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

Arkhandus

First Post
I like the work... once had a player who founded a small country named Aurelia in the center of one of my campaign settings so I checked it out...

The Paladin writeup feels sort of 2e, but I don't really mind it. Most of your material has a feeling that this is internally balanced, and I like to see that... if these classes are good for your campaign they are how they should be. I like the work, and hope it continues on... would like to see some of the monsters in the world to get a better feel on everything.

Slainte,

-Loonook.
Thanks.

It's been a looong time since I played 2E, aside from a brief 2e Drow campaign last year that ended abruptly, in which my drow psionicist (from the craziest House, the only one hinted at dabbling in psionics) was caught in a trap and subjected to unspeakable horrors by the party's drow rogue (or more accurately, the folks he made a deal with, to get rid of my PC) because of the rogue's treachery and accursed luck in making every save against my mind-reading and mind-controlling powers. And I think I made one failed attempt to psionically Disintegrate him.... It was fun despite the treachery between the rogue and the psionicist (the others were relatively loyal, as far as drow go...).

Don't remember a lot about the 2e Paladin, but that is the edition I started with so many years ago....so I'm still kinda fond of it (not so much the rules, but somewhat).


And yeah, I spend a lot of time checking over each of the classes, races, feats, monsters, etc. and trying to make sure they're balanced against each other and whatnot. Some of the rules changes are also suppsoed to change the balance in general..... Magic items are going to be somewhat less common in Aurelia and proportionately more expensive than in the core (though probably lower in actual price, because wealth by level is going to be somewhat lower), so the classes and races are a bit more powerful in general.

I've gotten into the habit of overcomplicating things somewhat, whereas my early Aurelia content was just setting material and slight rules-revisions. Currently trying to figure out where on the complexity/simplicity axis I want this stuff to fall on....


Some monsters will be posted soon, I've got a handful of them just about finished in description and rules. Right now, I've got the Barbarian finished and the Hospitaler variant Paladin will be done in a day or two. Hospitalers are more defensive and healing-oriented than other paladins, though theiir hit dice are only d8s, because their Lay on Hands ability is twice as powerful and they get extra defensive benefits, like poison immunity, Will save bonuses, ally-protecting stuff, more spells, earlier access to spells, and eventual access to 5th-level spells like Raise Dead, Cure Massive Wounds, Break Enchantment, Righteous Might, and such. They only get a medium Base Attack Bonus, but their Lay on Hands and spellcasting advantages make up for it.
 
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Arkhandus

First Post
Aurelian Barbarian

The Barbarian

Barbarians are the fiercest of warriors, often of ill temperment and prone to starting fights with little provocation. They are berserkers who fly in a furious rage when angered or stoked up for a fight, ignoring most pains and injuries as they thrash anything that gets in their way. Some are peaceful and diplomatic most of the time, but even these barbarians train for battle and become consumed by furious bloodlust when pushed too far.

Most barbarians are more reckless and belligerent, and cause a lot of trouble when they aren't preoccupied with good food, drink, or entertainment. While many barbarians are savages or tribal warriors, some belong to civilized militaries, mercenary companies, or adventuring groups. Barbarians are exceedingly tough and athletic, generally possessed of good survival skills, and tend to have keen instincts. Not to mention a strong will to live, and phenomenal strength lying just beneath the surface.

Races: The majority of barbarians are found amongst savage humanoid races and monstrous humanoids, but there are also many barbarian giants. A few varieties of aberration, fey, and outsider are known to have barbarians as well. The most common barbarians are goblins, orcs, half-orcs, firagi, draegi, korobokuru, aratz-kreen, githmarri, chaonds, locathah, minotaurs, ogres, trolls, cyclopes, hill giants, frost giants, grimlocks, troglodytes, half-ogres, loxos, harpies, lycanthropes, half-fiends, demons, slaadi, einherjar, half-elementals, kappa, oni, tasloi, phthisics, and gnolls, except flind gnolls. The might of a barbarian often makes them a leader in goblin, orc, firagi, githmarri, minotaur, ogre, troll, grimlock, troglodyte, loxo, and gnoll tribes. Barbarian chaonds, cyclopes, hill giants, half-ogres, harpies, half-fiends, half-elementals, kappa, phthisics tend to be loners with no comradery from others of their race, though there are rare exceptions.

Barbarians are uncommon among humans, dwarves, centaurs, nezumi, hengeyokai, spirit folk, thri-kreen, githrani, githyanki, tieflings, bugbears, borags, lizardfolk, half-dragons, firbolgs, ettins, hags, desmodu, yuan-ti, eladrins, guardinals, genies, daemons, hannya, rokuro-kubi, and driders. A human, draegi, nezumi, thri-kreen, githrani, githyanki, lizardfolk, desmodu, yuan-ti, or rokuro-kubi barbarian is usually just one of many warriors in their communities, but occasionally one such barbarian might attain leadership of the tribe or caste; more often they're just the muscle that serves the local priest, chieftain, or monarch. Dwarves call their barbarians 'battleragers' and usually assign a single one to each unit that needs the extra muscle or morale, treating the battlerager as a special officer with limited authority but more free reign than other soldiers. Centaur, bugbear, firbolg, ettin, and genie barbarians are generally outcasts or loners who just don't fit in with the communities or groups formed by others of their kind.

There are only a few barbarians among elves, half-elves, aquari, aeragi, fallow sprites, vanara, kobolds, aasimar, half-celestials, half-fey, merfolk, voadkyn, and bariaurs. Most of these barbarians are loners or exiles. Barbarians are very rarely found among other races.

Other Classes: Since most barbarians are wilderness warriors, either tribal, nomadic, or solitary, they tend to get along well with other wilderness-savvy individuals who understand the austerity and harshness of nature. This means a barbarian will usually get along well with other barbarians, rangers, druids, and shamans, as well as many monks, psychic warriors, wu jen, and shugenja, though the latter few have less wilderness experience and a few are more annoying or frightening than austere. Barbarians often distrust those who work magic, or similar unusual abilities like psionics or ki channeling, but many learn to respect monks, psychic warriors, and nature priests after a little while. Psions who can ease a barbarian's fears may be respected as useful allies, but are even less trusted than magic-wielders because of the sneakiness of their manifestations.

Particularly noisy, preachy, or intrusive folk are likely to get beaten up or ignored by barbarians, who generally dislike such pestering. This makes many bards, rogues, clerics, paladins, samurai, and sorcerers poorly treated by barbarians, but a few get along just fine, such as the quieter rogues and samurai, entertaining but unobtrusive bards and sorcerers, and nature clerics. Paladins, samurai, and sohei can rarely even stand to be around barbarians, with only a few exceptions.

Wizards are distrusted but can earn a barbarian's respect with their battle magic, and usually just get dismissed as crazy people playing with forces they can't really understand. Fighters usually get along fine with barbarians as fellow warriors, but some fighters are just too disciplined and stodgy for a barbarian to avoid picking fights with. As long as someone can stay fairly useful in a fight and not get in the barbarian's way, they're likely to at least earn some grudging respect from him or her.


Game Rule Information
Barbarians have the following game statistics.
Abilities: Strength is important for barbarians because of its role in combat, and several barbarian skills are based on Strength. Dexterity is also useful to barbarians, especially those who wear light armor. Wisdom is important for several barbarian skills. A high Constitution score lets a barbarian rage longer, and live longer, because it gives him more hit points.
Alignment: Any nonlawful.
Hit Die: d12.

Class Skills
The barbarian’s class skills (and the key ability for each skill) are Animal Empathy (Cha, exclusive), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Intuit Direction (Wis), Jump (Str), Listen (Wis), Ride (Dex), Spot (Wis), Swim (Str), and Wilderness Lore (Wis).
Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.


Class Features
All of the following are class features of the barbarian.

[sblock]Weapon and Armor Proficiency: A barbarian is proficient with all simple and martial weapons, light and medium armors, and shields.

Hardy: Barbarians are exceedingly tough warriors with high pain thresholds, and they recover from serious injuries somewhat faster than a soft, coddled, civilized warrior would. The barbarian is treated as 2 levels higher for purposes of natural healing (and applications of the Heal skill to accelerate natural healing). In addition, they have a base 30% chance of stabilizing or starting to recover when at negative hit points, rather than a 10% chance.


Rage: When he needs to, a barbarian can fly into a screaming blood frenzy. In a rage, a barbarian gains phenomenal strength and durability but becomes reckless and less able to defend himself. He temporarily gains +4 to Strength, +4 to Constitution, and a +2 morale bonus on Will saves, but suffers a -2 penalty to AC. The increase in Constitution increases the barbarian’s hit points by 2 per level, but these hit points go away at the end of the rage when the Constitution score drops back to normal (these extra points are not lost first the way temporary hit points are).

While raging, a barbarian cannot use skills or abilities that require patience and concentration, such as moving silently or casting spells (the only class skills he can’t use while raging are Animal Empathy, Craft, Handle Animal, and Intuit Direction). He can use any feat he might have except for Expertise, item creation feats, metamagic feats, metapsionic feats, and Skill Focus (if its tied to a skill that requires patience or concentration). A fit of rage lasts for a number of rounds equal to 3 + the character’s newly improved Constitution modifier. The barbarian may prematurely end the rage, voluntarily, at the start of any of their own turns. At the end of the rage, the barbarian is fatigued (-2 to Strength, -2 to Dexterity, can’t charge or run) for two minutes (20 rounds) afterwards (unless the barbarian is 16th-level, when this limitation no longer applies).

The barbarian can only fly into a rage once per encounter, and only once per day at 1st-level, but can rage an additional time each day for every six barbarian levels gained beyond that (twice per day at 7th-level, three times per day at 13th-level, and four times per day at 19th). Entering a rage takes no time itself, but the barbarian can only do it during his action, not in response to somebody else’s action. Starting at 10th-level, the barbarian’s rage bonuses become +6 to Strength, +6 to Constitution, and a +4 morale bonus to Will saves, while the AC penalty remains at -2.


