilities given for the core Nature's Warrior (CW) 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:
- The Druid gains the "Plant" template and longer needs to eat, drink or breathe.
- The Druid 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.
- The Druid 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 and he knows the location of all creatures of at least Diminutive size touching plant life within a 180ft radius, as long as he remains inside.

Resident of the planes (Su)
The Druid has become one with nature. Once per day He can travel (as with Plane Shift spell) to each of the elemental planes as well as the Ethereal and Astral planes, and back. The Druid must shift back to the material prime before going from one plane to another.

Essence of Eternity (Ex)
The Druid's physical age returns to Adult (eliminating any age penalties), he never dies of old age and he becomes totally immune to all corrupting effects.
If the Druid is slain, his spirit travels to the material prime (anywhere he knows within his home world), where his body reforms 1 week / character-level later, as if restored via Miracle spell, even if his body had been obliterated.
From this point and on, a Druid can maintain Wild Shape indefinitely and he's immune (non-voluntary) to all kinds of polymorph, except for Wild Shape.


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) – Available only to Druids & Witches
• Polymorph (4) – Available only to Druids & Witches
• All spells from the following domains not already on the list: Animal, Air, Earth, Fire, Force, Plant and Water.

Hexblade

Looking through Otto the Bugbear's rewrite project, I really liked his Hexblade fix – a perfect BBEG no Anti-Paladin suggestion has ever made so persuasively. But it isn't 100% compatible with my view of things and left as is would severely lag behind, so here are my adjustments for this class.

HP: As Warrior (6 / level)
Good Saves: Fort & Will


Code:
Level	Special
===================================================
1st	Hex, Bonus Feat
2nd	1 Invocation (least)
3rd	Hideous Blow 1d6, Gray Hearted
4th	Hex, Dark Companion
5th	2 Invocations (least)
6th	Hideous Blow 2d6, Aura of Despair
7th	Hex, Bonus Feat
8th	3 Invocations (lesser)
9th	Hideous Blow 3d6, Swift Hex
10th	Hex, Mettle
11th	4 Invocations (lesser)
12th	Hideous Blow 4d6, Aura of Pain
13th	Hex, Bonus Feat
14th	5 Invocations (greater)
15th	Hideous Blow 5d6, Immediate Hex
16th	Hex, Heart of Darkness
17th	6 Invocations (greater)
18th	Hideous Blow 6d6, Aura of Misfortune
19th	Hex, Bonus Feat
20th	7 Invocations (dark)

Bonus Feat
The following feats (from CA) are added to the list: Communicator, Insightful, Necropolis Born, Night Haunt, Spell Hand

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 (in the next entry).
A Hexblade cannot use EB in any shape other than Hideous Blow.

Gray Hearted (Ex)
The Hexblade's expertise with negative effects and his generally dispassionate attitude combine to render him immune to all undesired emotional effects. This includes charm, fear and spells such as crushing despair. The Hexblade can still gain morale bonuses.

Dark Companion (Su)
In addition to the details given in Otto's version, a Hexblade’s dark companion is present at all times, not only when its combat form is summoned. While not in its combat form, it functions as described in PHB-II. Furthermore, the penalties indicated in PHB-II increase to -3 and -4 at levels 10 and 16 respectively.
If its combat form is slain, it cannot enter it for 24 hours.

Aura of Despair (Su)
Any foe within 10ft of a Hexblade takes a -2 penalty to saving throws.
Note: Whenever a new aura is gained, all previous auras gain a 5ft range increase. Furthermore, wherever 2 auras overlap, both effects take place.

Aura of Pain (Su)
Whenever any foe within 10ft fails a saving throw it becomes nauseated for 1 round.

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.

Aura of Misfortune (Su)
Whenever any foe within 10ft makes an attack roll, skill check, or ability check it must roll twice and take the lowest result.


Notes:
- Hexblade's curse is usable [once + CHA-mod] times per encounter (min once) at 1st level. #uses increases by +1 at levels 5, 9, 13 and 17.
- "Murphy's Law" (19th level hex) is renamed "Warrior's Demise" and makes every hit a critical hit.



ACF: 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 (1/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 – with redefined spells-memorization rules)

Spell-Memorization
Spoiler:

Memorizing spells: A Mage can only cast spells he has memorized, but he does not "lose" a spell when he casts it. The Mage uses the core Wizard's spells-per-day table. Each spell slot stands for a spell the Mage can have memorized from his spellbook.

Forgetting spells: After 24 hours from the time of study and every 24 game hours thereafter, a random spell is selected of the highest spell level the Mage has memorized. The caster has to confront his caster level + INT-mod + d20 against DC = 15 + 3*SL. Failure means the caster doesn't remember all the details to properly cast the spell. Spells used within those 24 hours are exempt from forgetfulness.

Updating the "memorized spells" list: Whenever a Mage studies for spells he may substitute a number of spell-levels equal to his level + 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 memorized) to build up the memorized spells from scratch. However, this is not limited to just after full night's rest. A Mage may study for spells once every 7 hours (6 hours minimum difference between studies), provided he's in a condition that would allow studying for spell under the standard 3.5e rules.

Memory Practice: 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 memorize it permanently with an investment of 3 days of studies per spell level. At spell levels K+1, K+3 and K+6 he gains yet another slot of level K to memorize permanently. Counting from spell levels 0 till 9, a 17th level Mage would be eligible to the following slots: 4,4,4,4,3,3,3,2,2,1. Substituting permanently memorized spells takes 1 week of studies per spell level.

New restrictions resulting from the Mage being the fantasy world's scientist:
1. Mages have nothing to deal with souls and the dead. Magic-Jar, Animate-Dead, Spirit-Walk, Soul-Binding, Trap the Soul etc. are out of their reach. This results from the concept that souls cannot be studied in a Mage's lab or formulated into equations.
2. Mages have no access to spells that alter a being into another (Alter Self, Polymorph variants, Shapechange etc). Microbiology (a scientific tool) is not even a concept in medieval literature (but it still sticks well to a nature-bonded class (Druid) and the one class dealing with the occult (Witch)).

Additional Spells:
Being the only arcane caster class, the Mage draws from all spell lists of all arcane full-casters, selecting or discarding each spell according to everything written in these game rules.

Additional Changes:
The Mage also has Forgery as a class skill.


Class Features

Code:
Level	Special
=======================
 1st	Scribe Scroll, Bonus Feat
 2nd	
 3rd	Sublime Casting: Silent (+1 strain cost)
 4th	
 5th	
 6th	Sublime Casting: Still (+2 strain cost – encompasses Silent Spellcasting)
 7th	Bonus Feat
 8th	
 9th	
10th	Sublime Casting: Accelerated (+3 strain cost – encompasses Still Spellcasting)
11th	
12th	
13th	Bonus Feat
14th	
15th	Sublime Casting: Quick (+4 strain cost)
16th	
17th	
18th	
19th	Bonus Feat
20th	Sublime Casting: Fabricate Focus (varied strain cost – bypass focus requirement)

Sublime Casting (Su)
With level advancement, a Mage learns how to weave his spells more efficiently at the cost of overtaxing his spellcasting tolerance, bypassing the means normally required for spellcasting and decreasing their casting-time.
Only standard action (or shorter) casting-time spells can be shortened through sublime casting.
Accelerated/Quick spellcasting may only be executed once during a combat round and are mutually exclusive.
The spellcasting augmentations are:
Code:
Name		Effect
==============================================
Silent		Verbal component is omitted
Still		Verbal & Somatic components are omitted, you're not prone to ASF and you don't provoke AoOs
Accelerated	Cast a spell as a move action that doesn't pronoke AoOs.
Quick		Cast a spell as a swift/immediate action.
Fabricate Focus	Extra spell energy is drawn (+1/SL) to create a quazi-real focus that vanishes after spell discharge
Note: Sublime Casting progresses automatically with arcane spellcasting progression (always appropriate to the total arcane spellcaster level – for PrCs that improve Mage spellcasting).

Monk

Anyone with some background in martial arts knows that a martial artist is an impressive bag of tricks when it comes to combat - and D&D3.5e doesn't have a single worthy martial artist class. Here's a 1st time remake that actually makes such a concept possible… – but being just a martial artist would turn it into an alternate warrior, and I'm aiming for something along the lines of oriental mysticism.

Changes to the Monk class:
– Multiclassing and Alignment restrictions are removed.
– The "Unarmored Speed Bonus" column is removed
– Unarmed damage is applied as given against corporeal bipeds of up to 1 size category larger than the Monk (momentum manipulation, joint twisting and weak-points targeting of the humanoid body). Against all other opponents, a medium sized Monk's unarmed strike does 1d4, 1d6 and 1d8 at levels 1, 8 and 16 respectively.
– Monks are naturally ambidextrous TWF-ers. FoB simply improves TWF significantly. They don't stack.
– Flurry is applicable with any medium or quicker melee weapon (see the Weapons spoiler) except weapons that deal piercing damage.
– Autohypnosis is added as class skill and Knowledge (arcana) is replaced with Knowledge (local).
– When fighting unarmed and unarmored, a monk uses his class-level in place of his BAB for all opposed checks (Bull Rush / Disarm / Feint / Sunder / Trip...) and stacks his WIS-bonus to all said results. BABs granted from other classes are unaffected and are added normally.
– The "Special" column is redefined as given below.

Code:
1st	Flurry of Blows, Unarmed Strike, Acrobatic
2nd	Bonus Feat, Evasion
3rd	Bonus Feat, Uncanny Dodge
4th	Ki Power, Ki Strike (material: silver , cold iron , darkwood...)
5th	Stunning Fist, Ghost Strike
6th	Bonus Feat, Flawless Stride
7th	Bonus Feat, Channeled Ki
8th*	Ki Heal, Ghost Sight
9th	Bonus Feat, Improved Evasion
10th	Bonus Feat, Versatile Unarmed Attack
11th	Greater Flurry, Master Acrobat
12th	Sense Beyond Sight, Ghost Step
13th	Bonus Feat, Slippery Mind
14th	Bonus Feat, Gentle Touch
15th	Metabolism Control, Iron Body
16th**	Ki Strike (hardness: adamantine), Ghost Soul
17th	Bonus Feat, Timeless Body
18th	Bonus Feat, Legendary Acrobat
19th	Sight Beyond Sight, Void Mind
20th	Time Stands Still, Perfect Self
* At level 8 the Monk's unarmed strike counts as medium weapon for all purposes that favor this category over small weapons (e.g. Disarm, Sunder, Power Attack etc). His unarmed critical threat range is now 19-20.
** At level 16 the Monk's unarmed strike counts as 2-handed weapon for all purposes that favor this category over 1-handed weapons. His unarmed critical multiplier is now x3.

Acrobatic (Ex)
Monks start with 4 ranks in Balance, Jump and Tumble skills. With each even level, these bonus skill ranks are increased by +1.

Bonus Feat
A Monk may select a feat among the following:
- PHB I: Blind Fight, Deflect Arrows, Improved Disarm, Improved Grapple, Improved Trip, Manyshot, Mobility, Run and Shot on the Run.
- PHB II: Acrobatic Strike, Cunning Evasion, Defensive Sweep, Fiery Ki Defense, Hindering Opportunist, Melee Evasion, Stalwart Defense and Water Splitting Stone.
- CW: Clever Wrestling, Close-Quarters Fighting, Dash, Defensive Throw, Elusive Target, Extra Stunning, Freezing the Life Blood, Pain Touch, Prone Attack, Rapid Stunning, Roundabout Kick, Sun School and Weakening Touch.
- From these rules (entry #3): Iron Lungs, Ki Extend, Ki Reinforce and Lightning Fists.
Notes on Monk's bonus feats:
1. Any prerequisite feat not already on this list is ignored.
2. For feats that require Stunning Fist, disregard any noted BAB or ability score requirements.
3. Manyshot – relates to Shuriken instead of arrows.

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 [class-level + WIS-mod] Ki points (min 1), and can use up to [1/3-class-level + WIS-mod] points in a single encounter.
• A Monk gains 1 Ki point per hour if he does not fight, run, or otherwise exerts himself. Furthermore, Sleep and/or meditation (DC 15) replenish 2 Ki points per hour.
• Feats that have Stunning Fist as prerequisite also add 1 point each to the Monk's Ki-pool cap and count for determining #uses per encounter.
Ki powers – Cost & Duration:
- Ki Strike: 1 use applies to both material & hardness; 1 + WIS-mod rounds (min 1)
- Stunning Fist: 1 use; not wasted if attack misses
- Ghost Strike: 1 use; 1 + WIS-mod rounds (min 1)
- Ghost Sight: 1 use; 1 + WIS-mod rounds (min 1)
- Ki Heal: #n uses (see below); 1 effect
- Ghost Step: 1 use; 1 combat turn
- Ghost Soul: 1 use, reactive (automatic)
- Time Stands Still: 5 uses
Ki powers – Actions:
- Ki Strike (material & hardness): Free action; 1 use applies to both.
- Stunning Fist: Non action
- Ghost Strike: Swift action
- Ghost Sight: Immediate action
- Ki Heal: Standard action for self use; full round action when applied to others.
- Ghost Step: Swift action
- Ghost Soul: Non action
- Time Stands Still: Swift action

Stunning Fist (Ex)
Removed from the feats list and obtainable only at 5th Monk level.

Ghost Strike (Su)
Starting at 5th level, a Monk can strike incorporeal and ethereal creatures as if they were corporeal. He can also use this ability to strike opponents on the material plane when ethereal (see Ghost Step).

Flawless Stride (Ex)
Same as given for the core Scout.

Channeled Ki (Ex)
A 7th level Monk can channel Ki Strike, Stunning Fist and Ghost Strike through held (melee/Thrown) weapons.

Ghost Sight (Su)
An 8th level Monk can spend Ki power to see invisible and ethereal creatures.

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.

Master Acrobat (Ex)
As given for the revised Rogue (see below). Note that in order to benefit from this feature, the sum of competence skill ranking (see "Other class features", just below) and the invested skill points in Balance, Jump and Tumble must amount to 12 or higher each.

Sense Beyond Sight (Ex)
The Monk’s senses become so attuned that he can feel what happens around him. The Monk gains Blind Sense (5ft + 5ft/WIS-mod).

Ghost Step (Su)
A 12th level Monk can spend Ki power to become ethereal. The Monk can return to the material prime any time during the duration.

Gentle Touch (Su)
As a standard action, the Monk can once per day 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 (caster-level = class-level).
The save DC for all effects (including the latter) is [10 + 1/2 class-level + WIS-mod].
If the monk misses his attack or the target makes its save, the daily use of Gentle Touch is not wasted.

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 hit points.
- 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.

Iron Body (Ex)
At 15th level, Monks gain DR 5 / piercing and become immune to stunning and non lethal damage.

Ghost Soul (Su)
Starting at 16th level, whenever a Monk makes a save against "all or nothing" (e.g. charm / polymorph / death spells / petrifaction and basically any other "save or die/suck") effect and fails, the Monk senses the upcoming effect (type, not potency) and may use his Ki power to delaye the effect for 1 round and then make second save. There's no third chance and no more than 1 effect can be delayed at a time.

Legendary Acrobat (Ex)
All Master Acrobat modifiers are doubles.

Sight Beyond Sight (Ex)
The Monk’s senses becomes so attuned that he always knows what happens around him. The Monk gains blind sight (5ft + 5ft / WIS-mod) and permanent Forsight effect (as the 9th level spell).

Void Mind (Ex)
A 19th level Monk's mind is impervious to intrusion and manipulation, just as if affected by Mind Blank spell.

Time Stands Still (Su)
The Monk has learned the secret of channeling Ki power to slip between timeframes.
The Monk enters a state of Time Stop for the duration of the spell.

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.
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.


Code:
Level	Trap Sense	Special
=========================================
 1st			Quickfingers, Stealthy, Guild Cant
 2nd			Evasion, Rogue Talent
 3rd	+1		Sneak Attack
 4th			Uncanny Dodge, Bonus Skill Trick
 5th			Improved Feint
 6th	+2		Improved Flanking, Rogue Talent
 7th			Bonus Feat
 8th			Surefingers, Bonus Skill Trick
 9th	+3		Sudden Strike
10th			Special Ability, Rogue Talent
11th			Greater Feint
12th	+4		Special Ability, Bonus Skill Trick
13th			Bonus Feat
14th			Special Ability, Rogue Talent
15th	+5		Death Blow
16th			Special Ability, Bonus Skill Trick
17th			Superior Feint
18th	+6		Special Ability, Rogue Talent
19th			Bonus Feat
20th			Special Ability, Natural Skill-Trickster
Quickfingers (Ex)
This works as given for the Duneonscape ACF of the same name.
This feature goes hand in hand with 4 ranks in Disable Device & Sleight of Hand. These skill ranks are inseparable from Quickfingers and being a 1st level Rogue.
At class levels 7, 13 & 19, the Rogue automatically gains 1 additional bonus rank in Disable Device & Sleight of Hand.
Note: Given that Disable Device is a Rogue only class-skill, Quickfingers makes Trapfinding not really necessary for the Rogue to have its exclusive niche and thus Trapfinding is omitted.

Stealthy (Ex)
All Rogues learn the basics of stealth and become very good at it.
A Rogue starts with 4 ranks in Hide & Move Silently as part of his 1st Rogue level and automatically gains 1 additional bonus rank with both at each odd level. Note that this does not stretch the skill-cap limits for these skills.

Guild Cant (Ex)
Belonging to the only class in the game with purely mundane characteristics, all Rogues learn the basics of deceptive communication.
A Rogue starts with 4 ranks in Bluff, Sense Motive & Spot as part of his 1st Rogue level and with Innuendo as a bonus Feat.
At class levels 7, 13 & 19, the Rogue automatically gains 1 additional bonus rank in Bluff, Sense Motive & Spot.

Rogue Talent (Ex)
Spoiler:

Rogues have the ability of developing special talents that aid their stealth, agility, survivability and offensive prowess.
5 suggested abilities are given below (others may be added, more or less in the same spirit):


Ambush (min level 10)
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-rd/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.

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.

Slow Reactions (min level 14)
Opponents damaged by the rogue’s SA cannot make immediate actions for 1 round.

Sneak Attack (Ex)
Spoiler:

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.
- 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).
- 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 (see Eldritch Drill) can't SA from a distance with an EB).
- With a sap (blackjack) / unarmed strike, a rogue can make a SA that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a SA, not even with the usual –4 penalty.
- Ranks in Heal could increases the lethality of a Rogue's SA against his Heal-related group of creatures. To figure out the added damage, take the appropriate synergy value and subtract 1. The given value is the added number of extra d6s to damage.

Bonus Skill Trick
At the indicated levels, a Rogue gains a bonus Skill Trick of his choice to which he qualifies. These bonus skill tricks don't count, of course, against the normal limit on skill tricks.

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.

Improved Flanking (Ex)
Same as described for the core Swashbuckler: +4 to hit when flanking.

Bonus Feat
Choose from: Acrobatic Strike, Adaptive Flanker, Ambidexterity, Combat Acrobat, Cunning Evasion, Dash, Deadeye Shot, Elusive Target, Fade into Violence, Flick of the Wrist, Hindering Opportunist, Mobility, Point Blank Shot, Quick Draw, Run, Stalwart Defense, TWF and Vexing Flanker.

Surefingers (Ex)
The Rogue gains a +4 competence bonus to all Disable-Device, Sleight of Hand & Use Rope checks, and may Take-10 in these skills even when rushed, threatened or distracted.

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)
Spoiler:

Flank Everywhere: You are considered flanking an enemy if both you and an ally are threatening your foe in melee, regardless of his position.

Hamstring: The Rogue can lose his SA damage for cutting an opponent's movement by half. This condition passes after 24 hours or when the target is fully healed (whichever comes 1st).

Improved Evasion: unchanged.

Opportunist: Applicable only with medium or quicker weapons. This attack specifically can be made as a free action once / round.