Barbarian Talents: At 2nd-level, then again at every three levels following that, the barbarian gets a special ability from the list below. Each special ability may only be selected once unless noted otherwise, and each special ability has certain prerequisites that the barbarian must meet. The barbarian chooses their talents from the following list.

Bonus Feat: Instead of gaining an actual special ability, the barbarian may choose to gain a bonus feat from the following list: Alertness, Blind-Fight, Cleave, Endurance, Exotic Weapon Proficiency*, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Initiative, Improved Power Attack, Improved Sunder, Iron Will, Lightning Reflexes, Power Attack, Skill Focus (any barbarian class skill)*, Sunder, Toughness**, and Track. Feats marked with an asterisk (*) may be gained multiple times, selecting a different weapon or skill each time, as appropriate. Feats marked with two asterisks (**) may be gained any number of times and stack. The barbarian must meet any prerequisites for the feats he chooses, as usual. This ability may be gained multiple times.

Climate Adaptation (Ex): The barbarian adapts to a particular type of climate of their choice, either hot or cold climates. As a special prerequisite for gaining this ability, the barbarian must have spent at least a year in such a climate immediately before taking this talent. Upon gaining Climate Adaptation, the barbarian gains Fire Resistance 3 if he had chosen a hot environment, or Cold Resistance 3 if he had chosen a cold environment.

Barbarians who choose hot environments gain +3 on saving throws against the natural heat of such environments (this does not include contact with fire, magma, or similar effects), including saves against dehydration in such places. Barbarians who choose cold environments gain +3 on saving throws against the natural chill of such environments (not contact with freezing effects, such as spells or certain places in the Para-Elemental Plane of Cold), including saves against hypothermia or frostbite in such places.

The barbarian may gain Climate Adaptation up to three times, each time increasing his or her resistance to the same energy type by 3 points, and increasing his or her related save bonus by +3. However, in order to gain this special ability a second time, the barbarian must be at least 5th-level and must spend an additional year in the appropriate climate immediately prior to their second time gaining this ability. Also, to gain this ability a third time the barbarian must be at least 8th-level and spend another year in the appropriate climate immediately prior.


Damage Reduction (Ex): The character must be at least a 5th-level barbarian and have a Constitution score of 11+ in order to gain this talent. Your barbarian gains the extraordinary ability to shrug off some amount of injury from each blow or attack. Subtract 1 from the damage the barbarian takes each time he is dealt damage. Damage reduction can reduce damage to 0 but not below 0. This special ability may be gained up to three times, and its effects stack. However, to gain this ability a second time, the character must be at least an 11th-level barbarian with a Constitution score of 13+. The character must be a barbarian of at least 17th-level with a Constitution score of 15+ in order to gain this ability a third time.

Deep Rage: You must be at least a 5th-level barbarian of chaotic alignment in order to gain this special ability. Deep Rage is not useable if the barbarian becomes nonchaotic in alignment, but only until he or she becomes chaotic once more. Once the barbarian gains this ability, he is capable of drawing on a deeper reservoir of primal fury when raging, and can thus improve the power of his rages. As a result, whenever the barbarian enters a rage, the player may declare it to be a deep rage.

In a deep rage, the barbarian gains all the normal benefits and penalties of raging, with the following extra benefits and penalties; these stack with the benefits and penalties of a frenzied rage, so a barbarian with both abilities may activate both at once. Deep rage stacks with greater rage also. In a deep rage, the barbarian’s bonuses to Strength and Constitution are increased by an additional +4 each, and the barbarian’s morale bonus on Will saves is increased by +2. The penalties of going into a deep rage are the same as those suffered when going into an ordinary rage, as well as the following additional penalties. A deep rage incurs a further -2 AC penalty, and lasts only one-half as long as it otherwise would have, rounded down, after factoring in Extended Rage if applicable.


Extended Raging: You must be at least an 8th-level barbarian and have a Constitution score of 13+ in order to gain this special ability. The barbarian learns to prolong the duration of his rages. Henceforth, whenever the barbarian enters a rage, the base duration of the rage is increased by +3 rounds. This special ability may be gained multiple times, to a maximum of three times. However, in order to gain this ability a second time, the barbarian must have a Constitution score of 15+, and in order to gain it a third time, the barbarian must have a Constitution score of 17+.

Extra Raging: You must be at least a 5th-level barbarian in order to gain this special ability. Each time this talent is gained, the barbarian can fly into a rage two additional times per day. This talent may be gained multiple times, to a maximum of three times.

Fast Movement (Ex): The character must have a Dexterity score of 10+ in order to gain this special ability. The barbarian develops a speed faster than the norm for his race by +10 feet when wearing no armor, light armor, or medium armor (and not carrying a heavy load). For example, a human barbarian in studded leather armor has a base speed of 40 feet. Normally, humans have a speed of 30 feet. His speed when taking the double move action is 80 feet (rather than 60), and his running speed is 160 feet (rather than 120).

Fierce Display: Your barbarian must have at least 4 ranks in the Intimidate skill before selecting this talent. The barbarian learns how to be especially frightening when entering a barbarian rage, putting on such a savage display that enemies may tremble in fear at the barbarian's ferocity. Thus, you can make one Intimidate check as a free action when entering a barbarian rage, and this check affects all opponents within 30 feet who witness the barbarian's display (even if they can only hear the barbarian's roars and such). Each opponent that the check succeeds against is shaken for 1 round, and will not approach the barbarian during that time. Even afterwards, they suffer a -1 morale penalty on attack rolls for 1 extra round.


Frenzied Rage: You must be at least a 5th-level barbarian of chaotic alignment in order to gain this talent. Frenzied Rage is not useable if the barbarian becomes nonchaotic, but only until he or she becomes chaotic once more. Once the barbarian gains this ability, he is capable of channeling his rage and instincts more effectively, so he can use it to heighten his speed and reflexes. As a result, whenever the barbarian enters a rage, he may declare it to be a frenzied rage.

In a frenzied rage, the barbarian gains all the normal benefits and penalties of raging, with the following extra benefits and penalties; these stack with the benefits and penalties of a deep rage, so a barbarian with both abilities may activate both at once. Frenzied rage stacks with greater rage also. In a frenzied rage, the barbarian’s Dexterity score is increased by +4 and their base speed is increased by +10 feet; the speed increase stacks with other abilities that increase speed.

Also, while in a frenzied rage, the barbarian gains the ability to perform a Flurry of Blows when using the full-attack action, when desired. When doing so, the barbarian cannot use other full-round actions that involve a full-attack, such as the Whirlwind Attack feat, or a monk’s similar Flurry of Blows ability. When the barbarian makes a full-attack with a Flurry of Blows, they gain an additional attack at their highest base attack bonus. However, all attack rolls the barbarian makes that round and before their next turn suffer a -2 penalty. Entering a frenzied rage has the same penalties as a normal rage, plus the following additional penalty. A frenzied rage causes the character to be fatigued for five times as long afterwards compared to a normal rage, after factoring in Great Stamina if applicable.


Greater Movement (Ex): You must be at least a 5th-level barbarian, have a Dexterity score of 15+, and have the Fast Movement barbarian ability, in order to gain this special ability. The barbarian develops even greater speed than before, improving his base speed by +20 feet when wearing no armor, light armor, or medium armor (and not carrying a heavy load). This ability supersedes (does not stack with) the Fast Movement barbarian ability.

Greater Uncanny Dodge (Ex): The character must be at least an 8th-level barbarian, have a Dexterity or Wisdom score of 15+, and have the Uncanny Dodge and Improved Uncanny Dodge barbarian abilities (or equivalent abilities from other classes), in order to gain this special ability. The barbarian’s ability to avoid trap dangers improves, providing a +4 greater bonus on Reflex saves made to avoid traps and a +4 greater dodge bonus to AC against attacks by traps. This ability stacks with the Improved Uncanny Dodge barbarian ability. If the character gained Uncanny Dodge from other sources, they do not need a prior bonus against traps in order to qualify for Greater Uncanny Dodge.

Great Stamina: The character must have a Constitution score of 15+ in order to gain this special ability. The barbarian has phenomenal stamina, and does not take as long to recover from exhaustion nor take as long to tire. Henceforth, the barbarian gains a +2 bonus on Constitution checks made to perform a physical activity over a period of time, such as running, swimming, holding his breath, etc. He also only takes half as long as he otherwise would to recover from his fatigue after coming out of a barbarian rage. Lastly, the barbarian may now enter a rage more than once per encounter, but cannot enter another rage until their previous rage and its fatigue (if any) has ceased.


Improved Uncanny Dodge (Ex): You must be at least a 5th-level barbarian, have a Dexterity or Wisdom score of 13+, and have the Uncanny Dodge barbarian ability (or equivalent ability from another class), in order to gain this talent. If you gained Uncanny Dodge from another source, you do not need a prior bonus against traps in order to qualify for Improved Uncanny Dodge. The barbarian can no longer be flanked; he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies a rogue the ability to use a flanking attack to sneak attack the barbarian. The exception to this defense is that individuals who possess Sneak Attack and at least four more character levels than the barbarian can flank him, and thus sneak attack him.

Low-Light Vision (Ex): You must be at least a 5th-level barbarian and have a Wisdom score of 13+ in order to gain this special ability. As an additional prerequisite to gaining this ability, the barbarian must have spent at least the majority of two years in dark or dimly-lit places immediately prior to taking this talent The barbarian’s eyes have adjusted over time through constant exposure to darkness and dim light, such that the barbarian can now see somewhat better in darkness and poorly-lit areas.

The barbarian can now see twice as far as a normal human can in conditions of moonlight, starlight, torchlight, or similar conditions of dim illumination. The barbarian retains the ability to discern detail and color under these conditions. However, the barbarian does not benefit from Low-Light Vision in conditions of total darkness, such as when within the radius of a Darkness spell. If the barbarian already has Low-Light Vision as a racial ability, then this is added to their racial Low-Light vision; just remember that two doublings is a tripling, a doubling and a tripling are a quadrupling, and so on.