Slippery Mind: 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 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.

Wounding Critical: Same as given for the core Swashbuckler (CW).

Greater 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 an immediate action, or as part of his immediate action (AoOs).

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).

Last edited by nonsi : 06-25-09 at 07:57 AM.
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Old 08-27-08, 01:40 PM
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Join Date: Nov 2005
Default Revised-Rebalanced Base Classes II

.
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 an attempt to level up the Sorcerer (Warlock, remember? ;-))

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 totally useless in epic levels, when the characters enter a new league of challenges.

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.


Code:
	|	Invocations Known		|
 Level	=========================================	Special
	|	Least	Lesser	Greater	Dark	|
=========================================================================
   1	|	1				|	Eldritch Blast, Sacrificial Overcharge
   2	|	2				|	Detect Magic
   3	|					|	DR 1 / Cold Iron
   4	|	3				|	Spell Resistance
   5	|					|	Fast Healing 1
   6	|		1			|	Spectral Blast
   7	|	4	2			|	DR 2 / Cold Iron
   8	|					|	Energy Resistance 5
   9	|		3			|	Fast Healing 2
  10	|					|	Aspect of Power, Sustaining Magics (eat, drink)
  11	|	5		1		|	DR 3 / Cold Iron
  12	|		4	2		|	EB Mastery
  13	|					|	Fast Healing 3
  14	|			3		|	Penetrating Blast
  15	|					|	DR 4 / Cold Iron
  16	|	6	5		1	|	Energy Resistance 10
  17	|			4	2	|	Fast Healing 4
  18	|					|	Fiendish Life Force
  19	|				3	|	DR 5 / Cold Iron             
  20	|	6	5	4	3	|	Name of Power, Sustaining Magics (breathe, sleep, aging)
Sacrificial Overcharge
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, and has no effect on a mounted Eldritch Essence. at 8th level a Sorcerer may increase his EB damage by 3d6 (costing 2 CON points) and at 15th level by 6d6 (costing 3 CON points).

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 100 feet can hear him, regardless of noise around him, even when whispering.
Unnerving Glare: The Sorcerer can make his eyes flash/glow with a chosen color whenever he wishes, and/or permanently be of unnatural color. This grants a +2 circumstance bonus to all Intimidate checks.

Sustaining Magics (Su)
The Sorcerer no longer needs to eat or drink. He gets all his nourishment and vitality from magic.
At level 20, magic sustains the Sorcerer to such a degree that he no longer needs to breathe or sleep and he doesn't age unless disconnected from magic entirely.
This benefit is lost whenever the Sorcerer is denied access to magic (Antimagic, dead magic zone etc).

EB Mastery (Sp)
The Sorcerer gains 2 new options with his EB:
- Dual Essence
The Sorcerer can combine 2 essences into his EB simultaneously.
When assigning multiple damage types (cold, fire, force...), the damage gains 2 extra dice and is divided between both types according to the Sorcerer's choice (at least 2 dice per damage type).
- Erupting Blast
EB can be generated without uttering a sound or making any gestures, and can erupt from any origin on the Sorcerer's body (eyes, forehead, chest etc).

Penetrating Blast (Sp)
The Sorcerer's EB now does full damage to objects and bypasses SR automatically - even when the damage type is unspecific. This does not come at the expense of Eldritch Essence or Blast Shape invocations. Note that SR still applies against eldritch essence invocations that require Fort/Will saves (e.g. Frightful / Sickening / Beshadowed / Bewitching / Noxious / Utterdark Blast).

Fiendish Life Force (Su)
Your fast healing becomes Regeneration 5. Furthermore, you're no longer susceptible to necromancy effects of all types.

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:
- There was a good reason why I "broke the mold" with the definition of Invocations-Known. I wanted the Sorcerer to be more versatile & capable than the core Warlock, But I didn't want it to have 5 invocations (6 with Extra Invocation) of the highest category available at any level, since they have limitless availability - Which would have made it (with all the other changes) gain a significant edge over the other base classes.
- 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 (unlimited breakability scenarios). 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).
- Instead of being spellcasters, dragons gain invocations as Sorcerers of a level equal to half their HD (since dragons don't have EB capabilities, Blast-Shape and Eldritch-Essence invocations are not included). Having magical abilities is much more appropriate for magical beings than casting spells.


Invocations
Spoiler:

Banned Invocations

Beguiling Influence: These rules ban all magical skill enhancements.

Eldritch Glaive: Multiple EBs against the same opponent is broken.

Modified Invocations

Dark Disncorporation: Reduced to Greater invocation category (6th). This invocation's power and practical value were quite overrated.

Devil's Sight: Also confers "See Invisible". Given invocations are such a valuable asset and given there's so little of them (even under these modifications), it seems that "Devil's Sight" and "See the Unseen" were intentionally created separately to annoy.

Eldritch Cone: As the normal invocation, except the cone is increased from 30ft to 60ft.

Flee the Scene: If the Sorcerer has an active invocation that makes him invisible, he DOES NOT leave a Major Image after he shifts.

Hideous Blow: Instead of a standard action, an EB modified by Hideous Blow is incorporated into melee or range attack. Only the 1st attack in a combat turn can carry the Hideous Blow.

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 Missile (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

Eldritch Drill (least; 2nd level)
This essence invocation changes the EB damage into bludgeoning/piercing damage (Sorcerer's choice). The Sorcerer basically creates a thin but powerful vortex of air that springs forward like a fist/lance.

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 seen 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

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.

Poltergeist (Dark; 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.

Telekinesis (Greater; 5th)
Same as the spell of the same name.

Undulant Innards (lesser, 4th level)
The Sorcerer gains Fortification 25% per 5 class levels.




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).
Note: The additions/modifications given here are based on the core Soulknife. Whatever's not mentioned here is to be taken from the description of the core class.


Class Skills: Autohypnosis, Balance, Climb, Concentration, Craft, 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

Code:
Level		Special			Enhancements
====================================================
 1st		Mind Blade		Psychic Armor (+4 ; 0 ; 0)
 2nd	I	Throw Mind Blade	Blade Enhancement +1 (max: +1)
 3rd		Evasion			Psychic Strike (+1/+2)
 4th		Bonus Feat		Blade Enhancement +2
 5th		Mind Blade Mastery	Psychic Armor (+5 ; 2 ; 5)
 6th	II				Blade Enhancement +3 (max: +2)
 7th		Burst			Psychic Strike (+2/+4)
 8th		Combat Sight		Blade Enhancement +4
 9th		Blade Wind		Psychic Armor * (+6 ; 4 ; 10)
10th	III	Bonus Feat		Blade Enhancement +5 * (max: +3)
11th		Slipstrike		Psychic Strike (+3/+6)
12th					Blade Enhancement +6
13th		Ranged Blade Wind	Psychic Armor (+7 ; 6 ; 15)
14th	IV	Haloed Blade		Blade Enhancement +7 (max: +4)
15th		Improved Evasion	Psychic Strike (+4/+8)
16th		Bonus Feat		Blade Enhancement +8
17th		Blade Storm		Psychic Armor (+8 ; 8 ; 20)
18th	V				Blade Enhancement +9 (max: +5)
19th					Psychic Strike (+5/+10)
20th		Blade Barrage		Blade Enhancement +10

* see the description below regarding the indicated levels

I, II, III, IV, V
A Ghostknife progresses in his weapon aptitude just as if he were a Warrior of his BAB-equivalent level (see the "Warrior" spoiler below). He may advance any weapon he can materialize as a Mind Blade.

Mind Blade (Ex)
Allows the creation of a short/long/bastard sword, a dagger, a rapier, a scimitar, a 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 10' with shadowy illumination of 20', or darkness of 5' with shadowy illumination of 10', 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 9th level, the Ghostknife's Psychic Armor gains the "Ghost Touch" property.

Throw Mind Blade (Ex)
The range increment is modified to 25ft + 5ft / class-level.
When multiple attacks are gained, the Mind Blade may be thrown multiple times.
If the Ghostknife also possesses the Rapid Fire feat, he may apply it to his Mind Blade as well.
If he could Sunder or Trip in melee with his Mind Blade's current shape, he can also do so with it on range attacks.

Blade Enhancement (Su)
The Ghostknife's Mind Blade Enhancements list is defined as follows:
- +1 enhancements: Elemental (1d6 from: acid, cold, electricity or fire), Keen, Ghost Touch
- +2 enhancements: Elemental Burst (ditto, any type), Disruption, Wounding
- +3 enhancements: Speed, Bodyfeeder
- +4 enhancements: Brilliant Energy
- +5 enhancements: Coup De Grace, Vorpal
Shield Enhancements (see Mind Blade Mastery below) are:
- +1 enhancements: Bashing
- +2 enhancements: Arrow Deflection
- +3 enhancements: Ghost Touch
- +4 enhancements: Energy Resistance 10
- +5 enhancements: Reflecting
Special: once per encounter, as a move action that doesn't provoke AoOs, a Ghostknife may elect to lose an enhancement for gaining another of equal or lower level. This substitution lasts 5 rounds + 1 round per 2-class-levels.
Special: At 10th level, the Ghostknife can imbue his Mind Blade with supernatural energies, which make it ignore DR.

Psychic Strike (Ex)
At 3rd level and every 4 levels thereafter, a Ghostknife learns how to guide his blade(s) with his mind as well as his hand(s) – making it strike harder and with greater accuracy, effectively gaining cumulative +1 to hit & +2 to damage.
These modifiers do not apply to Blade Wind/Storm/Barrage.
Note: As with a weapon – so is with a shield (see below) - A Ghostknife guides his shield with his mind as well as his hand. The to-hit bonus is also applied to the shield's defense.

Bonus Feat
The Ghostknife can take any feat to which he qualifies.

Mind Blade Mastery (Ex)
Allows to split the 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.
Special: From this point and on, the Mind Blade may be drawn once / round as a free action.
For not gimping 2WF, when splitting the Mind Blade, both weapons carry all the imbued magical powers.

Burst (Su)
Self Haste for 1 round / level / day
Special: May be activated/deactivated as a free action

Combat Sight (Ex)
As a free action, the Ghostknife can "switch mode" into black&white vision (120ft) and may also detect invisible creatures.
Special: Works even if magically blinded, but the eyes must be intact.

Slipstrike (Sp)
3 times per day, as a standard action, the Ghostknife can make a special strike through the air and tear a hole in the fabric of space, allowing him to self-teleport over short distances.
This ability is identical in effect to Dimension Door spell.

Ranged Blade Wind (Ex)
Blade Wind effect against a chosen square/hex within the range increment and all adjacent squares/hexes (whichever is used).

Haloed Blade (Ex)
Starting at 14th level, the Ghostknife's Mind Blade's strikes are engulfed with an invisible halo of force that deals extra 1d10 damage per successful strike. The extra force damage is applied even on a miss, if hitting on a touch attack.

Bladestorm (Ex)
As a full round action, the Ghostknife can make either a Blade Wing attack against all enemies within 15ft reach, or a Ranged Blade Wind attack against all enemies within up to a 30ft diameter sphere.
Special: Blade Wind is 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.

Warrior (Revised Fighter)

(finalized with the help of bkdubs123)


The motivation for reinventing the Fighter can be found:
- hare: http://forums.gleemax.com/wotc_archi...x.php/t-898146
- here: http://forums.gleemax.com/showthread.php?t=1200595
- here: http://forums.gleemax.com/showpost.p...88&postcount=4

And what makes this fix address the issues can be found:
- here: http://forums.gleemax.com/showpost.p...&postcount=145
- here: http://forums.gleemax.com/showpost.p...&postcount=101


In a nutshell, the core Fighter is missing several major aspects (other than not having enough feats to be truly versatile) that are crucial to keeping up the pace at higher levels as primary combatant:
- The option of taking more combat actions than other classes could without some serious magical acceleration.
- The ability to draws on his inner reserves and shrug off assaults others take to full effect....... or recover (in mid-fight) from a condition he didn't manage to shrug off.
- The ability to actually "sense" what goes on around him.
- The ability to handle magical falsehoods and mind manipulations.
- The ability to eventually not be helpless when facing a magical barrier
- The upper hand in combat tactics, but not necessarily in term of pumped up hit/damage/AC, since there are plenty of means of pushing them up.

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 a tailor-made generalist - this is an attempt to really make it so for the very first time.


skill points per level: 4 + INT-mod

Class skills: Balance, Climb, Craft, Diplomacy, Heal, Intimidate, Jump, Knowledge (geography / history / local / nobility and royalty), Listen, Profession, Sense Motive, Spot, Survival and Swim.


Class features:

Code:
Level		Special
===================================================
 1st	I	Bonus Feat, Art of War, Hardened Soldier *
 2nd		Bonus Feat, Know the Enemy
 3rd		Combat Focus
 4th	II	Bonus Feat, Ever Vigilant (Maintain)
 5th		Bonus Feat
 6th		Uncanny Dodge, Second Wind (Expend)
 7th	III	Bonus Feat
 8th		Bonus Feat, Tide of Battle (Expend)
 9th		Mettle
10th	IV	Bonus Feat, Array of Stunts (Maintain)
11th		Bonus Feat
12th		Counter Attack, Action without Thought (Maintain / Expend)
13th	V	Bonus Feat
14th		Bonus Feat, Through the Haze (Maintain)
15th		Find the Mark
16th	VI	Bonus Feat, Forcebreaker (Expend)
17th		Bonus Feat
18th		Riposte, Battleshaper (Expend)
19th	VII	Bonus Feat
20th		Bonus Feat, Master of Warfare (Maintain / Regain)

I . . . VII

In the indicated levels, a Warrior gains the following benefits without the need of expending feats:

Code:
I	-	F(1)
II	-	F(2) , S(1)
III	-	F(3) , S(2) , M(1)
IV	-	F(4) , S(3) , M(2) , GF(1)
V	-	F(5) , S(4) , M(3) , GF(2) , GS(1)
VI	-	F(6) , S(5) , M(4) , GF(3) , GS(2)
VII	-	F(7) , S(6) , M(5) , GF(4) , GS(3) , Su(1, 2 or 3)


Legend:

F – Weapon Focus
S – Weapon Specialization
M – Weapon Mastery
GF – Greater Weapon Focus
GS – Greater Weapon Specialization
Su – Weapon Supremacy

(1) – primary weapon (choose a weapon from one melee/range weapon group)
(2) – 2nd weapon
(3) – 3rd weapon
 . . . and so on

Notes:
- A Warrior is, of course, free to expend feats for further advancing his weapon skills, on top of the given advancements for steps I...VII, but there seems little to no reason for doing so.
- Instead of advancing a weapon, the Warrior may take feats that promote armor/shield combat. He must stick to his armor/shield just as if it were a weapon and meet all the prerequisites.

Art of War (Ex)
For the purposes of qualifying for feats, the Warrior treats his ability scores as though they were 2 points higher than they actually are at 1st level.
At level 6 and each 5 class-levels thereafter, this bonus is increased by +1 (max +5 at level 16).

Hardened Soldier * (Ex)
Clad in their restricting armor, packed with a lot of gear and somewhat lacking in mobility, foot soldiers are hardier and more organized than their other Warrior counterparts (see the "Warrior Variants" spoiler below).
This manifests itself in two advantages:
1. The foot soldier (non-variant Warrior) adds his CON-mod to his STR-score when determining his loads. This ability does not affect his "lift over head", "lift off ground", or "push/drag" weight. Note that this increase is in effect only to the point where heavy load is still below the value of "lift over head".
2. Left with only the option of standing his ground more often than not, the foot soldier gains a +1 competence bonus on all will saves. This bonus is increased to +2 at 10th level and +3 at 19th level.

Know the Enemy (Ex)
Warriors battle against a multitude of foes, and learn to identify them quickly. A Warrior's level counts as the number of ranks in any Knowledge skill for the purpose of identifying creatures to gain Strategic Advantage and in planning for a large battle (Heroes of Battle), and a Warrior always counts as trained in any such knowledge check. This does not apply to any other aspect of Knowledge and does not stack with actual ranks in any of the various Knowledge skills.

Combat Focus (Ex)
At 3rd level and on, a Warrior's in-combat drive and focus on his objectives become unusually strong.
When combat commences, for the next [1/2 Warrior level + CON-mod] combat rounds, the Warrior gains +4 to his Will saves against all compulsions (fear, charm, hold, CHA-based skills etc) and +2 against all illusions.
As an immediate action, the Warrior can voluntarily end his focus to gain a bonus to a single combat-related defensive d20 roll (save, ability check, level check, etc) equal to 1/2 his class level. He may choose to do this after learning the result, possibly changing a failed result into a successful one.
Also, any condition that disables the Warrior or hampers his determination (e.g. fascinated, panicked, paralyzed... etc.) also causes him to lose his Combat Focus.
once per encounter, the Warrior may regain Combat Focus for the remainder of the duration as a standard action that doesn't provoke AoOs.
At 9th level the Warrior can regain his Combat Focus as a move action (not in the same turn it was expended).
At 15th level the Warrior can regain his Combat Focus twice - once as a move action and once a standard action.
Notes:
- A Warrior cannot gain or maintain Combat Focus outside of battle for the state of mind and body needed to achieve this simply doesn't exist except in those conditions.
- Combat Focus requires not being surprised in order for it to kick in at zero notice.

Ever Vigilant (Ex) (Maintain)
While benefiting from Combat Focus, the Warrior gains a competence bonus equal to 1/3 his class-level (rounded up) to Listen & Spot checks, to his attack rolls when making AoOs and to any and all melee-related opposed checks (bull rush, deflect, disarm, feint, grapple, overrun, trip etc).

Second Wind (Ex) (Expend)
By expending his Combat Focus as a free action, the Warrior can heal as many HP as he'd gain with a full night's rest and remove any and all of the following effects: confused, temporarily crippled (hampred movement), dazed, dazzled, exhausted, fatigued, nauseated, shaken, sickened, slowed and stunned. This applies only to damage and conditions sustained during the current encounter. Once the encounter is over, the damage/conditions cannot be negated with this ability.

Tide of Battle (Ex) (Expend)
The Warrior has learned to flawlessly place himself where he is most needed in combat. As an immediate action, he may take a 5-foot step. This is in addition to any other movement he takes during his turn (except when spending his entire combat-turn running), even another 5-foot step. If he is in his Combat Focus, he may expend it as an immediate action to take a single move action. Alternatively, the Warrior may expend his Combat Focus as a free action to gain an additional swift/immediate action.

Mettle (Ex)
See the core Hexblade's class feature of the same name.

Array of Stunts (Ex) (Maintain)
A 10th level Warrior is so competent at warfare that he can, to a certain degree, reinvent himself during combat.
While the warrior is in his Combat Focus, he may gain the benefits of a single feat he never took for duration of 1 round. With each passing round he may select a different feat.
There are 2 restrictions to this ability:
1. The Warrior must meet all the prerequisites of a feat to harness its benefits "on the fly".
2. The feat must have the "may be selected as a Fighter's bonus feat" descriptor.

Counter Attack (Ex)
Same as described in PHB II, but with a twist. When counter-attacking, you act 1st and can react to as many attackers as your DEX-mod - all at full BAB, but just once per attacker. Anyone that's adjacent to you and doesn't move from the beginning of your Counter-Attack turn till the beginning of your next turn provokes an AoO that's counted in your Counter Attack turn.
When counter-attacking, you cannot move during your turn beyond the usual allotment of 5ft-step.

Action Without Thought (Ex) (Maintain / Expend)
While benefiting from Combat Focus, if a Warrior of 10th level or higher would be subject to a Mind-Afflicting effect, he ignores its effects until his Combat Focus expires or is expended. He can choose to end his Combat Focus as an immediate action to thwart a single Mind-Afflicting effect altogether.

Through the Haze (Ex) (Maintain)
While benefiting from Combat Focus, a Warrior of 15th 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)
The warrior's combat-rich background grants him insight of the best ways to attack in order to find the chink in his opponent's armor. As a stand-still standard action, the warrior makes a single attack that's counted as a touch attack. If he hits, he deals double damage and his critical threat is increased by one step.

Forcebreaker (Ex) (Expend)
The Warrior has gained the ability to destroy non-instantaneous force effects (Like Mage's Sword, Wall of Force, Forcecage, or even technology-based effects). To achieve this endeavor, the Warrior must expend his Combat Focus as a swift action and make a standard/full-round action attack that doesn't provoke AoOs.
Force effects are treated as having Hardness [10 + Spell-Level] and 5 HP/ Spell-Level.
Each of the warrior's successful attacks deals extra damage equal to [BAB + WIS-mod].
If and when a force effect is breached, it is utterly destroyed.

Riposte (Ex)
Starting at level 18, any opponent that attacks the Warrior and misses his initial strike provokes an AoO, 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.

Battleshaper (Ex) (Expend)
As a swift action, the Warrior can voluntarily end his Combat Focus to take a standard action, but he loses a move action during his next turn.
A Warrior can only use this ability once each encounter.

Master of Warfare (Ex) (Maintain / Regain)
A 20th-level Warrior enjoys a plethora of advantages:
- While benefiting from Combat Focus, as long as the Warrior has a higher BAB than any foe he threatens, those creatures cannot make AoOs against him.
- He may simultaneously use any number of feats he qualifies for via Array of Stunts.
- Once per encounter, if the Warrior voluntarily ends his Combat Focus, he may regain it as a swift/immediate action.
- From this point and on, the Warrior can initiate Combat Focus out of combat. Within a given hour, he can spread the full duration of a single encounter as he sees fit, but he can only activate it as a standard action.



Warrior Variants:
Spoiler:

The classic Warrior is the typical foot-soldier, however there are other types of Warriors, adaptable to different fighting styles (according to background and personal preferences).


Trooper

- Swap Climb & Swim class skills for Handle Animal & Ride.
- Tower Shield Proficiency is swapped for Mounted Combat (+ Ride 4, at no SkPts cost).

Unfettered

- Heavy armor, med. armor, tower shield, shield proficiency and a weapon group (melee or range) are swapped for 6 SkPts / level and the following skills as class-skills: Bluff, Escape Artist, Gather Information, Hide, Move Silently, Sleight of Hand, Tumble and Use Rope (notice that unfettered warriors ARE proficient with Buckler).
- Instead of Mettle, Unfettered Warriors gain Evasion at 9th level.
- Unfettered Warriors have good Ref saves and poor Fort saves.

Wild (primitive/tribal)

- Heavy armor, tower shield, 2 melee weapon group and 1 range weapon group are swapped for Endurance, Rage and Track.
- Diplomacy, Knowledge (architecture & engineering / geography / nobility & royalty) and Profession are removed from the class-skills list. Handle Animal, Hide, Move Silently, Ride & Search come instead.
- You gain Wild Empathy (see the "Wild Empathy – Redefined" spoiler in "Appendix C: Extra Bonuses" ; entry #9).
- Claw Weapons, Heavy Blades, Polearms, Crossbows and Tiny Projectiles - these weapon groups cannot be selected at 1st class-level.


Substitute Warrior Templates:
Spoiler:

A substitute template is an enhancement one could choose for a specific Warrior type (varies for each template).
All substitute templates have 3 special abilities that replace Uncanny Dodge / Counter Attack / Riposte.
A substitute template means you forgo some of your readiness to make counter moves and emphasize different aspects of combat:


Cavalier (Trooper)

Requirements: Cavalry Charge (acquired when training to gain 6th Warrior level), Proficient with Lance


Tall in the Saddle (replaces Uncanny Dodge)
You gain competence bonus of +1/2-class-lvl to all Ride checks. Your mount also gains this bonus to its Will saves and may use your Ref saves instead of its own (if they're higher).
Mount's Trait when Mounted: Empathic Link (as the core Paladin's Mount), Evasion

Deadly Charge (replaces Counter Attack)
As described for the CW Cavalier, but with no #uses-limit
In addition, the Cavalier's lance attacks may also dismount (Bull Rush + target is prone)
Mount's Trait when Mounted: Mettle, Devotion (see the core Druid's animal companion)

Unstoppable Mounted Assault (replaces Riposte)
This feature grants 2 of the CW Cavalier's abilities: 1) Full Mounted Attack. 2) Unstoppable Charge features.
Mount's Trait when Mounted: Improved Evasion

Feral Tracker (Wild)

Requirement: Numbing Rage, single-classed 6th-level Wild Warrior.


Scent of Fear (replaces Uncanny Dodge)
A Feral Tracker gains the Scent ability and the following benefits while enraged:
- May make an Intimidate check as a swift action against a single opponent struck within his combat turn. If he has Favored/Signature Enemy feat, He gains +2/+4 (respectively) to these Intimidate checks.
- He deals extra damage equal to his BAB when attacking a foe struck by fear (to any degree).

Furious Resilience (replaces Counter Attack)
A Feral Tracker's raw fury pushes his reflexes and mental resistance beyond those of other mortals.
He gains Diehard as bonus feat, and the following benefits while enraged:
- 10ft movement increase (same as the core Barbarian's Fast Movement feature, but +10 for every size category diff (+5ft for small or smaller creatures)).
- CON-mod is added to all saves, not just Fort saves (overlaps with other ability-modifiers).

Heart-Stopping Ambush (replaces Riposte)
A Feral Tracker attacks so fiercely that any opponent surprise-attacked by him has a chance to die of pure fright. If a Feral Tracker deals damage in melee combat during a surprise round, every opponent he has damaged in melee must make a will save (DC = [10+1/2 BAB + CHA-mod]). A Feral Tracker can choose to make himself look slightly less imposing and only cause his opponents to faint. If the target dies out of fright, every opponent of the Feral Tracker within 30ft must make a Will save (dc [10 + 1/2-class-level + CHA-mod]) or become frightened for 1 round and shaken for another 2d4 rounds.

Swashbuckler (Unfettered)

Requirements: 5 ranks in Balance, Bluff, Climb, Jump, Sense Motive & Tumble


Confident Daredevil (replaces Uncanny Dodge)
This ability is basically a combination of the core Scout's Flawless Stride plus "take-10" on Balance, Climb, Jump & Tumble attempts even when rushed or distracted.

Feinting Retaliation (replaces Counter Attack)
The Swashbuckler can attempt to dodge an opponent's initial attack roll and retaliate as an immediate action by making an opposed feint check. If successful, the Swashbuckler has managed to dodge the blow and gains an AoO against his attacker.
Once duped in such a manner, an opponent gains +4 on his opposed roll against you to negate this maneuver.

Wounding Critical (replaces Riposte)
Same as given for the core Swashbuckler

Warlord (Classic (non-variant))

Requirements: CHA 13+, Leadership (manageable when training to gain 6th Warrior level)


A Warlord can address his subordinate-troops / allies / enemies and inspire their patriotism / sense-of-duty / inner-doubts, and greatly influence their combat prowess (someone who doesn't share the Warlord's agenda gains no bonus).
As a full round action that doesn't provoke AoOs, a Warlord can cause one of the following results:

Inspire Courage (replaces Uncanny Dodge)
As a Bard of equal level, no Perform ranks required.

Inspire Awe (replaces Counter Attack)
As detailed for the CW War Chanter PrC, no Perform ranks required.

Inspire Heroics (replaces Riposte)
As a Bard of equal level, no Perform ranks required.


Note: A person/creature can only be affected once/day by each/any of these abilities. Also, these effects overlap (when relevant), both in effect and duration, with the Bardic powers they mimic.
Each of the above effects is a language-dependant mind affecting compulsion that lingers for the duration of the battle, as long as the Warlord is not disabled (cowering / frightened / panicked / paralyzed / unconscious / dead / …) and is within line of sight.



Witch

(Credits to Shadowfoot for the inspiration)


Mistresses of haunted forests, healers on the outskirts of town, crones creeping through crypts, or that unusually charming maiden: witches come in all shapes and dispositions, but they are often objects of mystery and suspicion in most cultures, even hated and persecuted.

Witches draw power from the essence of physical substances and items, plants and animal remains. Some might leech nearby vegetation or even living creatures or themselves (whether to apply this game mechanics or not, and how, is left to the whim of the DM, but it should be appropriate to the witch's theme and role).

BAB: Poor
HP: 3 / level
Class Skills: Bluff, Concentration, Craft, Diplomacy, Handle Animal, Heal, Hide, Intimidate, Knowledge (nature, the planes), Move Silently, Profession, Ride and Survival.
Skill points per level: 4 + INT-mod.


Code:
1.	Witchcraft, Dabble, familiar, Hindrance
2.	Empty Hands
3.	Cauldron
4.	
5.	Advanced Learning
6.	Bewitch (1/day)
7.	Charms
8.	Dabble
9.	
10.	Advanced Learning
11.	Voodoo Doll
12.	Bewitch (2/day)
13.	
14.	Coven
15.	Advanced Learning
16.	Dabble
17.	
18.	Bewitch (3/day)
19.	Witch Queen
20.	Advanced Learning
Witchcraft
Spoiler:

The Witch practices witchcraft, magic of charms, deception, insight, and nature.
Witchcraft spells require relatively simple rituals and are intuitive to Witches. A Witch doesn't need to meditate or repeatedly go over volumes of text to memorize her spells.
The Witchcraft spells are as follows:
0 Level: dancing lights, daze, detect magic, detect poison, ghost sound, light, lullaby, mending, message, prestidigitation, read magic
1st Level: animate rope, cause fear, charm person, command, entangle, disguise self, hypnotism, obscuring mist, silent image, sleep, speak with animals
2nd Level: alter self, blindness/deafness, detect thoughts, enthrall, fog cloud, glitterdust, gust of wind, invisibility, minor image, scare, hideous laughter, whispering wind
3rd Level: arcane sight, bestow curse, call lightning, clairvoyance/clairaudience, contagion, create food & water, deep slumber, dispel magic, hold person, major image, plant growth, poison, speak with dead, suggestion, tongues
4th Level: black tentacles, charm monster, command plants, crushing despair, discern lies, fear, Fly, hallucinatory terrain, neutralize poison, polymorph, remove curse, remove disease, scrying
5th Level: baleful polymorph, break enchantment, control winds, dominate person, dream, feeblemind, greater command, hold monster, magic jar, mind fog, mirage arcana, nightmare, wall of thorns
6th Level: animate objects, control weather, disintegrate, eyebite, flesh to stone, forbiddance, geas/quest, mass suggestion, mislead, project image, true seeing, veil
7th Level: creeping doom, finger of death, greater scrying, insanity, ironwood, liveoak, repel wood, transport via plants, vision
8th Level: antipathy, binding, demand, discern location, horrid wilting, mass charm monster, sympathy, trap the soul
9th Level: dominate monster, earthquake, foresight, mass hold monster, shapechange, wail of the banshee, weird

Dabble
Spoiler:

Each Witch also has 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 clerical domains. Whenever the Witch gains access to a new spell level (including 1st level), she may select a single spell of the given level from her chosen art and add it to her spell list. The selection needs not be immediate, but once made it is permanent and cannot be changed later on.
Upon obtaining 8th / 16th level, the witch can have a total of 2 / 3 additional spells (respectively) in each spell-level from her chosen art.
The known Arts include:
Arcane Focus: Antimagic, Creation, Divination, Force, Rune, Knowledge, Magic
Black Magic: Corruption, Darkness, Necromancy, Slime, Sonic, Spirit, Undeath
Manipulation: Conjuration, Creation, Domination, Portal, Summoning, Time, Travel
Nature: Air, Animal, Earth, Fire, Healing, Plant, Water
Psyche: Concealment, Divination, Domination, Dream, Enchantment, Illusion, Mind
Transformation: Corruption, Creation, Destruction, Renewal, Slime, Strength, Transmutation
White magic: Freedom, Renewal, Healing, Light, Luck, Spirit, Sun

Hindrance
Spoiler:

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: 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 Fortitude save (DC 10) or be nauseated for 1 hour.
Silver: Silver weapons inflict grievous wounds to 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.

Empty Hands (Su)
A novice Witch needs to hold the spell components in hand in order to perform her witchcraft.
By 2nd level, she leans how to draw power from materials on her person and generally exposed to the air (or water) around her to perform her witchcraft.

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.

Advanced Learning
A Witch has some means of expanding her spell repertoire with custom-made spells. Whenever this feature is gained, a Witch may select a single spell from the spells listed in PHB-I/PHB-II/SpC under the Sorcerer/Wizard list and add it to her known spells – including a spell that’s no longer viable for the Mage according to these rules (polymorph / spirits / familiar...).

Bewitch (Sp)
By merely uttering a few seductive words, the witch can bewitch another creature with charm person. If the witch delivers Bewitch as a touch attack, the DC is increased +2. This spell-like ability can be used once per day for every six levels of Witch. Being a mistress of manipulation, the Witch is also particularely resistant to manipulations. The Witch gains +2 insight bonus to resist any attempt to mess with her conscious choices. This includes all charm, confusion, domination, fear and similar spells & effects.
At 12th level and on, a Witch may also Bestow Curse with her Bewitch ability. In addition, her insight bonus to resist manipulation increases to +4.
At 18th level, the DC to resist Bewitch increases by +2 (+4 if delivered by touch). In addition, her insight bonus to resist manipulation increases to +6.


Charms (Su)
Spoiler:

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. It takes the regular casting time otherwise.

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 inspires most witches to limit the number of talismans they give 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 talisman from an unwilling Witch yields no benefit and may actually prove quite hazardous to the perpetrator.

Voodoo Doll (Su)
Spoiler:

This iconic magical item is used to directly harm or help the spirit of a person at great range.
To create a voodoo doll, a Witch needs a very close personal object belonging to the target person, such as a piece of their clothing. Even better, she desires strands of hair, fingernails, a patch of skin, teardrops or some other body part. She takes these pieces and creates an effigy of her target. This effigy costs 100gp and an all-night ceremony to create.
Once created, the Witch can cast spells or use powers through the doll to affect her target with spells that can be applied to a single target, no matter what range the target may be (although this has no effect across planes).
The Witch may also scry her target using the voodoo doll.
Destroying the doll stops all spell effects, and the doll lasts no longer than one year.
A Witch can only have a single Voodoo doll active at any given time. Once a new doll is created, the old one ceases to function. A Voodoo doll also loses its power if the targer is subject to Break Enchantment spell or a Remove Curse (with this intended purpose) by a caster of higher level than the Witch. After a Voodoo doll loses its power, the subject's possessions decay and can no longer be used to prepare a new doll - the Witch needs new possessions if she's to re-astablish Voodoo binding with her target.

Coven (Su)
Witches gain power in numbers. When at least six ally Witches are in the presence of a 14th level (or higher) Witch and none of them more than 30ft away, each ally Witch enjoys a +1 morale bonus to the DC of all witch spells they cast. The senior Witch, as well as any other Witch of 13th level or higher in the Coven, enjoys a +1 bonus for each 3 allies, up to her CHA-mod, but no less than +1.

Witch Queen (Ex)
The witch no longer suffers ability penalties for aging and cannot be magically aged (bonuses are still accrued). Already existing age penalties persist and the Witch still dies when her time comes.
Furthermore, at this stage, the Witch's understanding of magical deceptions and manipulation reaches a level that renders her immune to all attempts to mess with her conscious choices. The Witch can never again be affected by magical charm, confusion, domination, fear and similar spells & effects.

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Old 08-27-08, 01:41 PM
nonsi nonsi is online now
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Join Date: Nov 2005
Default Prestige Classes

.
General PrCs rules

I see the concept of a PrC (except for unique exceptions, like the Paladin) as the final step of a long and tedious road taken by someone who's totally obsessed with (one might even say possessed by) its concept and what it stands for.
The journey usually starts way before a character takes his 1st class level and requires unswerving perseverance.
This is represented by a PrC being based on extremely specific requirements that leave little to zero room for maneuverability.

Here are the rules I found appropriate to represent this concept:

1. A PrC is always derived from 2 or more specific classes with specific level requirement (each PrC requires a very specific route in order to receive the proper training that will enable taking it). No single prerequisite class can have more than 80% the total level requirements. This rule revolves around the approach toward classes not just as an arbitrary collection of features, but as complete packages of areas of expertise. A PrC, in my view, is supposed to be a mix of areas of expertise evolving into a new area of expertise, based upon an extremely specific build.
The would-be PrC-X member must be able to use ALL class features of each prerequisite base-class (according to the required level) to qualify as a viable PrC-X candidate.
Even without naming a PrC, its requirements should hint of its abilities to come and the ties between the two should be obvious. With nearly all core / supplemental PrCs the connections seem loosely tied and sometimes even irrelevant.
2. The minimum combined entry level that may qualify for becoming a member of a PrC is 10.
3. A PrC is never based on another PrC and thus never advances an ability of another PrC.
4. Class Skills: All skills from all prerequisite classes.
5. A role that's applicable with any base-class / base-class-combo is non-viable for a PrC.
6. A PrC can never outshine a base class at what it does better than all other base classes.
7. Every PrC can continue its progression beyond the given pinnacle level. It can gain as many levels as 1/2 the given pinnacle level (rounded down). These levels advance the stats given under "Basic Progression" and any steady #uses/DC-inclines/Bonus-Feats specified.


Notes:
- Rules 1, 2 & 3 guarantee the prevention of power abuse by taking multiple PrCs (you could, but they won't synergize very well, if at all).
- Rule 4 makes PrCs even more prestigious than base classes.
- Rule 5 guarantees that PrCs would be scarce, thus enhancing the prestigious-feel.
- Rule 6 keeps each base class better than any other class/class-combo at something, for having a viable incentive of sticking to your chosen base class all the way.
- Rule 7 comes to prevent the end-point of PrCs progression from making the character trail the power curve after the pinnacle level is achieved. If by then the player has failed to find an alternative desirable route of advancement, then he must be doing something wrong.


Sample PrCs

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 4
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:

Code:
Level	Special
=======================
 1st	Spellblast (ranged-touch)
 2nd	Spellblast (target)
 3rd	Eldritch Spellweave (augment spell with eldritch essence)
 4th	Spellblast (area)
 5th	Spellblast (Greatreach)
 6th	Sublime Blast

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 3, Sorcerer 7
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:

Code:
Level	Special
=======================
 1st	Ephemeral Presence, Guarded Mind, Silent Invoking
 2nd	Master Sneak (see the Rogue)
 3rd	Ranged Legerdemain (3/day)
 4th	Blindsense (60ft)
 5th	Master Sentinel (see the Rogue)
 6th	Vigorous Prowler
 7th	Blindsight (30ft)
 8th	Blank Aura

Feature Descriptions:

Ephemeral Presence (Su)
Creatures with the scent, Tremorsense or Echolocation cannot detect your presence (or track you down) by means of these abilities.

Guarded Mind (Sp)
A permanent Nondetection effect (DC: 15 + character level)

Silenced Invoking (SU)
A Ghost Infiltrator's invocations are shrouded by magical silence that's always active.

Ranged Legerdemain (Su)
Taken from the core Arcane Trickster

Vigorous Prowler (Ex)
At this point, the Ghost Infiltrator is so practiced in his arts that he's always considered sneaking (hide/move) and sensing (listen/spot/search) unless specifically stating otherwise.

Blank Aura (Ex)
The Ghost Infiltrator (and any equipment he wears or carries) radiates no detectable aura of any kind. Detect chaos, detect magic, and similar spells simply register him as a blank. The Ghost Infiltrator cannot lower this aura.