Uncanny Dodge (Ex): The character must have a Dexterity score of 10+ and a Wisdom score of 10+ in order to gain this talent. This grants a barbarian the extraordinary ability to react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC, if any, regardless of being caught flat-footed or struck by an invisible attacker (he still loses his Dex bonus to AC if immobilized). In addition, he barbarian gains an intuitive sense that alerts him to danger from traps, giving him a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks by traps.


Damage Reduction (Ex): All barbarians develop greater than normal toughness over time, hardening their bodies and developing extreme pain resistance. At 3rd-level, the barbarian gains Damage Reduction 1/- as an extraordinary ability. This Damage Reduction functions as per the Barbarian Talent of the same name, and stacks with that ability, but there is no limit to the amount of DR that can be gained from this version. The barbarian's DR from this ability improves by 1 point per six additional levels in the class, such as DR 2/- at 9th-level and DR 3/- at 15th-level.

Remain Conscious: A barbarian learns to fight through almost any pain, ignoring mortal wounds as he or she relentlessly pursues their hated foes. By 4th-level, they gain the Remain Conscious feat for free, as a bonus feat, regardless of prerequisites.

Intimidator: Barbarians are very good at frightening or worrying their opponents through impressive displays of violence or brute strength. Starting at 6th-level, they gain a +2 bonus on Intimidate skill checks, and on Will saves against fear effects, and likewise to the DC of any Intimidate checks made against them.


Brutal Strikes: The barbarian unleashes powerful attacks when rushing headlong into battle and thrashing about at all his opposition. At 7th-level onward, the barbarian gains a +2 bonus to damage with weapons, natural weapons, or unarmed strikes when charging, executing a Whirlwind Attack, making an attack of opportunity, or dealing a critical hit. For critical hits, this damage bonus is multiplied normally. The damage bonus increases by +2 for every six additional barbarian levels gained, becoming +4 at 13th-level and +6 at 19th-level.

Savage Might: At 12th-level, and again at every eighth additional level of barbarian, the character's Strength and Constitution scores each increase by 1 point. This is a natural improvement from the excessive and brutal physical training that barbarians undergo.


Whirlwind Attack: Experienced barbarians are skilled at swinging their weapons in wild, vicious arcs that clobber many foes at once. At 18th-level they gain the Whirlwind Attack feat as a free bonus feat, regardless of prerequisites.

Illiteracy: Barbarians are the only characters that do not automatically know how to read and write (besides the commoner NPC class). A character who begins as a barbarian must spend 2 skill points at some point if they want to gain the ability to read and write any languages they are able to speak. Even if the barbarian gains levels in other classes later, they do not gain the capacity to read and write unless they spend these skill points. In order for the character to become a wizard, wu jen, or other learned character that requires reading and writing skills, they must first spend the skill points to gain literacy or they must do so upon gaining their first level in such a class requiring literacy.

Ex-Barbarians: A barbarian who becomes lawful in alignment cannot gain further levels as a barbarian and loses the ability to rage.[/sblock]

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[B][COLOR=Red][U][I]The Barbarian:[/I][/U][/COLOR]
[COLOR=Blue]Class	Base			Fort.	Ref.	Will
Level	Attack			Save	Save	Save	Special[/COLOR][/B]
1	+1			+2	+0	+0	Hardy, Rage (1/day)
2	+2			+3	+0	+0	Barbarian Talent
3	+3			+3	+1	+1	Damage Reduction 1/-
4	+4			+4	+1	+1	Remain Conscious
5	+5			+4	+1	+1	Barbarian Talent
6	+6/+1			+5	+2	+2	Intimidator
7	+7/+2			+5	+2	+2	Brutal Strikes +2, Rage (2/day)
8	+8/+3			+6	+2	+2	Barbarian Talent
9	+9/+4			+6	+3	+3	Damage Reduction 2/-
10	+10/+5			+7	+3	+3	Greater Rage
11	+11/+6/+1		+7	+3	+3	Barbarian Talent
12	+12/+7/+2		+8	+4	+4	Savage Might
13	+13/+8/+3		+8	+4	+4	Brutal Strikes +4, Rage (3/day)
14	+14/+9/+4		+9	+4	+4	Barbarian Talent
15	+15/+10/+5		+9	+5	+5	Damage Reduction 3/-
16	+16/+11/+6/+1		+10	+5	+5	No Longer Winded After Rage
17	+17/+12/+7/+2		+10	+5	+5	Barbarian Talent
18	+18/+13/+8/+3		+11	+6	+6	Whirlwind Attack
19	+19/+14/+9/+4		+11	+6	+6	Brutal Strikes +6, Rage (4/day)
20	+20/+15/+10/+5		+12	+6	+6	Barbarian Talent, Savage Might
 
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Arkhandus

First Post
Barbarian was posted last week in the post above this one, and I just finished replacing two posts further up with the Hospitaler variant Paladin, just below the basic Paladin. Some monsters will be posted later this week, and maybe another of the Paladin variants.
 

Arkhandus

First Post
Well, I got kinda sidetracked last week, and worked on several monsters, but didn't quite finish them. It just takes so long to think and type up the full details, and I've been so tired lately. I'll be posting at least a few monsters, maybe a bunch, as a sort of Christmas present dealie. ^_^

Probably adamant eviscerators, Ardellian blood cobras, argent wasps, baskillions, brood lizards, crimson clockworks, Dakaszi sand leeches, dreamvenom asps, and goblinoids.
 

Arkhandus

First Post
Aurelian Monsters Preview 1

Well, it's later than intended, though still Christmas where I'm at, but here it is. Some Aurelian monsters, mostly constructs for now because I just had them closer to completion already. The others mentioned will be done and posted soon. Also, it looks like I'll have the Justiciar paladin variant posted soon as well.

Note that the Challenge Ratings may be a tad off for now as I haven't had a chance to test them yet, and they're based on the abilities of Aurelian characters, not core rules characters (which are slightly weaker but rely more on magic items). Also, I may need to do one last bit of tweaking to a few monsters at some point, when I finish some other, related rules.

Note that these basic creature statistics by size and creature type differ somewhat from the original stats printed in the books. Aurelian creatures differ somewhat in part to balance out with the increased power of the base classes in my houserules, such as the various added benefits that Aurelian Fighters get compared to core-rules Fighters.
Code:
[B][I]Standard Size-Based Stats[/I]
[U]Size Category	Str	Dex	Con	NatArm	AC/Atk	Grap	Hide	Speed[/U][/B]
Fine		2	18	6	+0	+8	-10	+20	5 ft.
Diminutive	4	16	8	+0	+4	-6	+12	10 ft.
Tiny		6	14	8	+0	+2	-4	+6	15 ft.
Small		8	12	10	+0	+1	-2	+2	20 ft.
Medium		10	10	10	+0	+0	+0	+0	30 ft.
Large		14	8	12	+2	-1	+2	-2	40 ft.
Huge		20	6	16	+5	-2	+4	-6	50 ft.
Gargantuan	28	6	22	+9	-4	+6	-12	60 ft.
Colossal	36	4	28	+15	-8	+10	-20	70 ft.

[B][I]Creature Sizes And Common Statistics[/I]
[U]Size Category	Dimensions *	Typical Weight **		Face ***		Base Reach ****[/U][/B]
Fine		6 in. or less	1/8th lb. or less		6 in. by 6 in.	0 ft.
Diminutive	6 in. to 1 ft.	1/8th lb. to 1 lb.		1 ft. by 1 ft.	0 ft.
Tiny		1 ft. to 2 ft.	1 lb. to 8 lbs.		2.5 ft. by 2.5 ft.	0 ft.
Small		2 ft. to 4 ft.	8 lbs. to 60 lbs.		5 ft. by 5 ft.	5 ft.
Medium		4 ft. to 8 ft.	60 lbs. to 500 lbs.		5 ft. by 5 ft.	5 ft.
Large		8 ft. to 16 ft.	500 lbs. to 4,000 lbs.	5 ft. by 5 ft.	5 ft.
Huge		16 ft. to 32 ft.	4,000 lbs. to 32,000 lbs.	10 ft. by 10 ft.	10 ft.
Gargantuan	32 ft. to 64 ft.	32,000 lbs. to 250,000 lbs.	10 ft. by 10 ft.	10 ft.
Colossal		64 ft. or more	250,000 lbs. or more	10 ft. by 10 ft.	15 ft.
[I]* Biped's height or nonbiped's body length (from nose to tail or the equivalent).
** This measurement is based on the assumption of a fairly standard body density, like that of most animals
and people.  Stone or metal creatures are likely to weigh between two and ten times more, while gaseous
creatures weigh between one-twentieth and one-hundredth as much.  Creatures of a liquid or semisolid
form, such as many Oozes and some Elementals, such as fire or water elementals, typically weigh between
half and one-tenth as much.
*** This is the typical width and length of the creature's fighting space, based on that of a bipedal
humanoid form.  Nonbipedal creatures typically have a larger fighting space, twice as long for quadrupeds,
or four times as long for serpentine creatures.  Quadrupeds of Large size or greater sometimes have a wider
fighting space as well, twice as wide as normal for bipeds.  A serpentine creature, such as a snake, worm,
or giant centipede, usually occupies a fighting space 50% larger than a biped while coiled into a ball or circle.
**** This is the standard reach for melee attacks by creatures of the listed size category.  Some monsters
have greater natural reach than this, as indicated in their entries.  Bipedal creatures of Large size or greater
have an additional 5 feet of natural reach beyond that listed in this table, unless indicated otherwise
in each such creature's entry.[/I]

[B][I]Size Increases (Incremental)[/I]

[U]Old Damage (Each)	New Damage[/U][/B]
1			1d2
1d2			1d3
1d3			1d4
1d4			1d6
1d6			1d8
1d8			1d10
1d10			2d6
1d12			2d8
1d20			3d8

[B][U]Old Size	New Size	Str	Dex	Con	NatArm	AC/Atk	Grap	Hide[/U][/B]
Fine		Diminutive	+2	-2	+2	Same	-4	+4	-8
Diminutive	Tiny		+2	-2	Same	Same	-2	+2	-6
Tiny		Small		+2	-2	+2	Same	-1	+2	-4
Small		Medium		+2	-2	Same	Same	-1	+2	-2
Medium		Large		+4	-2	+2	+2	-1	+2	-2
Large		Huge		+6	-2	+4	+3	-1	+2	-4
Huge		Gargantuan	+8	Same	+6	+4	-2	+2	-6
Gargantuan	Colossal	+8	Same	+6	+6	-4	+4	-8

[B][U]Old Size		New Size		Face *	Non-Biped's Natural Reach		Biped's Natural Reach[/U][/B]
Fine		Diminutive	+50%	+0 ft.				+0 ft.
Diminutive	Tiny		+50%	+0 ft.				+0 ft.
Tiny		Small		+50%	+5 ft.				+5 ft.
Small		Medium		+50%	+0 ft.				+0 ft.
Medium		Large		+50%	+0 ft.				+5 ft.
Large		Huge		+50%	+5 ft.				+5 ft.
Huge		Gargantuan	+50%	+0 ft.				+0 ft.
Gargantuan	Colossal		+50%	+5 ft.				+5 ft.
[I]* Rounded up to the nearest 5 feet if the creature's previous fighting space dimension was at least 2 feet.[/I]

[B][I]Creature Type Statistics[/I]
[U]Creature Type		HD	BAB	High Saves	Skill Points			Feats[/U][/B]
Aberration		d8	= HD	Will		3x Int score, +2/EHD		1, +1/4 EHD
Animal			d8	3/4 HD	Fort or Ref	10 to 15			None
Beast			d10	3/4 HD	Fort+Ref	2x Int score, +1/EHD		None
Construct		d10	3/4 HD	None		None				None
Dragon			d12	= HD	Fort+Ref+Will	HDx(6 + Int mod), +1/EHD	1, +1/4 EHD
Elemental		d12	3/4 HD	Fort or Ref	2x Int score, +2/EHD		1, +1/4 EHD
Fey			d6	1/2 HD	Ref+Will	3x Int score, +3/EHD		1, +1/4 EHD
Giant			d10	3/4 HD	Fort		8 + Int mod, +1/EHD		1, +1/4 EHD
Humanoid		d8	3/4 HD	Any One		8 + Int mod, +2/EHD		1, +1/4 EHD
Magical Beast		d8	= HD	Fort+Will	3x Int score, +1/EHD		1, +1/4 EHD
Monstrous Humanoid	d8	= HD	Ref		2x Int score, +2/EHD		1, +1/4 EHD
Ooze			d10	3/4 HD	None		None				None
Outsider		d8	= HD	Fort+Ref+Will	HDx(8 + Int mod), +2/EHD	1, +1/4 EHD
Plant			d6	3/4 HD	Fort		None				None
Shapechanger		d8	= HD	Fort+Ref+Will	3x Int score, +1/EHD		1, +1/4 EHD
Undead			d12	1/2 HD	Will		3x Int score, +2/EHD		1, +1/4 EHD
Vermin			d6	3/4 HD	Fort		10 to 12			None
EHD (Extra Hit Dice) = HD-1 for Medium-size or smaller, HD-2 for Large, HD-4 for Huge, HD-16 for Gargantuan, or HD-32 for Colossal creatures.



Adamant Eviscerators
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Adamant Eviscerator
Medium Construct
Hit Dice: 10d10 (55 hp)
Initiative: +6 (+6 Dex)
Speed: 70 ft. (cannot run or charge)
AC: 30 (+6 Dex, +10 natural armor, +4 mage armor)
Attacks: 2 arm blades +9 melee, 2 slams +4 melee; or sonic ray +11 ranged touch
Damage: Arm blade 1d6+4 and wounding, slam 1d8+4, sonic ray 5d6 sonic
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Augmented criticals, sonic ray, spring slice, wounding
Special Qualities: Acid immunity, construct traits, corrosion immunity, darkvision 60 ft., DR 20/+2, mage armor, sonic resistance 20, SR 15
Saving Throws: Fortitude +3, Reflex +9, Will +3
Abilities: Strength 19, Dexterity 22, Constitution --, Intelligence --, Wisdom 10, Charisma 1
Feats: Spring Attack

Climate/Environment: Any land, aquatic, or underground
Organization: Solitary or brace (2-5)
Challenge Rating: 9
Treasure: None
Alignment: Always neutral
Advancement: None

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These constructs resemble men in excessively-articulated full-plate armor, with a pair of bladed arms in addition to a set of normal arms. Adamant eviscerators are dangerous constructs built entirely of gleaming adamantine, made for slaughter on the battlefield or ruthless defense of a mage's property, sometimes even used as bodyguards for traveling mages. While not nearly as powerful and durable as full-fledged adamantine golems, the adamant eviscerators are quick, light, and comparatively cheap to build. They move with surprising agility, cutting a swath through enemy forces and hammering them into the ground, shrugging off many kinds of attack while emitting strange, rumbling bellows like a giant brass instrument, blasting enemies with sound.

An adamant eviscerator stands between 5 and 7 feet tall, and is 2 to 3 feet wide, with two humanoid arms sprouting from both the left side and right side of their torso, the upper pair ending in serrated sword-blades instead of hands. Their legs end in four splayed toes instead of the boots an armored knight would wear, giving the construct good footing on uneven terrain, loose sand, or mud. The head is a closed helm like a knight's, on an articulated neck of adamantine plates. An adamant eviscerator is hollow, crafted from thin pieces of the super-durable metal called adamantine, weighing a total of 70 pounds. Somewhere on an adamant eviscerator's head or torso lies the visible Arcane Mark of its creator, a sign of its origin. Destroyed adamant eviscerators shake violently and break down into inert dust, disintegrated by the uncontrolled acid and sonic magic they were infused with.

COMBAT
As mindless constructs, the adamant eviscerators are unable to devise tactics and just fight in a straightforward manner. They approach or charge an opponent if within a short enough distance, and begin hacking away with their arm blades, then pound enemies with the fists of their extra arms. The arm blades deal piercing and slashing damage, while the slamming arms deal bludgeoning damage. If multiple opponents are within reach, they will attack as many foes as possible each round. Against flying or otherwise-hard to-reach opponents, they unleash sonic rays to pummel the distant targets.

Although they have the ability to run past opponents while attacking with arm blades, limiting the barrages of enemy melee attacks, adamant eviscerators only use this capability when it fits the commands of their controller. Adamant eviscerators attack anything that attacks them first, and do not cease pursuit until commanded to by their controllers. Otherwise, they only attack when commanded to do so.

Augmented Criticals: The arm blades of an adamant eviscerator threaten a critical hit on a natural attack roll of 18, 19, or 20 (in other words their threat range is 18-20).

Sonic Ray (Su): Built with an infusion of sonic magic, adamant eviscerators can project small beams of concentrated sound from their mouth. When fighting enemies they cannot reach in one round, adamant eviscerators will use their Sonic Ray until able to engage the enemy in melee. They cannot use Sonic Ray more than once every three rounds. It has an effective range of 300 feet and deals 5d6 points of sonic damage to one target, but requires a successful ranged touch attack to hit.

Spring Slice: Adamant eviscerators can make both arm blade attacks when using the Spring Attack feat, instead of just a single such attack. If two opponents are within reach at the time, they will strike each with a different arm blade when doing this, unless it goes against their controller's command.

Wounding (Ex): The wickedly serrated blades of an adamant eviscerators upper arms cause wounds that bleed much worse than normal. Each successful hit made by the construct's arm blades causes the victim to bleed as though from a Wounding magic weapon.

ADAMANT EVISCERATOR TRAITS
Acid Immunity (Ex): Adamant eviscerators suffer no damage or other effects from acid.

Bonus Feat: Adamant eviscerators receive the Spring Attack feat as a bonus feat from their design.

Corrosion Immunity (Ex): An adamant eviscerator is immune to rust and other corrosion, including temporal effects that corrode materials or harm creatures through accelerated aging.

Damage Reduction (Ex): Adamant eviscerators possess Damage Reduction of 20/+2, so they ignore the first 20 points of damage dealt to them by each attack, excluding energy damage, spells, psionic powers, supernatural or spell-like abilities, magical backlash, and attacks with a +2 or higher enhancement bonus. Magical or psionic effects that deal bludgeoning, piercing, or slashing damage are still impeded by Damage Reduction if they do not have an enhancement of +2 or higher.

Darkvision (Ex): Adamant eviscerators may see perfectly well in darkness, out to a distance of 60 feet. Darkvision is black and white only, but details can be discerned with only minor distortion. Darkvision does not function in magical or psionic darkness.

Mage Armor (Sp): An adamant eviscerator is imbued with the Mage Armor spell, allowing them to use it upon themselves as a spell-like ability at will. This functions as per the spell cast by a 10th-level sorcerer, and adamant eviscerators activate the ability once every ten hours. They will also activate it if commanded to do so by their controller.

Sonic Resistance (Ex): The construct's attunement to sonic energy makes it especially resistant to harsh vibrations. Thus it has Sonic Resistance 20, meaning that it ignores the first 20 points of sonic damage dealt to it each round.

Spell Resistance (Su): While not as magic-resistant as golems, adamant eviscerators still possess a supernatural girding against other magical forces. Adamant eviscerators have Spell Resistance of 15, so spells and spell-like abilities (excluding their own Mage Armor ability) fail to affect an adamant eviscerator unless the spellcaster succeeds at a DC 15 caster level check (1d20 + caster level) for each such spell or ability. The adamant eviscerator's controller may command it to lower its Spell Resistance for any length of time they declare.