Greensong Warden (*)

While the Druid is a representative of nature in general, the Greensong Warden is specifically a devoted defender of the woods. Unless the campaign revolves around the Greensong Warden character, it cannot function as a PC, since this PrC is dedicated to defending a specific place (however large it would be).
Upon gaining 1st level, a Greensong Warden is given (by his mentor) the following masterwork ironwood items: Longsword / Spear / Staff (choose one), Composite Shortbow (max STR-mod +4) and 50 arrows.

Requirements:

Classes: Bard (Green Whisperer) 2, Druid 5, Warrior (Wild) 3
Feats: Green Ear (CAdv – Bardic Music), Greenbound Summoning (LEoF), Greensinger Initiate (EbCS), Watch Duty
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:
Code:
Level	Special
=======================
 1st	Earth's Communion, Scent, Wild Bond
 2nd	Fast Moving, Swift Tracker
 3rd	Lycanbane, Venom Immunity
 4th	Sooth the Wild Beast
 5th	Circle of Renewal, Empathic Ear
 6th	Whispers of the Forest (news)
 7th	Unyielding Devotion
 8th	Freedom of Movement
 9th	Web of Life
10th	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 (caster-level = 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 caster level 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 totally immune to compulsion of any kind. He also gains Diehard as a bonus feat.

Freedom of Movement (Su)
The Greensong Warden's movement is near impossible to hamper. He constantly enjoys all the benefits of Freedom of Movement spell effect.

Web of Life (Sp)
This is the final evolution of your healing capabilities. As a standard action that provokes AoOs, you can bestow Heal, Greater Restoration and Regeneration spell-effects on yourself and up to [class-level + WIS-mod] allies. Each ally must be no further than 30ft from you.

Jester

Jesters can be found in most courts – they are the archetypal fool in motley, dancing and capering about to entertain the royal court.
While their main purpose is to make people laugh, they can also use their cutting wit to make others look the fool.
Very few Jesters are adventuring types, though one could find a good reason (sending a Jester along on a grim mission to keep others' spirits high, or exiling him as a punishment for insulting the king).
Jesters are often sent along with the royal court on visits of state, and some act as spies for the king (after all, who pays attention to a fool?).
Jesters usually don't find themselves in the heat of battle, but their large bag of tricks sometimes serves them to set major political events into motion.


Requirements:

Alignment: Any Chaotic
Classer: Bard 5, Rogue 5
Feats: Elusive Target, Flick of the Wrist, Goad, Mobility.
Skills: Balance 8, Bluff 13, Move Silently 13, Perform (acting 6, comedy 8, dance 2, instrument 4, juggling 5, mime 8 & oratory 8), Sense Motive 6, Sleight of Hand 10, Tumble 8
Spells: Dancing Lights, Ghost Sound, Prestidigitation, Hypnotism, Minor Image


Basic Progression:

BAB: Average
HP: As Rogue (4 / level)
Good Saves: Ref, Will
SkPts per level: 6 + INT-mod
Bardic Music: Level stacks with Bard level
Bardic Spellcasting: 3/4

PrC Features:

Code:
Level	Special
=======================
 1st	Immunity to Insanity, Laugh It Off, Master of Mockery
 2nd	Jokes, Pantomime
 3rd	Sight Gag, Slippery Mind
 4th	Jangling Caper, Jester's Mirth
 5th	Dramatic Death, Improved Evasion
 6th	Cruel Retort, Last Trick

Feature Descriptions:

Immunity to Insanity (Ex)
Jesters are immune to all insanity effects, due to their chaotic nature (some say they're halfway insane anyway). In addition, anyone attempting to contact or read a Jester's mind must make a DC 15 Will save or suffer from a confusion effect (as the spell) for 2d6 rounds.

Laugh It Off (Ex)
Fate protects fools and little children, and Jesters certainly adopt the role of fools.
A Jester may add his CHA-mod as a morale bonus to all his saves.

Master of Mockery (Ex)
A Jester's taunting is so effective that he gains 3 distinct advantages with it:
- A Jester can Taunt as a move action.
- A target of a Jester's taunting doesn't have to be in melee with him and takes -2 to all attempts to snap out of an enraged state once affected.
- A Jester can Taunt a target multiple times in the same encounter, as long as it is affected for even 1 round.
Jesters are immune to taunting.

Jokes (Ex)
The Jester is skilled at telling jokes for all occasions. Telling a joke requires 1d4 rounds, and can only be done if the Jester has a more or less attentive audience (i.e. it can't be done in the middle of a combat). At the conclusion of the joke, the audience must make a Will save DC = [10 + class-level + CHA-mod]. Those who fail are affected as the Jester intended when telling the joke – whether to set them at ease (granting the Jester +2 to Diplomacy and Gather Information checks) or anger them (basically granting the same effect as a Taunt, above). Those who succeed in their checks are not affected either way.
This ability's DC is synergized by Perform (oratory).

Pantomime (Ex)
The Jester is able to communicate through gestures and body language as well as words. He can eloquently get a message across (i.e., insult or entertain someone) without saying a word, through gestures, facial expression, and body language. In order to use this ability, he must have at least his arms free (for smaller gestures), and his intended audience must be able to see him. He can continue to pantomime for as long as he wishes; this may or may not exclude certain other actions, like fighting or spellcasting, depending on the pantomime (DM's discretion).
This ability grants a +4 circumstance bonus to Bluff, Disguise and Perform (acting) checks.
It also grants a +2 circumstance bonus to Taunt & Jokes DC.

Sight Gag
As full-round actions, the Jester may cast a spell without the need for vocal and/or somatic components.

Jangling Caper (Ex)
The Jester has learned how to move silently in most situations when lightly encumbered, even when wearing/carrying a large amount of noisy gear (or simply wearing a suit with bells on it). The Jester gains a +20 competence bonus to Move Silently checks; he can move at 3/4 speed without penalty.

Jester's Mirth (Ex)
A Jester's acting ability is such that he can infect his audience with uncontrollable laughter. He can perform, tell jokes and stories, or otherwise get his listeners laughing so hard that they are effectively under the effects of an uncontrollable laughter spell. This effect requires 1d4 rounds to properly use; anyone listening to the Jester must make a Will save (DC 10 + Jester's level + Cha modifier) or suffer the effects, which last for 1 round per class level.
This is a mind-affecting ability.

Dramatic Death (Ex)
The Jester's acting ability is such that he can fake injuries or even death, often in the most dramatic manner possible. For example, if someone hit a Jester with a sword (for at least 1 HP damage), the Jester could clutch his chest, double over, and "die". He would then be, to all outward appearances, "dead". Those watching may make a Will save [DC 10 + Jester's level + CHA-mod) to disbelieve the acting.

Cruel Retort (Ex)
This is where the Jester's Taunt reaches its perfection.
An affected target of his Taunt suffers -4 to attack rolls, saves, skill check and dodge AC, and cannot use any INT/WIS/CHA based skills except for Intimidate.
This residual effect lasts 3 rounds.

Last Trick (Su)
The Jester can turn even his death into a joke. Any time the Jester is killed or knocked unconscious, one of his spells known is cast as if it were a spell in a contingency effect.

Mystic Spellweaver (*)

A Mystic Spellweaver is someone who has managed to break the boundaries of spellcasting and completely blur the lines between arcane weaving, divine prayers and charm spinning.
This is the one and only spellcaster that can eventually cast any spell anyone's ever heard of.

Mystic Spellweavers tend to view magic as a wonderful thing, an art in its purest and most refined form. The two most wonderful things about it are diversity and usefulness. Personal power is nice, but it's secondary. They strive to increase the variety of things they can do with magic before anything else.
Mystic Spellweavers tend to somewhat look down at most single-classed spellcasters that "push the envelope" in a never ending search for personal power, not taking the time to "fully appreciate magic for what it really is". Bards (especially those that delve into Ancient Mysteries), Eldritch Weavers and Greensong Wardens, OTOH, are viewed with great respect, for striving to achieve many magical talents.


Requirements:

Classes: Bard 2, Cleric 5, Mage 5
Skills: Concentration 8, Decipher Script 5, Knowledge (arcana / religion / the planes) 15 each, Spellcraft 15
Feats: Craft Magical Devices (new), Improved Counterspell (PHB I), Somatic Weaponry (CM), Bardic Music feat (any), Divine feat (any), metamagic feat (any) and any feat that grants Prestidigitation as a spell-like ability.
Domains: Knowledge, Magic
Ancient Bardic Mysteries: Green Whisperer
Special: Must revere a deity strongly associated with magic (e.g. Boccob, Mystra, Vecna, Wee-Jas etc.)
Special: Able to cast spells from all 8 arcane schools without preparation.


Basic Progression:

BAB: Poor
HP: As Bard (4 / level)
Good Saves: Will
SkPts per Level: 2 + INT-mod
Spellcasting: Level stacks with Bard, Cleric and Mage.
Turn Undead: Level stacks with Cleric
Bardic Music & Bardic Knowledge: Level stacks with Bard


PrC Features:
Code:
Level	Special
=======================
 1st	Universal Sublime Magic , Weave Talisman
 2nd	Magic Tapestry
 3rd	Quiescent Weaving
 4th	Spell Reach
 5th	Spell Shaping
 6th	Spellweaving
 7th	Enlarged Tapestry
 8th	Spellfire
 9th	Magical Splendor (magical reserve)
10th	The Great Unification of Magic

Feature Descriptions:

Universal Sublime Magic (Su)
Drawing from his arcane background, the 1st thing a Mystic Spellweaver learns is to channel all spells through sublime casting, understanding that his own faith is powering his spells. All spells take the same strain toll as for arcane spells.

Weave Talisman (Su)
The Mystic Spellweaver can use his holy symbol to hold any spell effect, not just divine spell effects.

Magic Tapestry (Su)
This ability works as described for the War Weaver's (HoB) "Eldritch Tapestry" (renamed, given "Eldritch" and "Arcane" are distinct in these house rules), except the highest level that can be cast into the weave equals the Mystic Spellweaver's class level, but no more than the Mystic Spellweaver's INT-mod.

Quiescent Weaving (Su)
This ability works as described for the War Weaver's (HoB) ability of the same name, except the maximum number of stored spells equals half the Mystic Spellweaver's class level.

Spell Reach
This ability works as described for the core Archmage's/Hierophant's "Arcane/Divine Reach".

Spell Shaping
This ability works as described for the core Archmage's "Mastery of Shaping".

Spellweaving (Su)
The Mystic Spellweaver has finally unlocked the pinnacle of spellcasting and can now experiment with magical energies he has no solid familiarity with, hoping to generate a new spell effect according to the need of the moment.
The Options:
A Mystic Spellweaver can cast...:
- An unknown arcane/divine spell no higher than the highest level available to him at +3 strain toll.
- A non-arcane/divine spell no higher than the highest level available to him at +7 strain toll.
- An arcane/divine spell of +1 spell-level higher than the highest level available to him at +11 strain toll.
- An non-arcane/divine spell of +1 spell-level higher than the highest level available to him at +15 strain toll.
The Restrictions:
- Spellweaving takes 10 times longer than the required spell-effect's usual casting time.
- Woven spell-effects cannot be augmented in any way whatsoever (using feats / class-features etc). They always produce the exact effect of their description.
- Spellweaving is the one and only method for (eventually) casting 10th-level spells-effects (left to DM's discretion). That's why they can never be put to scrolls/books.
Success/Failure and Risks:
- To weave an effect of your highest level or lower, you must succeed on either Spellcraft or Knowledge (religion) checks (depending on the effect) against DC = [8 + 3*SL].
- The DC for attempting to weave your highest level + 1 equals [8 + 4*SL].
If you fail on either one, then you have blundered the attempt and caused a backlash. To figure the backlash result, add the failure difference of both rolls (calculate [[failure-diff] – [success-diff] in case of 1 success). If the sum is negative/zero, you take non-lethal damage of 1d6 for each [failure-diff] point. If the sum is positive, you take lethal damage of [sum * 1d6] (no save for decreased damage).
For each 3d6 of lethal backlash damage, you also suffer an increasing additional effect as follows:
- 3d6: Dazzled & Winded
- 6d6: Dazed & Fatigued
- 9d6: Stunned & Exhausted
- 12d6+: Unconscious for 4d6 combat turns and Exhausted when (and if) you wake up.

Enlarged Tapestry (Su):
This ability works as described for the War Weaver's (HoB) ability of the same name.
Note that this is relevant to spells that don't target the Mystic Spellweaver himself.
Also, from this point and on, Spell Reach & Spellshaping are applicable through the Magic Tapestry.

Spellfire (Su)
This ability works as described for the core Archmage's "Arcane Fire")

Magical Splendor (Ex)
The Mystic Spellweaver has learned to store reserves of the magical weave around him.
This reserve allows him to cast spells and maintain spell effects even within Antimagic or dead magic zone for up to 3 rounds plus 1 round per CHA-mod.

The Great Unification of Magic (Su)
The Mystic Spellweaver has unlocked the deepest secrets of magic. He's no longer a Bard/Cleric/Mage, but plain simple Mystic Spellweaver. For all intents and purposes (except for tolerance score, which is already higher), the Mystic Spellweaver is an untyped 15th-level spellcaster that no longer has spells-known lists. He has access to all spells from all spell-lists (spellbook becomes redundant). In case of spells that are available to more than one spellcaster, the Mystic Spellweaver uses the lowest "instances" of the spells.
Furthermore, the Mystic Spellweaver invokes magical effects as easily as a Druid would and can still manipulate their casting time as a Mage.

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 a Combat-Priest Cleric variant. 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.


Requirements:

Step 1:
- Class levels: Warrior* 6
- Abilities: STR 15+, WIS 14+, CHA 16+
- Skills: Heal 8, Intimidate 4, Knowledge (nobility and royalty) 5 and Sense Motive 9.
- Feats: Braveheart, Combat Stability, Diehard.
- Weapon Specialization: The deity's favored weapon
- Special: Must start out non-religious. The deity petitions the Warrior and not vice versa.
* Notice that according to the deity in question, the Warrior might be required to be of a certain variant/template.

Step 2:
- Class levels: War Cleric 4
- Skills: Diplomacy 6, Knowledge (religion) 8.
- Feats: Last Stand, Leadership, Combat Vigor


Basic Progression:

BAB: Full
HP: As Warrior (6 / level)
Good Saves: Fort, Will
SkPts / Level: 2 + INT-mod
Weapon of Focus: As Warrior, according to the Paladin's BAB (deity's preferred weapon(s) only)
Divine Spellcasting Progression: 2/3 (at levels 2,3,5,6,8 and 9)


PrC Features:

Code:
Level	Special
=======================
 1st	Smite 1/encounter, Divine Grace, Hero's Courage
 2nd	Lay on Hands, Immune to Charm
 3rd	Smite 2/encounter, Immune to magical Blindness & Deafness
 4th	Aura of Courage, Holy Sword
 5th	Smite 3/encounter, Immune to Paralysis
 6th	Aura of Resolve, Immune to Compulsion
 7th	Smite 4/encounter, Divine Intervension
 8th	Aura of Faith, Immune to Possession
 9th	Smite 5/encounter, Death Ward
10th	Hammer of God, True Seeing

Feature Descriptions:

Smite (Su)
A number of times per encounter, according to the Paladin's level, he may attempt to smite an opponent with a melee/range attack (missing the declared attack waists the attempt). He adds His CHA-mod to his attack roll and deals 1 extra point of damage per character-level.
A Paladin can smite:
- An enemy he has personally witnessed to violate his code of ethics (hearsay doesn't count)
- An enemy he knows / believes ("suspect" isn't good enough) to be a member of power groups who are opposed to his chosen order.
- An enemy that stands in his way of immediately upholding his code of ethics.

Divine Grace (Ex)
As given for the core Paladin

Hero's Courage (Ex)
The paladin is immune to fear (magical or otherwise).

Lay on Hands (Su)
Same as the core Paladin, using the Paladin's character-level to determine healing capacity.

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.

Holy Sword (Su)
A 4th level Paladin can imbue his deity's weapon with the power of Holy Sword (note that the "to-hit" bonus is CHA-mod derived, not a fixed +5). This can be accomplished a number of times a day equal to the Paladin's CHA-mod. If the deity's preferred fighting style is TWF, the Paladin requires both weapons for the effect to be activated and it applies to both weapons.
Once per activation of this power, the Paladin can generate a Dispel Evil spell effect on an opponent targeted by smite (declared after a confirmed hit).

Immune to Paralysis (Ex)
The Paladin is immune to paralysis of all kinds.

Aura of Resolve (Su)
The paladin gains Aura of Resolve. While this ability is active, the Paladin grants the ability to re-roll one Fort save every round to any ally within a 30ft radius of his. The decision to re-roll must be made after the roll is made but before the result is declared.

Immune to Compulsion (Ex)
The Paladin is immune to all Compulsion spells and effects.

Divine Intervension (Su)
At 7th level, a Paladin's long and faithful service grants him a special gift from his deity.
On the first occasion in a 24-hour span that his HP drop to 0 or lower, the Paladin is automatically affected by Heal spell. This healing is timely enough to keep him alive if the amount of damage is enough to kill him, assuming that the amount of healing would remove sufficient amount of damage.

Aura of Faith (Su)
The paladin gains Aura of Faith. While this ability is active, the Paladin grants the ability to re-roll one Will save every round to any one ally within a 30ft radius of his. The decision to re-roll must be made after the roll is made but before the result is declared.

Immune to Possession (Ex)
The Paladin is immune to Magic Jar, Soul Bind, Trap the Soul, a ghost's malevolence ability and all other spells and effects that displace or replace a character's life force. The Paladin can still travel to the planes via Astral Projection, if so desired.

Hammer of God (Su)
The deity's weapon of choice is a mighty and unstoppable weapon in the hands of the Paladin. When the Paladin wields his deity's weapon, it constantly fluctuates with numerous energy types and bypasses all DR. Furthermore, the weapon cannot be broken under his grip.



Ex-Paladins

A Paladin whose alignment changes or grossly 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 the Atonement spell description).

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
Special: Must have been to the plane of shadows or subject to Shadow Walk sometime in the past.


Basic Progression:

BAB: Average
HP: As Rogue (4 / level)
Good Saves: Ref
SkPts per level: 6 + INT-mod
Weapon Focus: Level stacks with Ghostknife
Invocations: Level stacks with Sorcerer


PrC Features:

Code:
Level	Special
=======================
 1st	Darksight, Shadow Jump (60ft; standard action)
 2nd	Uncanny Dodge,  Shadow Blade
 3rd	Shadow Mantle, Shadow Jump (120ft; move action)
 4th	Improved Evasion, Shadow Mark
 5th	Sudden Strike, Shadow Jump (240ft; swift action)
 6th	One with the Shadows, Shadow Walk
 7th	Shadow Discorporation, Shadow Jump (480ft; immediate action)

Feature Descriptions:

Darksight (Ex)
Shadowdancers gain the ability to see through all forms of darkness, including magical (even within Antimagic or dead-magic zone). Shadowdancers are easy to pick out, as their eyes turn flat silver.

Shadow Jump (Su)
As given for the core Shadowdancer, except that its activation is accelerated with level progression.

Shadow Blade (Su)
The Shadowdancer's mindblade(s) emits negative-energy shadows. It deals extra negative damage of 1d6 + 1/class-level and can strike ethereal/incorporeal opponents with no miss chance (the extra damage doesn't affect undead). Critical hits against opponents susceptible to precision damage also deal 2 points STR, DEX & AGI damage (Fort save vs. DC15 negates).

Shadow 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.

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.

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 6, Mage 3, 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, Hideous Blow.
Weapon Focus: Any bow.


Basic Progression:

Arcane Spellcasting Progression: At each odd level. This replaces the "Enhance arrow +X" feature.
Psychic Armor: Level stacks with Ghostknife to determine potency.