CREATING AN ADAMANT EVISCERATOR
To create an adamant eviscerator, you must have the Craft Construct item creation feat, a caster level of 10th or higher, 10 or more ranks in the Craft (Armorsmithing) skill, 10 or more ranks in the Craft (Metalworking) skill, and the ability to cast (or use as spell-like abilities) the spells Arcane Mark, Mage Armor, Major Resistance, Protection from Elements, Shout, Summon Monster III (or a higher-level version), and Unseen Servant. Building the body requires at least 70 pounds of adamantine, worth 10,500 gold pieces, plus a forge and artisan's tools for both Craft skills. A DC 20 Craft (Metalworking) check must be made to prepare the metal components with one week of labor. A failed check requires another week of labor to fix the mistake (though it wastes no material).

Then DC 20 Craft (Armorsmithing) checks must be made over days or weeks of labor to forge the body, until enough work has been completed in that manner to finish a suit of armor with 12,000 gp market value (what the construct's body is equivalent to). Failed checks for this will cost the craftsmen in raw materials as normal for failed Craft checks. Afterward, a DC 20 Craft (Metalworking) check must be made with one day of labor to finish the construction, and failure requires three days of additional labor and another check to try fixing and finishing the work. Following this, a DC 25 Craft (Metalworking) check and one week of labor is required to forge a suitable control device. This device requires 1 pound of adamantine, costing 150 gold pieces, and several gemstones worth an additional 500 gold pieces. Failing the check wastes that work but not the materials, requiring another week to make another attempt at crafting it. The device (after the ritual) is a magic item with the same caster level as the construct (10th) and so is rather difficult to destroy. It can be crafted in any form, but does not use up a magic item slot if worn.

Once the body and control device are completed, the ritual work must begin to empower and animate the construct. This takes one week, spending 8 hours each day on the ritual, which includes casting of all six required spells on each day. The ritual costs 2,000 gold pieces in other expendible reagents, such as incense, candles, ink and crystal dust for ritual circles, monstrous humours and bone chips, and more. Finally, after the seventh day's ritual, the adamant eviscerator is complete, with the binding of a minor earth elemental to animate it. This also attunes the control device to the adamant eviscerator. Whoever holds or wears the control device is considered the controller of that adamant eviscerator, and may command it by voice. If more than one creature is in contact wtih the device at the same time, then the first of them to touch it that time is the controller. There can be only one controller at a time. The construct cannot be further commanded once the device is destroyed, and the device cannot be repaired or replaced.
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Argent Wasps
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Argent Wasp
Tiny Construct
Hit Dice: 2d10 (11 hp)
Initiative: +5 (+5 Dex)
Speed: 10 ft., fly 100 ft. (perfect), swim 50 ft. (cannot run or charge)
AC: 19 (+2 size, +5 Dex, +2 natural armor)
Attacks: Stinger +8 melee
Damage: Stinger 1d4 and poison
Face/Reach: 2.5 ft. by 2.5 ft./5 ft.
Special Attacks: Poison, shapechanger bane
Special Qualities: Construct traits, darkvision 60 ft., DR 5/+1, shapechanger sense
Saving Throws: Fortitude +0, Reflex +5, Will +0
Abilities: Strength 11, Dexterity 20, Constitution ---, Intelligence ---, Wisdom 10, Charisma 1
Feats: Ability Focus (Poison), Weapon Finesse (Stinger)

Climate/Environment: Any
Organization: Solitary, cluster (2-5), or swarm (6-24)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: None

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The argent wasp is a hollow construct forged of thin, magically-hardened silver plates, crafted to resemble a wasp but at the scale of a hawk. Its stinger is capable of darting out and extending several feet in length, as the argent wasp's abdomen holds a series of interlocking silver tubes attached to the stinger. This stinger retracts after each attack, but gives the construct a deceptively long reach. Argent wasps are made to hunt down creatures of the Shapechanger type, and serve no other purpose, not even following their creators' orders. Their silver stingers are particularly effective at slaying Shapechangers, but argent wasps will attack anything else that strikes them first, as long as there is no Shapechanger nearby.

Argent wasps roam constantly in search of Shapechangers to destroy, but any argent wasp that sees another argent wasp will produce a brief clicking noise from its mandibles, to get the other's attention, and one (randomly determined) will begin following the other permanently. Their design, however, prohibits them from following another argent wasp if the other is already part of a 24-wasp swarm, which is generally more than sufficient to wipe out almost any nest of Shapechangers. Since argent wasps follow no orders except their initial directive of hunting down and slaying Shapechangers, they generally receive no repairs, especially since they attack anyone that tries to restrain them and thus interfere. Half of the argent wasp's silver can be salvaged after it is destroyed (unless mostly or fully disintegrated, melted by acid, or transmuted into other material).

COMBAT
Argent wasps always preferentially attack the nearest creature they can find and reach of the Shapechanger type, but if attacked by anything else, they will attack their closest, most recent assailant, if no Shapechangers are within line of sight. Argent wasps do not attack non-Shapechangers otherwise. Having no mind, an argent wasp just takes the most direct route to its target and attacks head-on, until one or the other has perished.

Poison (Su): An argent wasp spontaneously generates magical poison around the end of its stinger when attacking, a special poison that has the following attributes. Firstly, it is a contact poison that breaks down into inert fluid after 2 minutes. Secondly, any living creature that comes in contact with the poison must attempt a Fortitude saving throw to resist the initial effects of the poison. These effects are that the victim is forcibly shapeshifted into its natural form for 1 minute, and cannot change forms again during that time, in addition to suffering 1d2 points of temporary Dexterity damage. One minute after the first saving throw, a victim must attempt another Fortitude save against the secondary effects of the poison, which are identical to the initial effects. The Difficulty Class for these saving throws is 13. The stinger does not produce any poison once removed from the wasp or once the wasp has been destroyed.

Shapechanger Bane (Su): The stinger of an argent wasp is magically imbued to be a serious danger to creatures of the Shapechanger type. Thus, it is treated as a magic weapon with the Bane (Shapechangers) special quality, as long as the stinger is still attached and the wasp has not been destroyed.

ARGENT WASP TRAITS
Bonus Feats: Argent wasps receive the Ability Focus (Poison) feat and Weapon Finesse (Stinger) feat as racial bonus feats, and do not need to meet their normal prerequisites. They are designed to have potent venom and swift attacks.

Damage Reduction (Ex): Argent wasps possess Damage Reduction of 5/+1, so they ignore the first 5 points of damage dealt to them by each attack, excluding energy damage, spells, psionic powers, supernatural or spell-like abilities, magical backlash, and attacks with a +1 or higher enhancement bonus. Magical or psionic effects that deal bludgeoning, piercing, or slashing damage are still impeded by Damage Reduction if they do not have an enhancement of +1 or higher.

Darkvision (Ex): Argent wasps may see perfectly well in darkness, out to a distance of 60 feet. Darkvision is black and white only, but details can be discerned with only minor distortion. Darkvision does not function in magical or psionic darkness.

Shapechanger Sense (Su): Argent wasps automatically detect the presence of creatures with the Shapechanger type in a 1-mile radius. This sense is a Divination effect that may be blocked in the same manner as Locate Creature, at a caster level of 7. Otherwise, the argent wasp can always detect the exact location and shape of a Shapechanger, ignoring invisibility, darkness, concealment, and other factors. The argent wasp will attempt to find the most direct means of reaching a Shapechanger, once detected, though it will not try to burrow.

CREATING AN ARGENT WASP
To create an argent wasp, you must possess the Craft Construct feat, 5 or more ranks in the Alchemy skill, 5 or more ranks in the Craft (Metalworking) skill, 5 or more ranks in the Knowledge (Shapechanger Lore) skill, the Favored Enemy (Shapechangers) class feature, a caster level of 5 or higher, and the ability to cast (or use as spell-like abilities) the spells Alter Self, Detect Magic, Fly, Magic Weapon or Greater Magic Weapon, and Summon Monster III (or a higher-level version) or Summon Nature's Ally III (or a higher-level version). Crafting the argent wasp's body requires 5 pounds of silver (worth 25 gold pieces), a forge, artisan's tools for Craft (Metalworking), and an alchemy lab.

The process requires days or weeks of work with Craft (Metalworking) checks against a DC of 15 to forge the body, until 50 gp worth of work is completed. Failed Craft checks have the normal repercussions. Once the body has been forged, it requires alchemical treatments, requiring one day of work and a successful Alchemy check against DC 15, which costs 50 gold pieces in alchemical reagents. Failure forces the character to spend another day trying to redo the treatment, with another check and another 50 gp worth of reagents. Once the alchemical treatment is completed, the character must complete a three-day ritual to finish the argent wasp. They spend 8 hours of each day performing the ritual, and casting each of the requisite spells mentioned above. The ritual requires 900 gold pieces worth of magical reagents, which are expended in the process. This animates the construct with a bound air elemental.
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Last edited:

Arkhandus

First Post
Aurelian Monster Preview 2

Brood Lizards
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Broodling
Tiny Aberration (Brood Lizard)
Hit Dice: 1/2 d8 (3 hp)
Initiative: +2 (+2 Dex)
Speed: 15 ft., burrow 15 ft., climb 15 ft.
AC: 15 (+2 size, +2 Dex, +1 natural armor)
Attacks: Stinger +5 melee, 4 claws -5 melee
Damage: Stinger 1d3-3 and poison, claw 1d2-3
Face/Reach: 2.5 ft. by 2.5 ft./0 ft.
Special Attacks: Poison
Special Qualities: Darkvision 30 ft., narrow mind, sleepless, unnatural resilience
Saving Throws: Fortitude +0, Reflex +2, Will +3
Abilities: Strength 5, Dexterity 15, Constitution 11, Intelligence 2, Wisdom 12, Charisma 4
Skills: Balance +6, Climb +11, Craft (Hivemaking) +3, Search +2
Feats: Multidexterity, Skill Focus (Craft - Hivemaking), Weapon Finesse (Stinger)

Climate/Environment: Any warm or temperate land
Organization: Solitary, team (2-7), or force (8-16)
Challenge Rating: 1/6 (1 HD: 1/4, 2 HD: 1/2)
Treasure: Half standard
Alignment: Always neutral
Advancement: 1-2 HD (Tiny)