PrC Features:

Code:
Level	Special
=======================
 1st	Mind Bow, Arrow Mind
 2nd	Arrow Trick: Imbue Arrow
 3rd	Bonus Feat: Sharp Shooter
 4th	Arrow Trick: Seeker Arrow
 5th	Bonus Feat: Improved Precise Shot
 6th	Arrow Trick: Phase Arrow
 7th	Bonus Feat: Greater Manyshot
 8th	Arrow Trick: Hail of Arrows
 9th	Bonus Feat: Improved Rapid Shot
10th	Arrow Trick: Arrow of Death

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 hit Mind Bow. Each Mind Arrow shot by a Soulbow also carries whatever enhancement his Mind Blade would carry (including EB relevant essence).

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.

Imbue Arrow (Su)
As given for the core Arcane Archer. When multiple uses of Imbue Arrow are gained, the Soulbow 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

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.

Hail of Arrows (Sp)
All opponents within line of sight 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]


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).

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 Mithral 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:

Code:
Level	Special
=======================
 1st	Arcane Channeling, Bonus Feat: Dampen Spell
 2nd	Innate Spell (1), Spellshield
 3rd	Pierce Defenses, Spell Weaponry
 4th	Bonus Feat: Deflect Ray
 5th	Innate Spell (2)
 6th	Arcane Channeling (full attack)
 7th	Bonus Feat: Reactive Counterspell
 8th	Innate Spell (3)
 9th	Magicbane Strike
10th	Bonus Feat: True Counterspell

Feature Descriptions:

Arcane Channeling (Su)
See the PHB II Duskblade for a detailed description.

Bonus Feat
You gain the indicated counterspell enhancement.

Innate Spell (Sp):
At 2nd level, a Spellblade may select one spell that he knows and gain it as a spell-like ability.
A Spellblade may select an additional innate spell at levels 5 and 8.

Spellshield (Su)
Same as the core-Sorcerer's Dungeonscape-ACF of the same name.

Pierce Defenses (Su)
Once per encounter per class level, when making a melee attack, the Spellblade can have a single attack strike through all magic-based AC enhancements and damage blocking traits/effects of all kinds.
The Spellblade must declare the use of this ability before making an attack. Missing the attack roll counts as a failed attempt.

Spell Weaponry (Su) Whenever the Spellblade casts an arcane spell that deals energy damage, he can turn half of the damage dealt by the spell into piercing/slashing/bludgeoning damage (reminder: physical damage is not susceptible to SR or energy resistance and may crit (20/x2), but is susceptible to DR). When channeling such spells through his weapon(s), the Spellblade doesn't have to select his wielded weapon's damage type.

Magicbane Strike (Sp)
Once per day, when making a melee attack, the Spellblade can affect the target struck with Mage’s Disjunction.
The Spellblade must declare the use of this ability before making an attack. Missing on a touch attack doesn't count as a failed attempt.


(*) 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 judgment, they're all required to fit the archetype.

Last edited by nonsi : 06-28-09 at 09:28 PM.
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Old 08-27-08, 01:41 PM
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Default Appendices

.
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
CAdv: Complete Adventurer
CArc: Complete Arcane
CC: Complete Champion
CDiv: Complete Divine
CHA: Charisma
Ci: Cityscape
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
DrMg: Dungeon Magic
Dun: Dungeonscape
DR: Damage Reduction
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
NOVA: Successfully utilizing all/most of your magical & mundane offensive resources in a single encounter
OTOH: On The Other Hand
PC: Player Character
PER: Perception
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
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
TPK: Total Party Kill
TWF (or 2WF): Two Weapon Fighting
UA: Unearthed Arcana
UD: Uncanny Dodge
WIS: Wisdom
XP: Experience Points
XPH: Expanded Psionic Handbook

Appendix B: Books to regard (subject to these house roles)

Taken as is:
- PHB I / II
- DMG

Skills:
- Other Uses (any source/external book)
- Skill Tricks (Complete Scoundrel)

Feats + Spells & Invocations:
- Complete _______ (whatever)
- Races of _______ (whatever)
Note: Class-specific combat spells of the core full-BAB base-classes (Duskblade/Paladin/Ranger) can be most appropriately assigned to appropriate PrCs (e.g. the Spellblade)

Appendix C: Extra Bonuses

Note: The following additions are as much a part of these rules as everything else presented in these 10 entries.

More Stuff Regarding Base-Classes

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:
- Fascinate
- Loremaster
- Bonus Feat
- Suggestion
- Well Versed
- 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 enemies while making melee or range attacks.
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.

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 an Enchantment/Illusion spell 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).


Writers notes

• This actually belongs in the Bard spoiler, but there was just not enough space to put it in, and of all the variants, nostalgia dictates that this one should get a place of its own (as a bonus).

• 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).


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 Cleric 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.

Wild Empathy – Redefined

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 utilize 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 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 tricks.
A Druid can relay his desires/intentions to up to 1 animal per 4 Druid levels (rounded up) plus his WIS-mod (including different applications/instructions to each animal), and a separate check is required for each animal to be affected, however, for each animal beyond the first, the Druid takes a cumulative -1 penalty to all Diplomacy/Handle Animal checks.
Restrictions: A Druid cannot just influence all animals at all times. To determine the creatures susceptible to a Druid's influence, consult the core rules that define which creatures are candidates as Animal Companions. Other unlisted creatures are assigned according to their appropriate CRs.
Note: As dictated by RAW, magical beasts are harder to influence and all DCs are increased by +4.

Getting Information About Animals & Plant Life:
- 3rd level: a Druid can spend 1d6 hours to determine general characteristics of animal & plant life that dominate an unfamiliar natural region he enters.
- 5th level: a Druid can read the different signs animals relay to determine weather changes or incoming earthquakes, floods, volcano eruptions etc.
- 8th level: when inspecting an unfamiliar area, a druid also learns of not-so-common creatures of interest (should they be present).
- 13th level: a Druid may influence animals as a move action, but only once per round. This improves yet again to swift/immediate action at 17th level, but again, it's only applicable once per round.

Animal Companions:
At any given time, a Druid may select a single Helpful animal (and only it) to accompany him as his current animal companion.
The animal companion receives training (normal Handle Animal training times) according to the Druid's choice, just from being in the Druid's presence. Furthermore, a companion is taught a number of extra tricks that's mentioned in the core "The Druid’s Animal Companion" table (according to the given animal and the Druid's level).
Should a Druid decide to take a new companion, the old one loses its extra tricks at a rate of 1 trick per week. These lost tricks do not automatically reappear if the Druid takes a "discarded" animal a second time (they require "training" time once again).


Notes:
- Since overall Handle Animal is a subset of Wild Empathy, Handle Animal synergy to Wild Empathy is no longer valid.
- 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.

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]
You add Aberration to the repertoire of form-types available to you.

Ooze Wild Shape [Aberration Wild Shape]
You add Ooze to the repertoire of form-types available to you.

Magical Beast Wild Shape [Plant Wild Shape]
You add Magical Beast to the repertoire of form-types available to you.

Dragon Wild Shape [Magical Beast Wild Shape]
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.

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 caster level unless you use the material components. This undead shares your alignment and is under your direct control.

Relentless Dead (Dark; 8th)
You can Create Greater Undead as the spell, this undead crumbles to dust after one minute per caster level 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 hit points 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 hit points equal to the number of hit points 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 15, 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, with the limitation that their AoEs do not overlap in any way and that no opponent is targeted more than once.
- 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.

Master of the Elements [Knowledge (the planes) 24, 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 caster level.
- 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 20 ranks, 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.

Adding Spells to a Mage’s Spellbook

In general, the core rules for writing spells in a Wizard's spellbook are maintained, with the following exceptions:
1. A scroll contains a magical effect that only requires several magical words to activate. Therefore, scrolls cannot be used to study spells.
2. Researching a new spell (beyond the 2-spells-per-level quota) takes 1 day per spell-level and costs a total of 500gp per spell-level (including the materials for writing it in the book).
3. Mages charge 500gp per spell level for the privilege of copying spells from their spellbooks (full price, but not time expenditure).

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").


Therefore, I suggest the following upgrade to familiars:



Familiar abilities by Witch-level:
Code:
Witch's Class-Level	Special
1st-2nd:		Alertness, Improved Evasion, Share Spells, Empathic Link
3rd-4th:		Deliver Touch Spells
5th-6th:		Speak With Master, Devotion
7th-8th:		Speak With Animals of Its Kind
9th-10th:		Mettle
11th-12th:		Spell Resistance
13th-14th:		Tap onto Familiar's Senses
15th-16th:		Telepathy
17th-18th:		Possession
19th-20th:		Sensory Duality

Ability Descriptions:

Devotion
This feature works as described for the core Druid's animal companion.

Mettle
This feature works as described for the CW Hexblade

Tap onto Familiar's Senses
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).

Telepathy
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 / charm, or illusion, both parties 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.

Possession
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
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.

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 2extra HP per Witch class level.
3. 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
4. A familiar uses its BAB or its master's (whichever's higher).
5. Empathic link has a range of 1 mile per Witch's level.
6. Familiars can be replaced immediately, but their death does have its toll (see Familiar's Death below).



Summoning and Advancing A Familiar
The ritual of summoning a familiar takes 24 hours per desired familiar's racial HD.
Assuming a familiar doesn't suddenly dies for whatever reason and is not dismissed, in order for a familiar to advance in the appropriate abilities according to its master's level, each master level requires a ritual that takes 1 day per Witch's class-level.
If a familiar is replaced, the new familiar and its master must undergo all rituals in-order for all benefits to take place.



Familiar's Death
When a familiar dies, its master experiences immense physical & mental trauma.
If the familiar is within Empathic link range, the Witch immediately loses 1 CON-point and 1 WIS-point per familiar's development stage (i.e. per 2 caster levels), 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.

Dragonfire Adept Upgrade

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 the DS’s features).
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 not versatile enough to come anywhere near a true dragon’s versatility.

Sure, it’s more than decent, versatile and interesting compared to the other official base classes, and the majority of features are exactly 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 core classes, base classes and PrCs, and there was always something that just didn't feel right.
This is the 1st time that I'm really content with the result, therefore, here are my suggestions for how to elevate the DFA into a noteworthy niche, in the game that has more to do with dragons than all others:


The DFA, similarly to the Druid, undergoes physical transformation as it rises in power.
Beginning at 2nd level, a DFA is considered dragon type for the purpuse of magical spells and effects, if and when applicable (would usually work against them more than in their favor until level 13 (see below)). The DFA also starts sprouting wings and a tail, his entire features gradually become more and more draconic and his skin changes in color and texture and grows armor-like scales.
Just like a Sorcerer, 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 (also note that “Fivefold Breath of Tiamat” Breath Effect, if and when relevant, is subject to the damage-type-combo restrictions of these rules (3 types simultaneously max – see the last spoiler of entry #3)).


The following details specify the additions and modifications to the official DFA:

1. Med BAB and monstrous HP, so that the DFA can do battle reasonably on those rare occasions when breath weapon is inappropriate or delayed due to certain feats / breath effects (plus, dragons have full BAB).
2. Energy resistance equal to the DFA's class level that's applicable to any breath weapon damage type in the DFA's repertoire.
3. Class-Skills list widens to encompass all skills mentioned in the DS's "Draconic Adaptation" feature.
4. Gains draconic senses & flight according to the progression detailed for Dragonborn of Bahamut (RotD).
5. The DS's "Draconic Resolve" feature is gained at 4th level.
6. Dragon Breath ranges double yet again at level 19 (replaces the pathetic "Immunities" feature).
7. Gains a bonus feat at levels 8 and 18. The DFA may select a feat from the following: Skill Focus, a skill feat, Extra Invocation or Extra Breath Effect.
8. At level 13 a DFA gains +4 STR and +2 CON increase. The DFA may now make Claws & Bite attacks as detailed for the Half-Dragon template. The DFA may also make a tail-slap attack against a different target within reach. This attack does the same damage as claw attack and may also trip (allows counter-tripping).
9. At level 20, as a full round action, a DFA can assume the physical form of a true dragon for a total of up to 1 minute per class-level. 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).


Note: Notice that all the above changes have very little effect on the DFA's power level (other than making it a lot more durable), especially when optimized, but I find them to make it a much more "round" and complete class.


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

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

Dazzling Display
- Foiled Defense

Dazzling Display [Weapon Specialization, Weapon Mastery]
While wielding an appropriate Weapon, you can perform a dazzling display as a full-round action.
Make an Intimidate check against all foes within 30 feet 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 5 feet for 1 round, provided it's 1 size category lerger than you or less.

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

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

Monsters

Fairy

Plain & Simple – Tinkerbelle is a Fairy.
This is an attempt to mimic as many of Tinkerbelle's features as possible and to put them into a LA+1 at most.

Race: Fairy (Fey)
Size: Diminutive
Speed: 5ft ; Fly 40ft (perfect)

STR: -8. Fairies' diminutive size imposes a -8 STR penalty
AGI: +6. Fairies are slender and have lightning quick reflexes
CON: -4. Fairies' low body-mass makes them somewhat delicate
WIS: -2. Fairies often tend to gat into trouble due to their over developed sense of curiosity
CHA: +4. Fairies are by far among the most beautiful of races and they have highly developed social instincts.

Ageless: Fairies never ages beyond adult.
Vision: Low light
SLA: Overland Flight 3/day as a move action that provokes AoOs – using Fairy dust
Alternate form: Fairies Can once/month/CL take the form of a human or elf for 1 hour/CL. This form will always be the same, and is chosen upon character creation.
Natural Light: Fairies radiate light all the time (as 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 Uncanny Dodge feature.
- The gaze DC is [10 + 1/2 ECL + CHA-mod]
- The poison DC is [10 + 1/2 ECL + DEX-mod]

NOSFERATU (template - monstrous humanoid)

Writer's Notes

Nowadays, many vampire sagas regard the vampires as a biological anomaly.
I first came upon the name "Nosferatu" (a vampire with character class features) in the very 1st OD&D gazetteer "Grand Duchy of Karameikos" and was fascinated with the idea ever since, even though I was never really a necro-freak.
For a long time I've been toying with this concept, trying to concoct something that would be both playable and as close as possible to modern days folklore.
Now I think for the 1st time I'm more or less on the right track.


And here are the motivations behind this template:
http://forums.gleemax.com/showpost.p...6&postcount=15
http://forums.gleemax.com/showpost.p...6&postcount=19
http://forums.gleemax.com/showpost.p...6&postcount=20
http://forums.gleemax.com/showpost.p...6&postcount=26



Powers, Abilities & Special Properties

HD: A Nosferatu has +2 racial HD (+16HP; 1:1 BAB progression; Good Fort & Ref)
Abilities: STR +6, DEX +2, CON +2 & CHA +4
Skills: +8 racial bonus to Climb, Hide, Jump, Listen Move Silently & Spot; +4 racial bonus to Bluff & Intimidate.
Fast Moving: All Nosferatu gain +10ft increase to their land speed.
Climbing Speed: 20ft or equal to ground speed (whichever is lower).
Natural Attack: 2 Claws (1d4 + STR-mod), 1 Bite (1d3) - modify appropriately for small/large Nosferatu.
Pounce: When charging, a Nosferatu can make full natural attack.
Blood Drain: Same mechanics as given for the Vampire, but dealing 1d3 CON damage per round (modify CON damage according to size, the same as for weapons' damage).
Terrifying Transformation: The Nosferatu may demoralize (see Intimidate for details) a single opponent that witnesses his transformation to monstrous form (see details in the spoiler below). If the opponent has seen such a transformation in the past, it gains a +4 bonus to resist the effect. If the opponent is aware of the Nosferatu's nature, it gains an additional +4 bonus to resist.
Darkvision: 60ft, or 30ft increase (up to 120ft)
Lowlight Vision: As Elves, or +1 range multiplier (up to *4)
Scent: See the DMG for more details
Natural Armor: The base creature's natural armor is improved by +2.
DR: 5/Silver
Cold & electricity Resistance: 5
Regeneration: 1
Immunities: Nosferatu are immune to all non-magical poisons and diseases, to non-lethal damage and to aging attacks & magical effects (limitless lifespan).
Non-Fatality: While Nosferatu take full precision damage, they can only be coup-de-graced with slashing weapons (decapitated) and they automatically stabilize.
LA: +3

Non Conspicuous 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:
Spoiler:

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).

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 8 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.

Elder Nosferatu

With the passing of the years, Nosferatu evolve in power as follows:

10-99 years:
- Feeding: The Nosferatu only needs X CON-points per week and the bloodlust check durations are doubled.
- Terrifying Transformation: Affects all opponents within 30ft that witness the Nosferatu's transformation.
- Regeneration: 3
- Fire Sensitivity: Diminishes to +20%.
- Silver: No longer has secondary effect.
- Sunlight / Daylight: No longer cause continual damage, but still suppresses regeneration.
- Garlic: Can no longer cause a Nosferatu to become nauseated.
- STR-Bonus: Gains a +2 increase (both in monstrous and non-conspicuous form)
- LA: +4

100-999 years:
- Feeding: The Nosferatu only needs X*2 CON-points per month and the bloodlust durations are doubled again.
- Terrifying Transformation: Opponents that are overcome become Frightened for 2d4 rounds.
- Regeneration: 5
- Fire Sensitivity: Gone.
- Silver: No longer has effect.
- Sunlight / Daylight: No longer suppresses regeneration.
- Garlic: No longer has any effect.
- STR-Bonus: Gains yet another +2 increase
- LA: +5

1000+ years:
- Feeding: The Nosferatu regains the ability to consume normal food, but needs negligible amounts.
- Terrifying Transformation: Opponents that are overcome become Panicked for 3d6 rounds.
- Regeneration: 10
- Non-Fatality: Absolute – a severed extremity (including the head) reattaches immediately.
- Fire Damage: Is now also regenerated
- Wooden Stake: No longer paralyses
- STR-Bonus: Gains a stacking +4 increase
- Killing Method: Obliteration by Disintegrate or similar spells, or burning to death threshold and beyond - until the entire body is totally incinerated
- LA: +6



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.
Special: If you have either the Duplicity or Feeling feat, you get a +2 bonus on touch checks.
Dwarves receive their stonecunning bonus when the hard surface is rock or stone.


Enhanced Senses & Skills

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


Sense-Skills as Class-Skills

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


More Skill-Synergies

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


Using craft to create awesome weapons without magic

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

Code:
Weapon Trait				Ranks	DC	Materials		Prices
==========================================================================================
Stainless				5	20	Mithral			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	–			"+1"
Vorpal					10	30	Adamantine		"+4"
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.

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 and the first 3 portions of other alcoholic beverages.


Here's what I used as a baseline for these mechanics (notice the second last entry regarding containers)



Appendix D: Ideas, Suggestions and Guidelines of value

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Join Date: Nov 2005
Default Additions to previous entries (due to lack of space)

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New Feats

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 + CHA-mod combat rounds, or until you're brought above 1/2 your max HP.

Agile Climber [Climb 12, Tumble 8]
You are adept at climbing and feel comfortable in combat while doing so. You get a +2 bonus to all climb checks and you don't lose your AGI-mod to your AC while climbing.

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.

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

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

Cannibalize [CON 13+, Concentration 6, Mage level 7]: in times of need, when the Mage has exhausted his tolerance and cannot afford to fail his spell casting, he can feed off of his own life force to invoke a spell. Cannibalized spells take a toll of 2 HP / strain cost (see the spellcasting entry below). Cannibalized spells are subject to spell failure and foil as normal, and function in all respects as standard spells. One cannot sublime-cast or apply metamagic when cannibalizing.

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.

Cupid's Brew [Spell-like ability that replicates charm person or charm monster, ability to Brew Potions]
Once per month per combined [CHA+WIS]-mod (refreshes at the rising of a full moon), you can use your charm spell-like ability to create a single elixir of love. You must channel a use of the qualifying spell-like ability into an appropriate amount of non-magical, nonpoisonous, and drinkable liquid, such as water or wine. Infusing the liquid is a spell-like ability that takes 1 full minute.