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Broodmate
Small Aberration (Brood Lizard)
Hit Dice: 2d8 (9 hp)
Initiative: +3 (+3 Dex)
Speed: 20 ft., burrow 20 ft., climb 20 ft.
AC: 16 (+1 size, +3 Dex, +2 natural armor)
Attacks: Stinger +6 melee, 4 claws -2 melee
Damage: Stinger 1d4-1 and poison, claw 1d3-1
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Poison
Special Qualities: Darkvision 30 ft., narrow mind, sleepless, unnatural resilience
Saving Throws: Fortitude +0, Reflex +3, Will +4
Abilities: Strength 8, Dexterity 16, Constitution 11, Intelligence 2, Wisdom 12, Charisma 6
Skills: Balance +7, Climb +11, Hide +7, Move Silently +7, Search +0, Wilderness Lore +3
Feats: Track, Weapon Finesse (Stinger), Weapon Focus (Claw)

Climate/Environment: Any warm or temperate land
Organization: Solitary, patrol (2-6), swarm (4-12 broodlings and 4-12 broodmates), or horde (6-36 broodlings and 8-24 broodmates)
Challenge Rating: 1 (3-4 HD: 2)
Treasure: Half standard
Alignment: Always neutral
Advancement: 3-4 HD (Small)

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Broodqueen
Medium Aberration (Brood Lizard)
Hit Dice: 3d8+4 (18 hp)
Initiative: +1 (+1 Dex)
Speed: 20 ft., burrow 20 ft., climb 20 ft.
AC: 14 (+1 Dex, +3 natural armor)
Attacks: Stinger +4 melee, bite +1 melee, 4 claws +1 melee; ray of frost +1 ranged touch
Damage: Stinger 1d6 and poison, bite 1d6, claw 1d4, ray of frost 1d3 cold
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Charm, poison, spell-like abilities
Special Qualities: Darkvision 30 ft., narrow mind, sleepless, unnatural resilience
Saving Throws: Fortitude +1, Reflex +2, Will +5
Abilities: Strength 10, Dexterity 13, Constitution 11, Intelligence 3, Wisdom 14, Charisma 9
Skills: Balance +5, Climb +10, Listen +7, Search +2, Spot +7
Feats: Multiattack, Toughness, Weapon Finesse (Stinger)

Climate/Environment: Any warm or temperate land
Organization: Colony (2-8 broodlings, 1-4 broodmates, and 1 broodqueen), brood (4-16 broodlings, 2-8 broodmates, and 1 broodqueen), or hive (6-24 broodlings, 3-18 broodmates, and 1 broodqueen)
Challenge Rating: 3 (4 HD: 4, 5-6 HD: 5)
Treasure: Double standard
Alignment: Always neutral
Advancement: 4-6 HD (Medium)

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These all-too-common pests are a strange, overgrown mix of lizard and insect, and they have all the adaptability and peskiness of both. Brood lizards appear to have the torso, head, and tail of a lizard, somewhat resembling an overgrown iguana in their reptilian traits, but have eight chitinous, spidery legs protruding from the sides of their body. The tip of their flexible tail bears a stinger like that of a scorpion, and a few chitinous plates cover their backs, while their jaws are flanked by insectoid mandibles. They have six small red eyes, multifaceted like an insect's, and two small antennae behind their heads like an insect. Their coloration is otherwise dull, a mottled combination of green, brown, and yellow, mostly dull yellow along the underside, while the chitinous plates along their back are mostly greenish-brown.

While all three varieties of brood lizard look almost identical, they differ in size and proportions. Broodlings, the workers of any brood lizard group, are roughly the size of a housecat, between one and two feet long from nose to hindquarters, with a tail nearly two feet long. Broodlings have a small head with teeth and mandibles so tiny and weak that they aren't any good for combat. The larger broodmates, warriors and hunters of their hive, possess only slightly larger heads but smaller mandibles. Broodmates are nearly the size of human children or adult halflings, measuring three feet from stem to stern and with a tail two feet long, proportionately shorter than a broodling's but still larger and stronger in truth. The leaders of any brood lizard lair are broodqueens, who are nearly as large as adult humans, with a body length of four feet or so, a head half that size with large mandibles, and a tail three to four feet in length.

Brood lizards can be found nearly anywhere except underwater or in frigid regions, and they migrate to warmer climes whenever winter approaches their territory. These pests can eat nearly anything organic given enough time, and they rarely get sick from eating the variety of corpses, scorpions, vipers, rodents, birds, and humanoids they often feed upon. Despite their capacity to eat nearly anything organic and their proclivity for living anywhere, brood lizards prefer carnivorous meals and prefer to eat fleshy, muscular things that have plenty of meat. Thus, they often swarm over cattle, grazing horses, sleeping pets, and unwary humanoids, poisoning the victims until the struggling has slowed enough for the swarm to begin feeding on the dying, paralyzed prey. Brood lizards are annoyingly cunning for beasts, possessing intellect similar to dolphins and primates, while the largest and most cunning, broodqueens, are similar to humanoid children in ingenuity and cleverness, without the inhibitions taught to such children. Brood lizards communicate through hisses, screeches, growls, and pheremones, with no intelligible speech.

The treasure of brood lizards is generally what remains from humanoid victims, materials merely dragged back to the lair along with the corpse. However, they do not always drag victims back to the lair before feeding on them, so occasionally their treasure is just found wherever the brood lizards attacked and fed upon the victim.

COMBAT
Brood lizards typically attack with their tail stinger whenever they cannot strike with all limbs at once, in order to quickly weaken and disable a foe with venom. Brood lizards fight as groups, and rarely fight alone. As many as possible will attack the closest target, and others will attack the next-closest target together. They attack only when hunting, protecting their nest, or protecting their broodqueen. If the broodqueen is present, the broodlings and broodmates will spread out to attack multiple targets and try to keep them all away from her, but will still avoid attacking any given target one-on-one.

Charm (Sp): A broodqueen can Charm broodlings and broodmates at will as a spell-like ability. This is considered to be a spell-like effect of the enchantment, charm, and mind-affecting types, and functions as per the Charm Person spell except as follows. This spell-like ability takes a standard action to use, provoking attacks of opportunity normally, and functions as per the spell cast by a caster of level equal to 3 + the broodqueen's racial hit dice. The broodqueen's Charm ability only functions upon broodlings and broodmates, who receive a Will saving throw to negate the effect when it is activated. The DC is equal to 11 + the broodqueen's racial hit dice + the broodqueen's Charisma modifier, so DC 13 typically. If the broodqueen Charms a broodling or broodmate that is already under the control or charm of another creature, such as another broodqueen, the contested control is resolved with an opposed Charisma check by each creature controlling or charming the target at that time. Whoever wins the Charisma check gains or retains control of the subject, and the others lose their control over it or fail to gain control of it, as appropriate; in a tie, control is retained by the first charm or control effect.

Poison (Ex): All brood lizards possess a venomous barb at the end of their tail, so any successful attack they make with their tail stinger has a chance of poisoning the victim. Victims must attempt a Fortitude save against a DC of 10 + the brood lizard's Constitution modifier + one-half the brood lizard's hit dice (rounded down) when stricken by the tail stinger and again 1 minute later. Thus the typical DC for broodling poison is 10, while the DC is typically 11 for broodmates and broodqueens. On a failed save, the victim suffers 1d3 temporary Strength damage, as the brood lizard's muscle-disabling poison weakens the victim until it cannot fight back effectively and cannot flee. This is a natural injury-type poison, with 1d3 temporary Strength damage for the primary damage and the secondary damage. Brood lizards are not naturally immune to their own poison, but their save bonus against poisons does apply.

Spell-Like Abilities (Sp): Broodqueens possess minor magical powers that allow them to defend their colony, clutch, or hive against intruders and also serve to improve the broodqueen's control over her minions. These spell-like abilities each take a standard action to use, provoking attacks of opportunity normally, and function as per the spells of the same name, caster level = the broodqueen's racial hit dice. No minimum ability score is necessary to use these, since they are spell-like. The DC for saving throws against any of these effects, when applicable, is equal to 10 + the broodqueen's Charisma modifier + the level of the spell duplicated. A broodqueen has the following spell-like abilities, useable at will - Hypnotism, Light, Mage Hand, Purify Food and Drink, Ray of Frost, Shield, and Summon Monster I.

BROOD LIZARD TRAITS
Brood lizards' eyesight, via several tiny eyes, is weaker but better coordinated than that of humans, reducing the range of their normal sight to one-half that of humans. A brood lizard has the following additional traits.

Bonus Feats: All brood lizards receive the Weapon Finesse (Stinger) feat as a racial bonus feat. Broodlings receive the additional racial bonus feat of Multidexterity. Broodmates receive the additional racial bonus feat of Track. Broodqueens receive Multiattack as an additional racial bonus feat.

Darkvision (Ex): Brood lizards may see perfectly well in darkness, out to a distance of 30 feet. Darkvision is black and white only, but details can be discerned with only minor distortion. Darkvision does not function in magical or psionic darkness.

Narrow Mind (Ex): A brood lizard possesses a strange hybrid of insectoid and reptilian minds, and it is very limited in its capacity to think and feel. They are unnatural creatures with flawed brains. Brood lizards are limited to the Intelligence score they are listed with, even broodqueens despite their almost humanoid intellect. Brood lizards are immune to mind-affecting effects, except for the racial spell-like abilities of broodqueens. Only the innate hive-manipulating abilities of broodqueens can influence the muddled and primitive minds of brood lizards.

Sleepless: Brood lizards do not sleep, so they are immune to sleep effects, dream effects, and nightmare effects. They are active at all times of day and night.

Unnatural Resilience: Brood lizards receive a +4 racial bonus on Fortitude saving throws against poisons and diseases.