Fleet of Foot [Dex 15+, Run]
You can change direction once, up to 90-degrees, while running or charging

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 armor.

Incite Rage [Cha 19+, Bardic Music: Inspire Courage & Suggestion, Rage]
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.

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.

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

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.

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 100 feet away (or 400 feet away, if you have messengers at your disposal). All ballistic weapons you command also have their firing range increased by 10%.

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 5.

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

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.

Ventriloquism [Bluff 2]
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 10ft radius around, and if the observers don't have line of sight to you 3they 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.

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

Whirling Havoc [BAB +18, Flawless Stride class feature, Last Stand, Whirlwind Attack]
While issuing Last Stand, 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.

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

Sample PrCs

Combat Mind

A Combat Mind is someone who learns to combine powerful psycho-sensory abilities & 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 10, Sense Motive 13
Spells: Able to cast Charm Person without preparation.
Invocations: 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:

Code:
Level	Special
=======================
 1st	Anticipate (Ms), Combat Telepathy (Ms) (always active), Spherical Detect Thoughts (Ms)
 2nd	Faster Mindscan (Ms), Telepathy (Mb)
 3rd	Multiple Surface Thoughts (Ms) (2), Mind Read (Mb) (3/day)
 4th	Instant Mindscan (Ms), Greater Feint (Rogue)
 5th	Mettle of Will (IM) (disregard the armor requirement), Push the Weak Mind (Mb) (3/day ; DC = [10 + class-level + CHA-mod])
 6th	Multiple Surface Thoughts (Ms) (4), Barbed Mind (IM) (disregard the armor requirement)
 7th	Dominate (Mb) (2/day), Eternal Charm (Mb) (CHA-mod)
 8th	Multiple Surface Thoughts (Ms) (8 - max), Superior Feint (Rogue)
 9th	Brain Spider (SpC; p.38 – always active), Thrall (Mb)
10th	Mind Blank (always active), Unbreakable Domination


Ms – See the Mindspy (CW) PrC (regard the tabled changes given above, if any).
Mb – See the Mindbender (CA) PrC (regard the tabled changes given above, if any).
IM – See the Iron Mind (RoS) PrC (regard the tabled changes given above, if any).
Unbreakable Domination
The Combat Mind's Charm & Dominate effects cannot be undone, except by another Combat Mind of higher level, Break Enchantment of a higher caster level than the Combat Mind's character level or Unmaking spell.

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: Cleric 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.
Special III: The Deathwalker renounces his clerical position and goes on a self exploration of the realm of death and unlife. This means he loses his ability to cast divine spells (but not Necromancy & Undeath granted powers). This, however, does not put him in a bad disposition in regards to his patron deity. It just means he serves its goals in a different manner.


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).
Domain Spells: Necromancy & Undeath spells-known according to class Level + Witch level
Dabble: Level stacks with Witch level (on top of Necromancy & Undeath)
Turn Undead: Calculated according to [Deathwalker-level + Cleric-level + Witch-level]


PrC Features:

Code:
Level	Special
=======================
 1st 	Unlock the Darkness, Mental Bastion
 2nd	Call of the Grave, Lich Body (+1 natural armor, DR 2/bludgeoning, Cold & electricity Resistance: 5)
 3rd	Enervating Touch
 4th	Death Ward
 5th	Undead Mastery, Lich Body (+2 natural armor, DR 4/bludgeoning, Cold & electricity Resistance: 10)
 6th	Shroud of Death
 7th	Essence of the Mummy
 8th	Aura of the Lich, Lich Body (+3 natural armor, DR 6/bludgeoning, Cold & electricity Resistance: 15)
 9th	Disembodied Possessor
10th	Secret of Lichdom

Feature Descriptions:

Unlock the Darkness (Ex)
The Deathwalker gains Darkvision out to 60ft (or 60ft Darkvision increase).

Mental Bastion (Ex)
As given for a 14th level dread necromancer.

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.

Enervating Touch (Ex)(Su)
The Deathwalker can inflict Energy Drain by touch. Each day, the Deathwalker can bestow a number of Energy Drain effects equal to his class level, but no more than two with a single touch attack.

Death Ward (Su)
A Deathwalker is immune to deaths effects and negative energy as though protected by a death ward spell.
An undead Deathwalker instead gains turn resistance +4. This benefit stacks with any existing turn resistance.

Undead Mastery (Su)
All undead creatures created by a Deathwalker gain a +4 enhancement bonus to Strength and Dexterity and 2 additional hit points per Hit Die.
In addition, when a Deathwalker uses the animate dead spell to create undead, he can control [4 + his CHA bonus] HD worth of undead creatures per class level (rather than the 4 HD per level normally granted by the spell).
Similarly, when a Deathwalker casts the control undead spell, the spell targets up to [2 + his CHA bonus) HD / level of undead creatures, rather than the 2 HD / level normally granted by the spell.

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.

Essence of the Mummy (Ex)
This power makes the Deathwalker’s touch and natural attacks poisonous. Fortitude save DC 10 + class level. Initial damage is 1d6 con, secondary damage 1d6 cha. The Deathwalker can suppress this ability as a free action.

Aura of the Lich (Su)
The Deathwalker emits a 20ft-radius aura of undead terror as a free action. A creature in the area must succeed on a Will save DC 10 + class level+CHA modifier or be affected as though by a Fear spell (caster level equals the Deathwalker’s character level). A creature that successfully saves cannot be affected again by the same Deathwalker’s aura for 24 hours.

Disembodied Possessor (Su)
Once per day, by taking a full-round to utter words of the Dark Speech, the Deathwalker may take a form capable of possessing foes and allies alike. His form becomes incorporeal and invisible, and is incapable of dealing any kind of damage to those around him. If he makes a successful touch attack against a target he wants to possess, the victim must make a will save (20+cha modifier), if they fail he possesses them, following all the rules of possession as written in "Fiendish Codex I: Hordes of the Abyss".
If they succeed on their saving throw, or if the Deathwalker does not make an attempt within 1 hour, he immediately becomes visible and corporeal again, but gains the benefit of a surprise round. If he's exorcized, he appears in an adjacent square to the victim and is dazed for 1 round. Leaving a victim willingly has no harmful effect on the Deathwalker and he gains the element of surprise.
Unlike other forms of possession, the only way to detect the possessor is if he actually does something to rouse someone's suspicion (until then, mortal means of divination reveal nothing).

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).
He gains monstrous HD (7HP per character level) and loses his CON ability score.
Special: After Lichdom is gained, the Deathwalker gains all benefits from Corpsecrafter & Necrotic Presence and any feat he has that derives from them.

Dominatrix (*)

Leather, pain, pleasure & control – these are the tools of a Dominatrix (Dmx).
Lust & Obedience are her motives.

She lives to tempt and enslave mortals, not minding being on the receiving side herself (for strictly amusement purposes).
Such maidens are often stunning, statuesque, and extraordinarily beautiful – the epitome of femininity, with the most desirable features – as considered by most humanoid races.
A Dmx has many options. She doesn’t often do much herself, instead choosing to delegate many tasks, including her own physical defense to slaves. Left alone, however, she can still stand her ground against most. Her proficiency with the whip can bring opponents to their knees – or to her feet.

Though the freedom of a slave is forfeit, one should not consider them as mere expendable livestock. She loves her slaves and tries her best to protect them.


Note: Unless noted otherwise, all the Dmx's powers may be conveyed via touch (+2 to the DC), through her special whip (see below) or vocally. Should she choose to issue them vocally, the relevant powers are Language-Dependant spell-like Mind-Affecting Compulsions with a range of 30’ that do not provoke AoOs. For all the Dmx's powers, her caster level and DC equal [11 + Dmx-level + CHA-mod]. All the Dmx's powers that emulate spells gain +2 to the DC if she knows the emulated spell (on top of Greater Spell Focus), and affect any living humanoid (even remotely humanoid) of Large size or smaller, regardless of subtype.


Requirements:

Alignment: Non-Good & Non-Chaotic.
Gender: Female
Abilities: CHA 16+
Classes: Hexblade 3, Sorcerer 1, Soulknife 1, Witch 6.
Feats: Improved Disarm , Improved Trip , Greater Spell Focus: Enchantment
Skills: Bluff 12, Concentration 6, Craft (Leatherworking) 5, Diplomacy 10, Intimidate 13, Sense Motive 9 and Use Rope 10
Invocations: Frightful Blast, Sickening Blast
Weapon Specialization: Whip.
Special I: Must be sterilized (see below)
Special II: Must willingly serve as a collared slave in service of a Dmx for 1 year (see below).


Basic Progression:

BAB: Average
HP: As Rogue (4 / level)
Good Saves: Fort, Will
SkPts per level: 4 + INT-mod
Weapon Focus: BAB-appropriate (whip only)
Hexblade Features Progression: All except Dark Companion (EB, invocations & Hex)
Witchcraft Progression: 2/3 (at levels 2, 3, 5 & 6).


PrC Features

Code:
Level 	Special
=======================
 1st	Lash , Leatherclad , Obey , Sterile
 2nd	Pain Is the Teacher , You Must Be Joking
 3rd	Be Silent , Be Still , Kiss of Rapture
 4th	Collar , Dominate , Telepathy
 5th	Embrace the Pain , Sterilize , Worship
 6th	Demanding , Whip of Anguish
 7th	Domina Queen , Enslave, Ever Beauty

Feature Descriptions:

Lash (Su)
A Dmx' Mind Blade is materialized as a whip. The 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 requirements of combat).
The whip functions just as described for Eldritch Glaive (but obviously with less damage potential). The damage can be either bludgeoning, slashing or pure magical energy (according to the Dmx's will, but magical damage cannot crit and is subject to SR), but the Mind Whip has a special quality of being semi-corporeal, so it cannot carry damage enhancement (such as STR-mod, spell-effects, etc) other than eldritch essence and Mind Blade enhancements.
Unlike the typical EB damage, the Dmx can elect to make all or part of it subdual damage (and with no attack penalties).
Notes:
- For calculating the Mind Whip damage, the EB damage is taken from both Hexblade & Sorcerer (and continues according to the Hexblade's progression). Notice that ranged EB does not advance beyond the Dmx's Sorcerer level (usually a measly 1d6).
- A Dmx loses the ability to materialize her Mind Blade as anything but the Dmx's whip.

Leatherclad (Ex)
Leather is like her second skin. When wearing Leather or Reinforced Leather armor of her own making, the Dmx ignores max-DEX limits, ACPs and ASFs.

Obey (Su)
You do as she commands. A number of times per day equal to [3 + the Dmx’s level & CHA-mod], she can issue a Command spell effect.

Sterile
A Dmx is the furthest thing one could imagine from a mother-figure or the domestic type. All Dmx are incapable of procreation. Rape – "Don't kid me. Let them come - The more the merrier". A Dmx lives for unrestrained, carefree routine of sexual activities.

Pain Is the Teacher (Su)
The Dmx’s touch conveys her displeasure. Up to three times per day, she can inflict pain with a successful touch (hand or whip). The touched creature must make a Fort save or be subjected to such debilitating pain that it is nauseated for 1d4 rounds. Creatures immune to precision damage are immune to Pain Is the Teacher.

You Must Be Joking (Ex)
She is not amused. The Dmx is immune to all fear spells and effects. She also gains a +4 competence bonus against all enchantment and compulsion attempts.

Be Silent (Su)
She demands absolute silence from lesser beings – these gnats buzzing in her ear. Up to three times per day, the Dmx’s Obey ability may be used to manifest a silence effect (2nd level cleric spell) on a targeted creature. She can not use Be Silent on objects.

Be Still (Su)
The Dmx has no patience for aggravation from inferior creatures – so many rats scurrying up her leg. Up to three times per day, her Obey ability may be used to manifest a Hold Person effect.

Kiss of Rapture (Su)
Pleasure is just as potent as pain when it comes to a Dmx and her domination skills. As a standard action that provokes AoOs, the Dmx can choose to make her kiss confer a state of minor anesthesia, comfort, passion and bliss upon a willing or helpless recipient (no save).
Her kiss negates subdual damage and the following conditions:
- Dazed
- Exhausted
- Fatigued
- Nauseated
- Sickened
- Shaken
- Stunned
However, the kiss also inflicts the effect of Dazzle and Slow spells on the recipient (caster level = character level).

Collar (Su)
The Dmx is not just a pain freak. She's also a nymphomaniac. Every mistress needs a subject – a slave of lust. Now she can have one at all times. When she finds a male (or female ) candidate worthy to her taste, she fashions a special leather/metal collar, after studying her subject for several days with Detect Thoughts. She must then lure him in via Bluff & Diplomacy or Charm Person spell and then take him over with her Dominate power (see below). Then she performs a 1-hour collaring ceremony (requires total privacy except for a single witness) that totally binds his affection for her. The effect is permanent and the subject gains no future saving-throws to resist it (the collar merely stays on as a symbol of ownership), forever remaining her willing and devoted loving slave. A collared slave may be freed only if he dies, if his Dmx voluntarily relinquishes control, if she dies or if they're no longer on the same material plane.
A Dmx can have up to 3 collared slaves.

Dominate (Su)
You are her possession, a tool to use, a puppet to discard, an amusing pet. Up to twice per day, the Dmx's Obey ability may be used to manifest a Dominate Person effect. If the creature fails its Will save, it is held under her control for 24 hours, when the Dmx can reestablish the domination, granting the victim an additional save, but at a cumulative –1 penalty per day (to a maximum penalty equal to her CHA-mod).

Telepathy (Su)
She looks at you and you immediately know what she has in store for you. This ability functions as given for the Mindbender's (CA) 1st-level ability.

Embrace the Pain (Ex)
By now, the Dmx has learned to indulge herself on the pain of others and herself. She's no longer hindered in any way by temporarily debilitating injuries, such as caltrop wound and crippling strike.

Sterilize (Su)
The Dmx's touch can render sterile a willing female that meets all the requirements for becoming a Dmx. This involves a 1-hour ritual, which upon completion the Dmx touches the candidate's abdomen and makes her sterile so she can take her just deserved place as a Dmx-candidate collared slave. The result is just as painful as being gutted with a serrated dagger (full crit, no enhancement), but the damage is subdual damage and there's no real life threatening risk involved (it just leaves the candidate wrecked with pain (see "Whip of Anguish") for 2d4 hours later).

Worship (Su)
She forces entire groups into submission. Up to twice per day, her Obey ability may be used to manifest a Greater Command effect.

Demanding (Su)
She thinks - you obey. Up to twice per day, the Dmx’s Obey ability may be used to manifest a Demand effect on a targeted creature. If the creature fails its Will-save, it will attempt to comply with her demand for 1 hour per Dmx level (or until the demand is met, if sooner).

Whip of Anguish (Ex)
Upon taking a critical hit from the Dmx's whip, the target must make a Fort save.
If the save fails, the target is nauseated for 1d4 rounds. Otherwise it's sickened for 1d4 rounds.

Domina Queen (Su)
The number of collared slaves a 7th level Dmx can have at any given time is 3 + her CHA and WIS modifiers.
For instance – if a Dmx’s WIS is 14 (+2) and CHA is 16 (+3), the number of slaves she may have under her control is 8 (3 + 2+3).

Enslave
All creatures are the Dmx’s pawns. Up to once per day, her Dominate ability may be used to manifest a Dominate Monster effect on a targeted creature (caster-level = character level). If the creature fails its Will save, it is held under her control for 24 hours, when the Dmx can reestablish the enslavement, granting the victim an additional save, but at a cumulative –1 penalty per day (to a maximum penalty equal to her CHA-mod).

Ever Beauty
The Dmx ceases showing the effects of aging, and appears to attain eternal youth. She also no longer takes penalties for aging and cannot be magically aged. However, age bonuses still accrue and she dies of old age as normal.
She's also no longer affected by any effect which causes Charisma damage, and any effect that causes Charisma drain causes Charisma damage instead.

Eldritch Fist

An Eldritch Fist is basically a martial-artist blaster. By foregoing many of the valuable abilities of both the Monk and the Sorcerer, an Eldritch Fist gains remarkable damage output enhancement.


Requirements:

Classes: Monk 7, Sorcerer 3
Feats: Iron Will, Ki Extend, Lightning Reflex
Skills: Concentration 6, Jump 5, Tumble 6
Invocations: Eldritch Spear, Hideous Blow


Basic Progression:

BAB: Average
HP: As Monk (5 / level)
Good Saves: Ref, Will
SkPts per level: 4 + INT-mod
Invocations: Level stacks with Sorcerer level
Unarmed Damage: Level stacks with Monk level
Ki Pool: Level stacks with Monk level


PrC Features:

Code:
1st	Eldritch Strike
2nd	Channeled EB
3rd	Spectral Blast		(as Sorcerer)
4th	Hideous Flurry
5th	Channeled Flurry
6th	Penetrating Blast	(as Sorcerer)
7th	Multiple Blasts
8th	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.

Master Thrower

Street performer, warrior, assassin – a Master Thrower can be any or all of these. He is a master of small thrown weapons - daggers, darts, knives, shuriken, whatever he can lay his hands on becomes a weapon that he can throw with deadly accuracy.


Requirements:

classes: Rogue 8, Warrior (unfettered) 3
Skills: Balance 8, Concentration 6, Listen 10, Perform (juggling) 10, Sleight of Hand 12, Tumble 12
Feats: Ambidexterity, Blind Fighting, Blind Shooting, Far Shot, Precise Shot, Quick Draw, Snatch Thrown Weapon, TWF.
Weapon Proficiencies: Axes, Light Blades, Tiny Projectiles


Basic Progression:

BAB: Full
HP: As Rogue (4 / level)
Good Saves: Ref
SkPts per Level: 6 + INT-mod
SA: Level stacks with Rogue


PrC Features:

Code:
Level	Special
=======================
1st	Combat Throw, Thrown Weapon Trick
2nd	Fast Draw, Thrown Weapon Trick
3rd	Manythrow, Thrown Weapon Trick
4th	Ranged AoO, Bonus Feat: Improved Precise Shot
5th	Razored Eye, Thrown Weapon Trick
6th	Extended range, Thrown Weapon Trick
7th	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:

Code:
 1st	Improved Evasion, Ki Breath, Ki Jump, Ki Fall
 2nd	Abundant step, Ki Invisibility
 3rd	Master Acrobat, Sudden Strike
 4th	Master Sneak, Ki Water Walk
 5th	Master Spy, A Thousand faces
 6th	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 (caster level = 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-rd / class-level.

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: Cleric 5 / Monk 7.
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 Cleric level.
Turn Undead: 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.


PrC Features:
Code:
Level	Special
=======================
1st	Embrace the Fire, Lightchild, Solar Fist
2nd	Sand Prophet, Turning Strikes
3rd	Walker in Darkness
4th	Lord of Fire 		
5th	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 Turn Undead 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 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, it's 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 Reflex 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).

Soul Reaper

Soul Reapers learn the forbidden art of harvesting soul energy of others to power many abilities.
Soul harvesting is an evil act of the highest degree, as it torments a soul to a level no mortal torment can ever amount. Soul Reapers are well aware of this fact, since during the process they hear a bone chilling shriek inside their heads and are aware of a terrible and unjust loss. Furthermore, once harvested, the most basic essence of a soul returns to the spirit world and is forever lost to mortal magic. The only possible way of ever bringing someone that's been harvested from the dead is via Miracle spell (i.e. direct divine intervention).


Requirements:

Alignment: Any evil
Classes: Cleric 9, Hexblade 3
Feats: Diehard, Greater Spell Focus: Necromancy
Skills: Bluff 8, Concentration 13, Knowledge (arcane 10, religion 13, the planes 12), Intimidate 10
Domains: Spirit, Undeath, Void
Invocations: Miasmic Cloud


Basic Progression:

BAB: Average
HP: As Rogue (4 / level)
Good Saves: Fort, Will
SkPts per level: 4 + INT-mod
Invocations: Level stacks with Hexblade level
Spells: Level stacks with Cleric level
Turn Undead: Level stacks with Cleric level


PrC Features:

Code:
1st	Soul Harvest , Soulspell
2nd	Invigorate
3rd	Soulshield
4th	Accelerated Soul Harvest
5th	Soulbound Metamagic
6th	Spellpower Augmentation
7th	Soulsnatch
8th	Charnel Touch

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.
Instead of immediately harvesting a soul, a Soul Reaper can trap it in a gem and take it away 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 the soul and all previously trapped souls free).