SKILLS
Brood lizards receive a +8 racial bonus on Climb checks, a +4 racial bonus on Balance checks, and a +4 racial bonus on Search checks. Brood lizards may use their Dexterity modifier in place of Strength modifier for Climb checks when it is favorable. Since they have a natural climb speed, brood lizards can always take 10 on Climb checks regardless of threats or distractions.
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Crimson Clockworks
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Crimson Clockwork
Small Construct
Hit Dice: 2d10 (11 hp)
Initiative: +2 (+2 Dex)
Speed: 30 ft., climb 30 ft.
AC: 18 (+1 size, +2 Dex, +5 natural armor)
Attacks: Sting +4 melee; or produce flame +4 melee or ranged touch
Damage: Sting 1d4+3, produce flame 1d4 fire
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Produce flame, self-destruct 3d6 fire
Special Qualities: Construct traits, darkvision 60 ft., DR 3/adamantine, fire resistance 15
Saving Throws: Fortitude +0, Reflex +2, Will +0
Abilities: Strength 14, Dexterity 15, Constitution --, Intelligence --, Wisdom 10, Charisma 1

Climate/Environment: Any land
Organization: Solitary, unit (2-5), or cluster (6-12)
Challenge Rating: 3
Treasure: 2 average fire opals, 1 average ruby
Alignment: Always neutral
Advancement: None

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These shiny, bright red constructs vaguely resemble ants and often serve pyromancers or other mages who like to have some automated firepower against intruders on their domain. Crimson clockworks are made of a reddish alloy of metals, covered in red lacquer to be even more fire-retardant.

The size of a gnome or halfling, crimson clockworks weigh 40 pounds and stand 2 feet tall, with a body length and width between 2 and 4 feet, with specific dimensions varying somewhat between the models made by different mages. All resemble oversized ants in shape, but instead of mandibles the crimson clockwork has a miniature, cannonlike flame-bolt launcher. Instead of eyes it has three gemstones inset upon its head; a fire opal on either side and a ruby in front, just above the launcher. An articulated stinger extends from the rear of the construct's body, arching over the torso and extending a few feet to reach opponents when needed. A crimson clockwork produces constant ticking and clacking noises from its internal gears, though usually quiet, louder when moving about.

Crimson clockworks are often constructed in sets, either as a unit or a cluster, but some mages build only individual crimson clockworks due to the price and time investment. Regardless, they act as individuals under orders, and are incapable of exercising tactics or strategies except as specifically instructed by their controllers. Each clockwork is typically commanded to follow instructions given to a particular name or number, such that a group of clockworks can be commanded to follow different tasks, or all could be commanded at once by omitting the mention of names or model numbers.

A crimson clockwork obeys its creator's spoken commands, and the commands of anyone else it is commanded by the creator to obey. It can be commanded to follow the orders of up to three individual controllers at any given time, but by default the creator is its first controller. If orders conflict, it obeys the most recent order. Only the creator may change who the clockwork obeys or no longer obeys (he or she may command it to follow the orders of another individual instead of themselves, if the creator wishes to transfer control entirely, but then the construct's loyalties cannot be further changed).

Firagi studying the devices of Aeragi and Gnomish inventors developed the first crimson clockworks, using their own inherant fire magic to their advantage. The plans for crimson clockwork development were later shared with a few other Firagi, etched into heat-resistant metal plates using acid, so as to make the plans easily transported through the Elemental Fire borderlands to other Firagi. Since then, the plans for creating a crimson clockwork have spread slowly to other races, but mages guard their secrets carefully. A DC 18 Knowledge (Architecture & Engineering) check is required to interpret the plans for a crimson clockwork, in addition to either understanding the writing on the plans (even if only through Comprehend Languages, Tongues, or similar effects) or successfully using Decipher Script (DC 20) for that.

COMBAT
A crimson clockwork fights as commanded, though it can only follow simple commands. If not given specific orders on how to fight, it will close in on designated enemies until close enough for Produce Flame, then it will begin using Produce Flame to attack the nearest enemy while moving closer, until close enough to begin stinging the target instead. If magically Slowed or similarly affected, the crimson clockwork alternates each round between movement and attacking, if not already within reach for stinging. Any crimson clockwork reduced to 3 hit points or lower by damage will use its actions to approach the nearest enemy and attempt grappling them, unless otherwise commanded by its controller, as they are created with the intent of self-destructing near enemies when heavily damaged.

Crimson clockworks that have no orders, or that have completed their previous orders, will wait idly for new orders. If attacked or otherwise damaged, the clockwork will attack the nearest aggressor or suspected aggressor that it can find. Once all aggressors or suspected aggressors are disposed of, or escape its sight and hearing, the crimson clockwork returns to its previous orders or idle status. Crimson clockworks will not attack their controllers, nor will they attack while following non-combat orders.

Produce Flame (Sp): Crimson clockworks are built with a magical launcher on their head, in place of the mandibles and antennae that any real insect would possess there. This launcher uses a combination of naturally-ignited flames and magic, to alter and launch those flames. In effect, it works like the Produce Flame spell, as a spell-like ability that the clockwork may use at will. The clockwork is effectively a 1st-level caster for purposes of this spell, dealing 1d4 points of fire damage with each use. It is normally used for ranged attacks, but if so commanded, the clockwork can use the flames for a melee attack.

Self-Destruct (Ex/Su): When a crimson clockwork is destroyed, or when it is commanded to self-destruct by its controller, the construct detonates its internal reservoir of combustible fuel, as well as focusing its imbued fire magic on that reservoir. The result is an explosion that shatters the clockwork and covers a 15-foot-radius spread in flames, dealing 3d6 points of fire damage to everything else within the area, setting flammable materials on fire, and detonating any combustible materials within the area if they take any damage from this blast (after defenses are factored in, such as the hardness of their containers). Victims may attempt a Reflex save (DC 15) for half damage. Nonmagical, nonpsionic, unattended objects receive no saving throw. The blast area is only 10 feet in radius, and the damage only 2d6 points, if the crimson clockwork's supernatural abilities are suppressed somehow. With the explosion and dissipation of the clockwork's magic, its lacquer and alloy are ruined, nothing but slag.

CRIMSON CLOCKWORK TRAITS
Damage Reduction (Ex): Crimson clockworks possess Damage Reduction of 3/adamantine, so they ignore the first 3 points of damage dealt to them by each attack, excluding energy damage, spells, psionic powers, supernatural or spell-like abilities, magical backlash, attacks from adamantine weapons or natural weapons, and attacks with a +1 or higher enhancement bonus. Magical or psionic effects that deal bludgeoning, piercing, or slashing damage are still impeded by Damage Reduction if they do not have an enhancement of +1 or higher, unless they use admantine creations to deal the damage.

Darkvision (Ex): Crimson clockworks may see perfectly well in darkness, out to a distance of 60 feet. Darkvision is black and white only, but details can be discerned with only minor distortion. Darkvision does not function in magical or psionic darkness.

Fire Resistance (Ex): A crimson clockwork's special materials and red-lacquer coating make it resistant to heat, so it has Fire Resistance 15. This reduces the amount of fire damage it suffers each round by 15 points, as an extraordinary quality.

CREATING A CRIMSON CLOCKWORK
To create a crimson clockwork requires the Craft Construct item creation feat, 5 or more ranks in the Alchemy skill, 5 or more ranks in the Craft (Gemcutting) skill, 8 or more ranks in the Craft (Metalworking) skill, 8 or more ranks in the Knowledge (Architecture & Engineering) skill, a caster level of 5th or higher, and ability to cast (or use as spell-like abilities) the spells Produce Flame or Flame Arrow, Pyrotechnics, and either Summon Monster III (or a higher-level version) or Summon Nature's Ally III[/I} (or a higher-level version).

Making the body of the crimson clockwork requires one average ruby and two average fire opals, carefully worked with the Craft (Gemcutting) skill for at least 10 days by the construct's creator taking 10 on these checks. It also requires 30 pounds of various base metals to work with, forged by the construct's creator into a special red alloy. These metals cost at least 400 gold pieces to acquire, and the creator will need a forge to work them in. Craft (Metalworking) checks against a DC of 18 must be made to craft the metal body of the construct, until 400 gp worth of work has been completed by the creator for that purpose. One successful Craft (Metalworking) check against DC 20 must then be made to finish the masterwork components of the clockwork. As normal for Craft checks, any failed checks for the crimson clockwork's construction will waste an appropriate amount of raw material, so additional raw material must be used to replace the ruined portions. Artisan's tools for gemcutting, and artisan's tools for metalworking, are necessary for the precious stone preparation and the body's crafting, respectively.

Once the body is fully constructed, and the precious stones have been secured in place on its head, the clockwork requires a full tank of fuel for its flames. This costs 80 gold pieces in raw materials, which must then be successfully mixed into the appropriate fuel through an Alchemy check against DC 25. The mixture is inert and worthless if mixed incorrectly, so there is no penalty for failure except the waste of all the alchemical material. Thus the creator may take 20 on the skill check, if they spend 20 times the normal amount of time and gold pieces on raw materials and mixing them. It takes 1 day to mix the raw materials, or 20 days if taking 20 on the check, but an alchemy lab is required for the process. These alchemical processes include the time, effort, and materials used to produce the construct's lacquer.

After all of this is completed, the crimson clockwork is animated through an 8-hour ritual that includes casting the appropriate spells listed above, casting each once, and requiring a great deal of chanting and gesturing. The ritual also refines the red lacquer and red metal alloy for greater resistance to heat. 100 gold pieces worth of magical reagents must be expended in the ritual, which binds a minor fire elemental to animate the construct.
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Arkhandus

First Post
Aurelian Justiciar, Variant Paladin

The Justiciar, Variant Paladin

Paladins who have a more martial bent and more desire to exact justice than to help the innocent or needy quickly adopt the path of the justiciar, a paladin tradition that emphasizes the destruction of evil and enforcement of laws instead of general good deeds. While justiciars develop a few of the benevolent powers of healing and protection that other paladins wield, they lack many others and instead develop better talents for investigation, tracking down criminals, finding the truth of any case, and smiting evildoers. Justiciars spend less time praying or appeasing the divine, and on helping other people with their problems, unless those problems can be solved with brute force.