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 traged (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.

Accelerated Soul Harvest (Su)
You can now harvest a soul as a full-round action that provokes AoOs and are no longer oblivious to your surroundings while harvesting.

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.

Soulsnatch
You've reached the pinnacle of soul harvesting capabilities and can now steal the souls of the living.
When someone around you 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.

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.


Note: Soul empowered effects can be put into magical items. This forever taints them with evil.

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 Saved: Fort & Will
SkPts per level: 4 + INT-mod
Spellcasting: level stacks with Druid level
Dark Companion: Level stacks with Hexblade level


PrC Features:

Code:
1st	Blightbringer prestige domain, Apostle of Blight
2nd	Staredown, Cold Resistance 10
3rd	Icy Blight
4th	Mass Staredown, Cold Resistance 15
5th	Perpetual Injuries 
6th	Improved Staredown, Cold Resistance 20
7th	Heart of the Uttercold Blight

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. 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 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.


Last edited by nonsi : 06-28-09 at 09:39 PM.
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Old 08-27-08, 03:25 PM
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Thakowsaizmu Thakowsaizmu is offline
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Default Re: . . . under construction (please ignore for now)

:: Peeks ::
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And why!

Quote:
Originally Posted by Kargush
Quote:
Originally Posted by glorfon
Im a prowd member of the onlin kampain for English reform. If you beleev in fonetik spelling, the word aint, and "c" being pointles, then kopee this into your signatur.
Quote:
Originally Posted by Thakowsaizmu
See, the problemme there is that that is not phonetic at all, it is just very poor spelling. Three things:
1) No, I have nothing better to be doing right now.
2) ıf ju truli wantıd fənεtık spεliŋ, ju’d nid tu juz səmθıŋ klosз tu đıs. ız đćt мət ju riəli want?
3) Who's phonetics? English has so many different speakers that the above could take someone from a different region a while to figure out. The nice thing about English is that, with a few minor alterations, no matter what English you speak you can read everyones English. Be proud of that!
You, sir, or madam, have made my day. A cookie to you for that one.
Quote:
Originally Posted by HighPriestMikhal
Quote:
Originally Posted by Thakowsaizmu
I would have to say we go between G and UR (what ever happened to all the other ratings? X, XXX?)

G - When the pretty Elven princesses go shopping for dresses and it resembles a Disney montage.

PG 13 - Generally in the inns or on the road. Eating, kicking back and all that.

R - When those pretty little Elves get into a fight with your standard random encounter monster.

UR - When those same Elf girls relax with eachother in the privacy of their tent or innroom. Also the fights with those Bigger Badder Enemies, but the first is more fun.
I like the examples, BTW. Have a .
Quote:
Originally Posted by Max Octavious Xavier View Post
Quote:
Originally Posted by Thakowsaizmu View Post
THAC0 really isn't as bad as many people seem to think. It's just the same as 3e BaB system, but dyslexic and a little drunk. That's all. It still works just fine (if you can get past the booze breath...).

Funny stuff, have a

I agree, THAC0 wasn't bad, but 3e Bab is easier to teach and more intuitive.
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Old 08-30-08, 08:28 PM
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Default Re: . . . under construction (please ignore for now)

Impressive work.
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Old 08-30-08, 09:01 PM
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Riven_T_McGuire Riven_T_McGuire is offline
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Default Re: My House-Rules Codex - Reorganized

Indeed impressive. I applaud.
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Old 08-31-08, 10:11 AM
nonsi nonsi is online now
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Default Re: My House-Rules Codex - Reorganized

Thanks guys
It warms my heart that there are still RPers that favor the spirit of the game over ultra optimization and ROLL playing.


You know, the toughest thing about writing house rules is to keep consistent within your own rules and to ensure the text does reflect how you really want things to be.

My next challenge would be to define general house rules to apply to the 3.5e monsters in order to make everything consistent, such as:
- Quickly recalculate their Perception and Agility (which would affect AC/hit/skill modifiers).
- How monsters will progress (using the core classes for monsters / specific classes / all classes / …)
- What about innate spellcasting abilities ?
etc.

Other than that... criticism, criticism, criticism.
As I mentioned in the introduction:
- Conflicts within these house rules.
- Internal imbalance.
- CRs.
- Flawed thematics.
- Other noteworthy topics to address
Anything that would help me refine these house rules.

Last edited by nonsi : 10-14-08 at 04:36 PM.
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Old 10-14-08, 04:38 PM
nonsi nonsi is online now
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Default Re: My House-Rules Codex - Reorganized







Edit: One last PrC (just because I couldn't get it to fit anywhere that's relevant)

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, Watch Duty
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:

Code:
Level	Special
=======================
1st	Medusa's Kiss, Flesh of Iron
2nd	Antivenom, Serpent's Tongue
3rd	Fuzzy Identity, Lay On Hands
4th	Earth Bond
5th	Entangling Serpents, Lucid Vision
6th	Dreaded Defender
7th	Touch of the Earth, Earthport
8th	Aura of the Ever Living Statue
9th	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, this allows the SSA to enhance them with magic for greater effect. The enhancement plusses equal the SSA's class level. She can alter them whenever she gains a new class level, but not beyond that.
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 circumstance 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.

Last edited by nonsi : 06-13-09 at 07:08 AM.
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Old 10-15-08, 10:19 PM
GalaGalaxia GalaGalaxia is offline
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Default Re: My House-Rules Codex - Reorganized

Yes, very impressive indeed! I'll be reading more deeply shortly

However, I have to nitpick on something:
Quote:
Originally Posted by nonsi
Intimidate (CHA or STR)
STR-based Intimidation takes the same size bonuses/penalties as Grapple/Bull-Rush/Trip... etc (size affects how scary you are).
You take size penalties for Cha based intimidation checks as well (it's in PH). Maybe Str based intimidation should follow the same rule, i.e. size is relative to the opponent.
__________________
The Core classes are fine. It's the players that need revamping.

I have never, and will never, personally attack anyone on these boards. What good would that serve?
I also have never, and will never, attempt to convince anyone of anything. Such an attempt would be futile.
I just like discussing and presenting my opinion, occasionally interspersed with facts.
Some just don't like the way I discuss. And for that they are forgiven.
If you are one of them, you also have my sincere apologies for being offended contrary to my intent.


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Old 10-15-08, 10:48 PM
nonsi nonsi is online now
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Default Re: My House-Rules Codex - Reorganized

Quote:
Originally Posted by GalaGalaxia View Post
Yes, very impressive indeed! I'll be reading more deeply shortly

However, I have to nitpick on something:


You take size penalties for Cha based intimidation checks as well (it's in PH). Maybe Str based intimidation should follow the same rule, i.e. size is relative to the opponent.
Thanks for the info. Guess this means I'll just have to omit the remark (I'll take care of it later).

In the meantime, I sure am anticipating your insights.


Edit: typo corrections

Last edited by nonsi : 10-15-08 at 11:50 PM.
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Old 10-16-08, 12:08 AM
GalaGalaxia GalaGalaxia is offline
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Default Re: My House-Rules Codex - Reorganized

Well, now that I have had a chance to read it more thorougly ...

I really like where this is going! It seems like a very balanced and well thought-through houserule system. It is a tad complex, but good otherwise.

Questions, however:

a) Skill Focus. You state that having skill focus allows taking 10 even if rushed or threatened. I assume this means you cannot take 10 if there is a chance of failure. If you mean "can always take 10" regardless of whether there is a chance of failure or not, then you need to reword it.
b) Two-Weapon Fighting. Is this not at all tied to/restricted to weapon sizes?
c) If you are banning the magic items in your list, then you should also ban things like the belt of dwarvenkind and many other similar items that allow you to "forget" something simply by taking the item off.
d) Character Creation & Advancement. Really like this ... although I have no clue what you mean by "racial ability limits".
e) Retraining. Do you only need to qualify for the new feat at current level, or must you have qualified for the feat at the level of the feat your are replacing?
f) Size Modifiers. There are size modifiers to listen and spot? Seems extremely awkward.
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Old 10-16-08, 01:19 AM
FetFreakVR2 FetFreakVR2 is offline
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Default Re: My House-Rules Codex - Reorganized

well I'll be honest I didn't read thru all of it. It is great that you are putting so much effort and it probably works well.
I have tried changing things before and what usually happened is that I complicated some things to much.
I can tell you right now without further read is that you complicated some things as well. We all want more role-playing at our table and I personally believe that new rules won't get that. That's totally up to DM. He is the one who should encourage players to role-play, not the system. What I don't like here is that you have even more complexity. Starting both with classes and the races.
Also the weapons. Once again I didn't read all of it and I might be wrong but weapon speed? That shouldn't be calculated. A dagger is much faster than a great sword but a great sword is much, much bigger. You might have more attacks than a guy with a great sword but let’s imagine a scene where two guys are fighting. One with a dagger and other with a g. sword. The dagger guy is gonna use more time to get in a good position to strike because he has a shorter reach. The g. sword guy is gonna attack once much slower but he won't spend time thinking of opponents position and weapon because he is at a safer distance with his g.sword. Weapon speed and weapon size cancel each other out.
I may have written this for nothing but maybe you didn't reconsider this when you added weapon speed as a factor in the whole equation.
Also a double str mod add on dmg with two handed weapons?
I believe this is gonna kill role-play even more cause now you give more reasons to use two-handed over one-handed weapons. Weapon choice should be a style of play and what you think is cooler now I can tell you everyone is gonna ditch longsword + shield play.
Also I mentioned races and classes.
For races I think they should have little effect. That way a player will choose what he likes more and not what is need more.
You added hit points, skill selection and feats to races. That way you are gonna have even less halfling warriors who can be very fun to play.
For classes you have a knight, swashbuckler and a samurai. That’s all a fighter but different built. I have always encouraged my players to forget other classes in splat books and use core but change the standard built and background. What is a fighter that fights in heavy armour, uses a longsword and shield and has a noble origin. A knight. Also what is a fighter who has been thought in oriental way, to use katana and has a special armour. A samurai. Why make separate classes? It's just a background and a style of play.
In advance I apologize if I’m totally off topic and what I have written is already covered in you post. And sorry if my English is confusing. It’s not my native tongue.
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Old 10-16-08, 01:58 AM
nonsi nonsi is online now
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Default Re: My House-Rules Codex - Reorganized

Quote:
Originally Posted by GalaGalaxia View Post
Well, now that I have had a chance to read it more thorougly ...

I really like where this is going! It seems like a very balanced and well thought-through houserule system. It is a tad complex, but good otherwise.
It's mostly complex in the build-stage, until you get the hang of it.
I tried to keep things as intuitive as possible.


Quote:
Originally Posted by GalaGalaxia View Post
a) Skill Focus. You state that having skill focus allows taking 10 even if rushed or threatened. I assume this means you cannot take 10 if there is a chance of failure. If you mean "can always take 10" regardless of whether there is a chance of failure or not, then you need to reword it.
"can always take 10" means even when rushed or distracted.
I'll clarify this later on.


Quote:
Originally Posted by GalaGalaxia View Post
b) Two-Weapon Fighting. Is this not at all tied to/restricted to weapon sizes?
Yes. It was there and was somehow omitted.
Basically, when wielding 2 1H/2H category weapon (or 1H/2H in the offhand and not ambidextrous), you gain no bonus whatsoever and lose 1 attack from the larger weapon (+ take all TWF penalties).
That's why no one in history has ever wielded 2 bastard swords or 2 war axes - plain simple too cumbersome.


Quote:
Originally Posted by GalaGalaxia View Post
c) If you are banning the magic items in your list, then you should also ban things like the belt of dwarvenkind and many other similar items that allow you to "forget" something simply by taking the item off.
Sorry, I'm not familiar with all magical items.
Any suggestion will be seriously considered and evaluated.
Anyway, the guideline is pretty simple to implement.


Quote:
Originally Posted by GalaGalaxia View Post
d) Character Creation & Advancement. Really like this ... although I have no clue what you mean by "racial ability limits".
"racial ability limits" = "racial ability-score limits"


Quote:
Originally Posted by GalaGalaxia View Post
e) Retraining. Do you only need to qualify for the new feat at current level, or must you have qualified for the feat at the level of the feat your are replacing?
1. I see no game-improvement in keeping records.
2. When you advance, I see no reason not to retrain to something better.
3. Otoh... Extra Invocation... you have a point there.
Maybe I could just limit things according to original class-level-abilities/BAB requirements.
Not entirely sure.


Quote:
Originally Posted by GalaGalaxia View Post
f) Size Modifiers. There are size modifiers to listen and spot? Seems extremely awkward.
To a certain degree.
Smaller creatures live in a world of quieter noises and smaller sizes.
And the smaller you are the more likely you'll be on the hunted side rather than the hunting side, so you're more likely to need your senses sharpened to survive.
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Old 10-16-08, 02:10 AM
nonsi nonsi is online now
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Default Re: My House-Rules Codex - Reorganized

Thanks for your thoughts FetFreakVR2.

Indeed I've encoutered the rationales you preseted many times and already figured things for them.

I'll do my best to elaborate (and give them yet another thought) by tomorrow.
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Old 10-16-08, 02:32 AM
FetFreakVR2 FetFreakVR2 is offline
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Default Re: My House-Rules Codex - Reorganized

I'm looking forward to it.
Also I wanted to mention that I like mage memorization.
I also had the same idea that memorized spells don't have number per day but a different method. But I never gave it enough thought what method should it be.
And one piece of advice since you really like doing this kind of stuff.
Have you thought of doing things from scratch? Since you have the nerves and brains maybe you shouldn't house rule 70% of the game but start from scratch. I think it could be more rewarding in the end and also maybe some issue would be easier to fix.
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Old 10-16-08, 10:36 AM
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bkdubs123 bkdubs123 is offline
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Default Re: My House-Rules Codex - Reorganized

Okay, I've read through at least half of it, and I have lots of thoughts and opinions.

First - Fantastic job with the Cleric. That is how a cleric should be handled, so well done.

Now, about the spellcasting system of Strain and Tolerance. I think it's a great idea, but you aren't actually changing anything. You are essentially reinventing the wheel, but to do the same thing. Sure, your system makes more "thematic" sense, but functionally, you can't really cast spells any more often than you could with slots, since recovering from strain takes so long. I'm going to take a look at it again, and build a Mage so I can understand more fully how it all works, but I have to say I had high hopes for this system as I read your introductory notes, but it seems like it falls short.

Feats - Again, a spectacular job here. You basically did a lot of work I had planned to do a year ago, but I abandoned. Lots of great edits/fixes and entirely new material in this department. My problem? You fixed feats, and now you just give more and more of them out as class features. Feats =/= Class Features. If that's the way you want the game to operate, cut class levels down to 10 and give out twice as many "general" feats.

Classes - Some good, some bad. I don't know what I think about the Rogue and the Monk. I don't particularly like the Fighter (Warrior), but I see how it can maybe work. The description of the Sorcerer was very vague to me, I ended up skipping it, and one of the other classes too... don't remember. Again, I loved the Cleric, job well done, and the Bard also looked good.

PrCs - This is where I think I have the biggest complaint. I think you'd be better off just making ALL of these classes in their own right. I don't particularly like PrCs to begin with, the requirements always seemed strange or arbitrary, and a lot of yours don't appear to be any better, and often, just IMO seem to be worse. I don't want to have to own a mithril chain shirt, and have to be trained by Elves to be a Spellsword. Why couldn't I, a Mage that has dabbled in fighting techniques, figure things disciplines out on my own, organically. To use your own fluff, someone had to have originally done that. Whoever the first Spellsword was, he taught himself how to combine magic and melee in a more fluid, practical way. This is just one example - all of your PrCs seem to be similar.

I still have to read over spells and weaponry. I'll be back at this soon. It is quite an exhaustive list of work you have here, and I highly commend you on your steadfastness! I'd never have the commitment to get all of this done (of course I have various other commitments).
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Old 10-16-08, 12:40 PM
nonsi nonsi is online now
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Default Re: My House-Rules Codex - Reorganized

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Originally Posted by FetFreakVR2 View Post
well I'll be honest I didn't read thru all of it. It is great that you are putting so much effort and it probably works well.
I tried in the past to put them to the test, but something always got in the way.
Anyhow, these rules are not just purely my ideas – they're the sum of my ideas mixed with all of 3.5e's week points mentioned on these boards and other forums.
I definitely don't take all the credit for myself – I just collected the ideas I found appropriate and managed what I considered equilibrium between them.


Quote:
Originally Posted by FetFreakVR2 View Post
I have tried changing things before and what usually happened is that I complicated some things to much.
That's because there's indeed so much to balance.
I believe I got there – or at least getting there (I'm convinced I'm now closer than anything I've ever seen)


Quote:
Originally Posted by FetFreakVR2 View Post
I can tell you right now without further read is that you complicated some things as well. We all want more role-playing at our table and I personally believe that new rules won't get that. That's totally up to DM. He is the one who should encourage players to role-play, not the system.
In theory, you're right.
In practice, the reasons I stated that motivated these house rules are exactly why this usually doesn't happen in practice.


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What I don't like here is that you have even more complexity.
One of the thing you could here quite frequently in every group I attended was "why can't i…".
I believe that regarding the existing rules – I managed to actually make things less complicated.
The additional rules are there to add more options, more choices and a wider range of possibilities – both during character creation/advancement and within game-time.


Quote:
Originally Posted by FetFreakVR2 View Post
Starting both with classes and the races.
Races:
1. There are race members who have zero class-levels. This doesn't strike me as a bad thing.
2. The raced have 2 advancement stages that further strengthen their racial heritage.
Both are good thematically, useful mechanically and are consistent without class-dependency.
Classes:
Now each class is great out of the box – with a very wide range of options. You no longer have to multi/prestige-class to make it live to its spirit/theme/role. All classes are complete as they are.
If you multi/prestige-class – you gain other benefits, but you're no longer the epitome of your class.
In 3.5e…
- A Frenzied Berserker is more a barbarian than any pure barbarian
- An Archmage is more a wizard than any pure wizard (minus 1 bonus feat)
- A Fochlucan Lyrist can be made into (just nearly) a full arcane-divine-warrior-skillmonkey with the right work around.
- Take 2 dwarves, one Archivist and the other Artificer and you theoretically dominate the game.
- And here's something totally ridiculous damage-wise (wielding whichever 2 light weapons you choose): http://forums.gleemax.com/showpost.p...2&postcount=11
Archerpwr's conclusion, btw, is not serious in my view – he/she really didn’t do the math.
And I'm sure there's a way to magically enhance natural attacks with energy damage.


Quote:
Originally Posted by FetFreakVR2 View Post
Also the weapons.
1. More realistic and more options for most weapons.
2. Makes weapon selection more significant regarding your combat options / style (as should be). If you're a defender, you'll definitely want a weapon that enables you to deflect blows. Otoh, if you're a skirmisher, you'd want mobility and surgical precision (hence your be wielding small/timy weapons).


Quote:
Originally Posted by FetFreakVR2 View Post
Once again I didn't read all of it and I might be wrong but weapon speed? That shouldn't be calculated. A dagger is much faster than a great sword but a great sword is much, much bigger. You might have more attacks than a guy with a great sword but let’s imagine a scene where two guys are fighting. One with a dagger and other with a g. sword. The dagger guy is gonna use more time to get in a good position to strike because he has a shorter reach.
Anyhow, IRL, most strikes are immediately fatal (and the long blades allow you to deflect blows without really hindering your attack – which is what I incorporated to the rules).
In a world where you can usually soak several blows before going down, the bigger weapons do give an advantage, but not such that's supposed to slow you down (it's much safer to take 1 or 2 blows).
For more details, also read "Combat Stats Manipulation" under the "Redefined Game Mechanics" spoiler (which allows you to shift emphasize different combat aspects according to the need of the hour).

Also, I'm considering reinstating Power Attack and make it so that it allows you to swap DEX-mod for STR-mod with 1H/2H / large / huge weapons when it comes to hit rolls and to swap this entire bonus in favor of damage.


Quote:
Originally Posted by FetFreakVR2 View Post
The g. sword guy is gonna attack once much slower but he won't spend time thinking of opponents position and weapon because he is at a safer distance with his g.sword.
1. He'll spend less resources, not zero resources.
2. safer.


Quote:
Originally Posted by FetFreakVR2 View Post
Weapon speed and weapon size cancel each other out.
Ask any martial artist that respects himself and he'll tell you that speed outweighs punch.


Quote:
Originally Posted by FetFreakVR2 View Post
Also a double str mod add on dmg with two handed weapons?
I believe this is gonna kill role-play even more cause now you give more reasons to use two-handed over one-handed weapons.
This should now emphasize the beauty of it all. Speed or impact – player's choice.


Quote:
Originally Posted by FetFreakVR2 View Post
Weapon choice should be a style of play and what you think is cooler now I can tell you everyone is gonna ditch longsword + shield play.
Take a 2nd look at the shield feats.
Also, read the shield section in the "Redefined Game Mechanics" spoiler.


Quote:
Originally Posted by FetFreakVR2 View Post
Also I mentioned races and classes.
For races I think they should have little effect. That way a player will choose what he likes more and not what is need more.
You mean people DON'T take dwarves for darkvision, stability, great saves, racial weapons and racial combat bonuses ?
With my approach, racial weapons and racial combat bonuses are no longer a factor.


Quote:
Originally Posted by FetFreakVR2 View Post
You added hit points, skill selection and feats to races. That way you are gonna have even less halfling warriors who can be very fun to play.
1. HP are higher at lower levels, but lower in the long run - which makes a lot more sense and reduces the low-levels Russian roulette effect significantly.
2. Expanded skill-selection is very much intentional – it makes the races much more archetypal (as I intended). It by all means doesn't mean that every dwarf is gonna be a master crafter (some won't have crafting abilities at all), but that it will come naturally if he'll just put an effort to it.
3. Racial bonus feats are there only if you take paragon levels – at an obvious expense of class-levels.
3. As for Halflings… they make great unfettered types, but I'm seriously considering raising their land speed to 25 (in 4e that move just as fast as humans).


Quote:
Originally Posted by FetFreakVR2 View Post
For classes you have a knight, swashbuckler and a samurai. That’s all a fighter but different built. I have always encouraged my players to forget other classes in splat books and use core but change the standard built and background. What is a fighter that fights in heavy armour, uses a longsword and shield and has a noble origin. A knight. Also what is a fighter who has been thought in oriental way, to use katana and has a special armour. A samurai. Why make separate classes? It's just a background and a style of play.
That's exactly why I redefined the Fighter as I did – to make it just as worthwhile as the other base classes and to save the need to improvise.


Quote:
Originally Posted by FetFreakVR2 View Post
In advance I apologize if I’m totally off topic and what I have written is already covered in you post.
It's actually nice to be reminded why I did what I did


Quote:
Originally Posted by FetFreakVR2 View Post
And sorry if my English is confusing. It’s not my native tongue.
Your English is just fine (not my native tongue either – MSWord does wonders to my English )
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Old 10-16-08, 02:45 PM
FetFreakVR2 FetFreakVR2 is offline
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Originally Posted by nonsi View Post
Races:
1. There are race members who have zero class-levels. This doesn't strike me as a bad thing.
2. The raced have 2 advancement stages that further strengthen their racial heritage.
Both are good thematically, useful mechanically and are consistent without class-dependency.
Well in 3.5 we have commoner class for that. Races are there to provide some natural talent (+2 listen if you are an elf and so on). 3rd lvl elven commoner is most common elf you can find. He doesn't have special training in any sphere of his life. You have taken commoner out and added racial lvls for every race. It seems that you have just complicated things more and in the end you have
the same result. Also what I don't like here is that with commoner class you have some choices (feats) but with race lvls you don't. Let's say that I want to be an orcish child who has taken and raised by Ilmaters cleric. Will I still get Elf slayer ability? How about an orc that never met an elf. Some clan that lives in mountains and only fights winter wolves. Also once again on HP.
This way a half orcish wizard is gonna have more hp than a halfling warrior who has been train for several years how to take a punch.

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Originally Posted by nonsi View Post
Anyhow, IRL, most strikes are immediately fatal (and the long blades allow you to deflect blows without really hindering your attack – which is what I incorporated to the rules).
In a world where you can usually soak several blows before going down, the bigger weapons do give an advantage, but not such that's supposed to slow you down (it's much safer to take 1 or 2 blows).
I have read more than few times that HP are not cuts and bruises. Let's say that we have a 5th lvl fighter that has around 50hp. He is fighting an opponent and the guy hits him and deals 15 points of damage. This doesn't necessarily mean that the fighter was slashed and he bleeded out 15 points of dmg.
HP are endurance. It is blocking and hitting and screaming and everything a battle is made of. Cuts, broken rips, split head, blood loss are the points from 0 to -10. Star wars system did a great job at this. They used wound points.
HP's are just what I described above but wound points (you have them as much as your constitution number) are lethal injuries. Your wound points would suffer if you got hit by a sneak attack, critical hit or got surprised and every situation where you can't block or counter attack.

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Originally Posted by nonsi View Post
Ask any martial artist that respects himself and he'll tell you that speed outweighs punch.
I know this but I didn't cancel out speed with power I canceled it out with reach. I remember when I was boxing against a really big guy (I'm short and skinny) the hardest thing was to get in, punch him and then move out without getting mangled. He didn't have that problem since his punches could reach my head while his head is safe from mine. I wasted most time on movement and getting in for a punch than on hitting and I was much quicker and more agile than him.
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Old 10-16-08, 03:41 PM
nonsi nonsi is online now
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Default Re: My House-Rules Codex - Reorganized

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Originally Posted by bkdubs123 View Post
First - Fantastic job with the Cleric. That is how a cleric should be handled, so well done.
Actually, despite the relatively simple mechanics, it was one of my biggest challenges.
For a very long time I was indecisive how to work it out.


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Originally Posted by bkdubs123 View Post
Now, about the spellcasting system of Strain and Tolerance. I think it's a great idea, but you aren't actually changing anything. You are essentially reinventing the wheel, but to do the same thing. Sure, your system makes more "thematic" sense, but functionally, you can't really cast spells any more often than you could with slots, since recovering from strain takes so long.
1st, it was never intended to give more spell power. It was meant to make more sense thematically and to allow greater flexibility to choose your spells on the fly.
Another thing I that tried to solve was the problem with all the full casters going nova and the need to sleep every 3-4 encounters.
The strain-tolerance approach allows one to do things while recovering some spell access and also to have decent recovery with partial sleep.
The high price of the higher-level spells means you might be better off not firing your heaviest guns all the time.


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Originally Posted by bkdubs123 View Post
Feats - Again, a spectacular job here. You basically did a lot of work I had planned to do a year ago, but I abandoned. Lots of great edits/fixes and entirely new material in this department. My problem? You fixed feats, and now you just give more and more of them out as class features.
1. The core fighter has bonus feats as the only class feature.
2. each class with bonus feats has its own specific list that revolves around the scope of characteristics one could expect a member of the class to be good at.
3. Some feats were simply turned into options available to everyone, meaning you could decently do more things as a class member than mindlessly wave your weapon or bring food o our mouth (an overkill, I know, but you get my point).


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Originally Posted by bkdubs123 View Post
Feats =/= Class Features. If that's the way you want the game to operate, cut class levels down to 10 and give out twice as many "general" feats.
But then you wouldn't be able to explain where all the world-shattering reality-shaping spells went - and there's no way I could built the archetypes correctly using just 10 levels.


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Originally Posted by bkdubs123 View Post
Classes - Some good, some bad.
I'm really curious to know which of them you found bad and why.


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Originally Posted by bkdubs123 View Post
Classes - Some good, some bad. I don't know what I think about the Rogue and the Monk.
Rogue:
Trapfinding - WotC never really explained it in a convincing manner and it never made sense to me. "Quickfingers" still give it something special without barring options from all other classes (at least until the Scout and "Trap Expert" ACF came along). In general, I see the Rogue as: 1. extreme-nimble-fingered; 2. Savvy-Combat-Trickster; 3. Ultra-Skillmonkey.
My rogue is the ultimate on all 3 parameters.
Monk:
I always felt the Monk and the Ninja should've been a single class and I never liked the monk's teleportation, SR or Quivering-Palm. The monk's also supposed to be the ultimate martial artist - uniting body, mind and soul to an harmonious perfection.
I believe my version lives up to what I described.


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Originally Posted by bkdubs123 View Post
The description of the Sorcerer was very vague to me, I ended up skipping it, and one of the other classes too... don't remember. Again, I loved the Cleric, job well done, and the Bard also looked good.
Then I'll wait until you're done reading them.


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Originally Posted by bkdubs123 View Post
PrCs - This is where I think I have the biggest complaint. I think you'd be better off just making ALL of these classes in their own right. I don't particularly like PrCs to begin with, the requirements always seemed strange or arbitrary, and a lot of yours don't appear to be any better, and often, just IMO seem to be worse. I don't want to have to own a mithril chain shirt, and have to be trained by Elves to be a Spellsword. Why couldn't I, a Mage that has dabbled in fighting techniques, figure things disciplines out on my own, organically. To use your own fluff, someone had to have originally done that. Whoever the first Spellsword was, he taught himself how to combine magic and melee in a more fluid, practical way. This is just one example - all of your PrCs seem to be similar.
OK, I guess the "Mithral chain-shirt" is some sort of a 2e/LotR residue.
But other than that, I tried to tie every prerequisite to the PrC's abilities (just ask and I'll explain).
And instead of me repeating myself, just read the "General PrCs rules" spoiler to understand where I'm coming from.


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Originally Posted by bkdubs123 View Post
I still have to read over spells and weaponry. I'll be back at this soon. It is quite an exhaustive list of work you have here, and I highly commend you on your steadfastness! I'd never have the commitment to get all of this done (of course I have various other commitments).
I'll be waiting.


If you think I might be able to do things better, by all means, feel free to share your ideas.



Many thanks for your time.


Edit:
regarding "Mithral chain-shirt" . . . sometimes the requirement is there so the candidate lives up to a certain ideal (e.g. the Dominatrix, which ha an ability I need to re-word so IT IS in the category of "lives up to a certain ideal").

Last edited by nonsi : 10-16-08 at 04:52 PM.
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Old 10-16-08, 04:30 PM
nonsi nonsi is online now
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Default Re: My House-Rules Codex - Reorganized

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Originally Posted by FetFreakVR2 View Post
Well in 3.5 we have commoner class for that. Races are there to provide some natural talent (+2 listen if you are an elf and so on).
Darkvision is more than "some natural talent".
So are Spell-like abilities and so is SR (Drow).


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Originally Posted by FetFreakVR2 View Post
3rd lvl elven commoner is most common elf you can find. He doesn't have special training in any sphere of his life.
Than why does a "most common elf you can find" have 3rd lvl ?
Why does he have levels at all.
Why can't h live out his life without gaining any class-levels ?
Should a baby-Elf have levels ?


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Originally Posted by FetFreakVR2 View Post
Also what I don't like here is that with commoner class you have some choices (feats) but with race lvls you don't.
1. Did you read the intro to the races' descriptions ?
2. No one forces you to take racial paragon levels. They're not prerequisite to anything - they stand alone.


Quote:
Originally Posted by FetFreakVR2 View Post
Let's say that I want to be an orcish child who has taken and raised by Ilmaters cleric. Will I still get Elf slayer ability? How about an orc that never met an elf. Some clan that lives in mountains and only fights winter wolves. Also once again on HP.
1. The same conflict arises with racial weapon familiarity and combat bonuses against racial enemies.
2. I see no problem in replacing Elfslayer with Wolfslayer.


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Originally Posted by FetFreakVR2 View Post
This way a half orcish wizard is gonna have more hp than a halfling warrior who has been train for several years how to take a punch.
A typical half-orc has about 5-6 times the flesh mass of a typical halfling. it only makes sense that a 1st-level orc is most likely to be able to oak more punishment than a 1st-level halfling.


Quote:
Originally Posted by FetFreakVR2 View Post
I have read more than few times that HP are not cuts and bruises. Let's say that we have a 5th lvl fighter that has around 50hp. He is fighting an opponent and the guy hits him and deals 15 points of damage. This doesn't necessarily mean that the fighter was slashed and he bleeded out 15 points of dmg.
HP are not just cuts and bruises.
Let's check somethnig together.
- Use the core rules an build a high-con Barb. 10th-level Dwarven-Defender with Indomitable-Soul feat.
- Now try to coup-de-grace him while he's asleep (repeat the test 10 times to get the hang of it - see how many times he actually died from a single blow).

You'll suddenly find that HP do have something to do with cuts and bruises.


Quote:
Originally Posted by FetFreakVR2 View Post
Star wars system did a great job at this. They used wound points.
HP's are just what I described above but wound points (you have them as much as your constitution number) are lethal injuries. Your wound points would suffer if you got hit by a sneak attack, critical hit or got surprised and every situation where you can't block or counter attack.
I'm not sure I'm ready to go there. It will probably drag me to called-shots / Hit-locations tables which would really slow the game down.
I never intended for the modifications to come at the expense of gameflow.


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Originally Posted by FetFreakVR2 View Post
I know this but I didn't cancel out speed with power I canceled it out with reach.
My explanation is valid also for reach.
Once you get within reach, you can really land a barrage of blows with small weapons.


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Originally Posted by FetFreakVR2 View Post
I remember when I was boxing against a really big guy (I'm short and skinny) the hardest thing was to get in, punch him and then move out without getting mangled. He didn't have that problem since his punches could reach my head while his head is safe from mine. I wasted most time on movement and getting in for a punch than on hitting and I was much quicker and more agile than him.
Boxing is not a good example for life & death situations.
Facing a boxer, I'll be using my feet a lot, throw sand in his eyes, do my best to shift his balance ad reposition myself to deliver dirty blows (I have no death wish ).
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Old 10-16-08, 05:08 PM
FetFreakVR2 FetFreakVR2 is offline
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Default Re: My House-Rules Codex - Reorganized

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Originally Posted by nonsi View Post
Than why does a "most common elf you can find" have 3rd lvl ?
Why does he have levels at all.
Why can't h live out his life without gaining any class-levels ?
Should a baby-Elf have levels ?
3rd lvl was an example. We all have lvls in something.
Baby elf would be lvl 1. With 4 hp that commoner gives her and her weak baby constitution she would have around 1 hit point.
lvls are your personal experience. I don't think they should be based on race.

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Originally Posted by nonsi View Post
A typical half-orc has about 5-6 times the flesh mass of a typical halfling. it only makes sense that a 1st-level orc is most likely to be able to oak more punishment than a 1st-level halfling.
What about later on? 10th lvl?
I didn't see hit points mentioned in classes description.

Quote:
Originally Posted by nonsi View Post
HP are not just cuts and bruises.
Let's check somethnig together.
- Use the core rules an build a high-con Barb. 10th-level Dwarven-Defender with Indomitable-Soul feat.
- Now try to coup-de-grace him while he's asleep (repeat the test 10 times to get the hang of it - see how many times he actually died from a single blow).

You'll suddenly find that HP do have something to do with cuts and bruises.
Well wounds rule would work great here..


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Originally Posted by nonsi View Post
I'm not sure I'm ready to go there. It will probably drag me to called-shots / Hit-locations tables which would really slow the game down.
I never intended for the modifications to come at the expense of gameflow.
Well star wars runs smoothly.. your call.


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Originally Posted by nonsi View Post
My explanation is valid also for reach.
Once you get within reach, you can really land a barrage of blows with small weapons.
I believe ONCE is the key word here.

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Originally Posted by nonsi View Post
Boxing is not a good example for life & death situations.
Facing a boxer, I'll be using my feet a lot, throw sand in his eyes, do my best to shift his balance ad reposition myself to deliver dirty blows (I have no death wish ).
we were talking dagger against g. sword and I used example between two boxer builds and now you trow sand in my eyes
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Old 10-16-08, 06:15 PM
nonsi nonsi is online now
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Default Re: My House-Rules Codex - Reorganized

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Originally Posted by FetFreakVR2 View Post
3rd lvl was an example. We all have lvls in something.
Baby elf would be lvl 1. With 4 hp that commoner gives her and her weak baby constitution she would have around 1 hit point.
lvls are your personal experience. I don't think they should be based on race.
Dilemma: What happens to that 1st commoner level once you hit 1st Rogue level. Where does it go to ?
My approach at least solves the absurd difference between Rogue 1 / Mage 1 and Mage 1/ Rogue 1 (same class-levels and yet 24 skill-points difference) and doesn't raise the above dilemma.


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Originally Posted by FetFreakVR2 View Post
What about later on? 10th lvl?
I didn't see hit points mentioned in classes description.
It's in the "Redefined Game Mechanics" spoiler under "Hit Points"


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Originally Posted by FetFreakVR2 View Post
Well wounds rule would work great here..
. . .
Well star wars runs smoothly.. your call.
I'd be glad to see them.
What's the mechanics ?


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Originally Posted by FetFreakVR2 View Post
I believe ONCE is the key word here.
That ONCE is usually limited to the beginning of combat - simulated quite reasonably with the Flatfooted condition.


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Originally Posted by FetFreakVR2 View Post
we were talking dagger against g. sword and I used example between two boxer builds and now you trow sand in my eyes
Sorry, it wasn't intentional
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Old 10-16-08, 10:48 PM
FetFreakVR2 FetFreakVR2 is offline
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Default Re: My House-Rules Codex - Reorganized

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Originally Posted by nonsi View Post
Dilemma: What happens to that 1st commoner level once you hit 1st Rogue level. Where does it go to ?
My approach at least solves the absurd difference between Rogue 1 / Mage 1 and Mage 1/ Rogue 1 (same class-levels and yet 24 skill-points difference) and doesn't raise the above dilemma.
I still think experience should be expressed in class not race. What about an elf that is raised in human only society? He receives human skills and feats?


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Originally Posted by nonsi View Post
It's in the "Redefined Game Mechanics" spoiler under "Hit Points"
Well if my calculation is correct then a half orc wizard is still gonna have more hps than a halfling even on a 20th lvl.

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Originally Posted by nonsi View Post
I'd be glad to see them.
What's the mechanics ?
Well you have hp and wounds.
Hp are class hit dice + con modifier. Wounds are your constitution (con 16 = 16 wounds) Standard dmg reduce your hp while surprise, flat footed, critical hit take down the wound points. Also when your hps are out your wounds start to suffer. When wounds reach -10 you die. Also every hit on wounds triggers a fort save against lethal damage or fall unconscious (10+dmg received vs fort+d20). Also critical hits are not doubled. It's the same dmg but it goes on wounds. It's quite simple and if you want realism you can add a % table what is hit when someone receives wound dmg.

We currently don’t play on wounds but we use critical hit table. Add realism to an extent.

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Originally Posted by nonsi View Post
That ONCE is usually limited to the beginning of combat - simulated quite reasonably with the Flatfooted condition.
I wouldn't agree. Combatants move around all the time.

Just to say. I'm not arguing here with you but I want to improve my game as well and this kind of talk helps a lot.
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My House-Rules Codex - Reorganized

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