Instead they spend a lot of time on combat training, making themselves tougher and more skilled in battle. The justiciars have slightly fewer spells than other paladins, but learn more divinations and enchantments, plus they develop more willpower to resist mental influences. Justicars are the rarest of paladins, since most folk who possess such a strong drive to crush their enemies lack the self-control and virtue needed to follow the paladin's path. A justiciar often serves as an inquisitor, an agent of the church, a deputy, and sometimes a lawyer, given his or her significant study of laws.

Races: The rare justiciars are found most often among dwarf, korobokuru, aasimar, zenythri, endari, azer, and celestial archon paladins. Many of these folk can temper their anger or hatred with justice in mind, and remain noble in heart and deed. Human, aquari, half-elf, half-orc, firagi, githzerai, githrani, and cloud giant justiciars are more rare. Basranni human justiciars comprise the Brotherhood of the Blistering Divine Wind, a feared and respected group of law-enforcers that roam Basranni territories and mete out justice to bandits, thieves, and monsters. Lirenos human justiciars are usually part of the greater Lirenos paladin Order of the Rose, members of which are treated as knights (and call themselves such) within countries of Lirenos influence.

Zevach justiciars are brought into the Just and Valiant Arm of the People's Will (whose members are called valiants), a brotherhood of roaming enforcers who serve lawfully as judge, jury, and executioner among Zevach human lands, as well as proactively defending the people against monstrous threats. Mitajji justiciars belong to the Seventh Sacred Order of Divine Law, and they are known as sacred guardians. Thesskan human justiciars almost always belong to a knightly order of some sort, but there is no unified justiciar order among them, and they are often part of the same orders as other Thesskan paladins. There are no other organized groups of human justiciars.

Other races with paladins among them only very rarely have justiciars, except for the rare orc and centaur paladins. Nearly all half-orc, endari, firagi, githrani, zenythri, orc, and centaur paladins are justiciars, though paladins are few among these races. Firagi justiciars are part of their Warrior Caste, and of the very small Protector Subcaste that all firagi paladins belong to (at least among the tribes). Endari justiciars are usually part of the Ministry of Sacred Judgment in the Adjudicator Caste, or the Order of Ultimate Law in the Guardian Caste, of the Endari Republic. They are the most highly respected members of endari society, upholding their civilization's many and all-important laws while displaying the virtues of temperance and honor, serving the good of the people as well as the greater good of civilization.

Other Classes: Justiciars work best alongside other justiciars and like-minded fighters, samurai, rangers, sohei, psychic warriors, or monks. Fellow paladins are accepted for the most part, but justiciars will often point out the slightest flaws, dilemmas, and weaknesses of their less disciplined fellows, and often look down on other paladins a bit. A justiciar will be wary around psychic warriors and monks in most cases, but recognizes that at least most of their abilities are not for subterfuge, mind control, or lawbreaking.

Psions, wizards, sorcerers, wu jen, and bards are especially suspect, and a justiciar will have great difficulty trusting them. They will be carefully watched for suspicious activity and the justiciar will see it as his duty to make certain they know what is and isn't acceptable. Shugenja, shamans, clerics, and druids will be similarly treated if they are not of a faith the justiciar deems honorable and just, while those of acceptable faiths will be treated respectfully but dutifully reminded of any laws or divine edicts they may have forgotten, firmly but respectfully informed of any slips in their behavior or failings in their adherance to dogma and doctrine.

Neutral or chaotic priests will be urged to convert or at least observe honorable conduct in civilized places. Chaotic warriors will often be rebuked by the justiciar for thier impulsive, deceitful, or anarchic behavior. Rogues are hardly ever trusted by justiciars and will be monitored at least as much as arcane casters, lectured or punished as much or more than any chaotic warriors, and generally treated with distaste. Bards will often be treated similarly. Only a rare few bards and rogues will earn some measure of trust from a justiciar.


Game Rule Information
Justiciars have the following game statistics.
Abilities: Charisma increases the justiciar’s truth-detection magic, smiting power, and undead turning. Strength is very important for a justiciar because of its role in combat. A Wisdom score of 14 or higher is required to get access to the most powerful justiciar spells, and a score of 11 or higher is required to cast any justiciar spells at all. Justiciars have more use for Wisdom than other paladins, to boost their spell save DCs and their perceptual skills for finding criminals, while Charisma is slightly less important for them. Since justiciars do more fighting than other paladins, who would spend more time healing and casting spells, Constitution has greater importance for justiciars than it does for other paladins. Intelligence is of some good to a justiciar, but not as important as Wisdom or Charisma. Most justiciars develop at least above-average Wisdom, Charisma, and Constitution, emphasizing Strength most of all.
Alignment: Lawful Good.
Hit Die: d12.

Class Skills
The justiciar’s class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (local) (Int), Knowledge (outsider lore) (Int), Knowledge (religion) (Int), Knowledge (undead lore) (Int), Listen (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), Use Rope (Dex), and Wilderness Lore (Wis).
Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.

Class Features
All of the following are class features of the justiciar.
[sblock]Weapon and Armor Proficiency: A justiciar is proficient with all simple and martial weapons, all armors, and shields.

Required Ranks: Justiciars must learn the law in order to enforce it, whether it is national or sacred law. At each level in this class, the justiciar must spend at least 1 skill point on Knowledge (local) or Knowledge (religion). If beginning as a justiciar at your 1st character level, you must spend at least 2 skill points on each of these skills at 1st-level. Otherwise, your justiciar must obtain at least 2 full ranks in each of these skills, as soon as possible after becoming a justiciar. Ignorance of the law is no excuse to a justiciar.

Spells: Beginning at 5th-level, a justiciar gains the ability to cast a small number of divine spells. To cast a spell, the justiciar must have a Wisdom score of at least 10 + the spell’s level, so a justiciar with a Wisdom of 10 or lower cannot cast these spells. Justiciar bonus spells are based on Wisdom, and saving throws against these spells have a Difficulty Class of 10 + spell level + Wisdom modifier.

When the justiciar gets 0 spells of a given level, such as 0 1st-level spells at 5th-level, the justiciar gets only bonus spells. A justiciar without a bonus spell for that level cannot yet cast a spell of that level. A justiciar has access to any spell on the Justiciar Spell List and can freely choose which to prepare. They get access to a few different spells, however, compared to other paladins. A justiciar prepares and casts spells just as a cleric does (though the justiciar cannot spontaneously cast cure or inflict spells). Through 4th-level, the justiciar has no caster level. Starting at 5th-level, a justiciar’s caster level is one-half his class level. Justiciars do not count as having any spells from this class until 5th-level.


Detect Evil (Sp): A justiciar can Detect Evil at will, as a spell-like ability. This works exactly like the Detect Evil spell cast by a cleric of his justiciar level.

Smite Evil (Su): Once per day, a justiciar may attempt to Smite Evil with one normal melee attack. He adds his Charisma modifier (if positive) to his attack roll and deals 1 extra point of damage per level of justiciar. If the justiciar accidentally smites a creature that is not evil, the smite has no effect but it is still used up for the day. The justiciar may attempt to Smite Evil twice per day after reaching 9th-level in this class, then up to three times per day once he has reached 17th-level as a justiciar. Smite Evil is a supernatural ability.

Aura of Courage (Ex/Su): Beginning at 2nd-level, a justiciar is immune to fear (magical or otherwise), as an extraordinary ability. Allies within 10 feet of the justiciar gain a +4 morale bonus on saving throws against fear effects. Granting the morale bonus to allies is a supernatural ability.


Chase (Ex):Justiciars are good at chasing down criminals, though armor or other gear may slow them down. Even so, a justiciar won't fall too far behind while giving chase, so they may corner criminals in a dead-end alley or other obstacle. As an extraordinary ability, the justiciar of 2nd-level or higher gets an increase of +5 feet to all natural movement speeds they possess (including any gained by shapechanging).

Discern Lies (Sp): A justiciar of 3rd-level or higher can Discern Lies once per day, as a spell-like ability. This works exactly like a Discern Lies spell cast by a cleric of the justiciar's class level, though the save DC is Charisma-based since it is a spell-like ability.

Turn Undead (Su): When a justiciar reaches 3rd-level, he gains the supernatural ability to turn and destroy undead. He may use this ability a number of times each day equal to 3 + his Charisma modifier. He turns undead as per a cleric of his justiciar level -2.

Extra Turning: The justiciar may take the Extra Turning feat, though he won’t gain any benefits from it until he has reached at least 3rd-level in this class. He may take the Extra Turning feat multiple times. The Extra Turning feat allows the justiciar to Turn Undead four more times per day, each time it is taken for this particular turning ability.


Bonus Feats: At 4th-level, the justiciar gets a bonus feat. They gain an additional bonus feat at every third additional level in this class, such as 7th-level and 10th-level. These bonus feats must be drawn from the following list:

Ambidexterity, Blind-Fight (Close-Proximity Blindsight), Close-Quarters Fighting, Combat Reflexes (Dual Strike, Expert Tactician, Hold the Line), Dirty Fighting, Dodge** (Defensive Strike, Karmic Strike, Mobility, Spring Attack, Unfettered Agility), Exotic Weapon Proficiency*, Expertise (Chink in the Armor, Defensive Throw, Evade Sundering, Grappling Block, Improved Disarm, Improved Overrun, Improved Trip, Knock-Down, Snatch Weapon, Superior Expertise, Whirlwind Attack), Eyes in the Back of Your Head, Favored Weapon, Improved Critical* (Power Critical*), Improved Initiative, Improved Unarmed Strike (Circle Kick, Clever Wrestling, Deflect Arrows, Eagle Claw Attack, Earth's Embrace, Feign Weakness, Fists of Iron, Flying Kick, Greater Fists of Iron, Improved Grapple, Roundabout Kick, Snatch Arrows), Mounted Combat (Mounted Archery, Ride-By Attack, Spirited Charge, Trample), Phalanx Fighting, Point Blank Shot (Far Shot, Manyshot, Precise Shot, Rapid Shot, Sharp-Shooting, Shot on the Run), Power Attack (Cleave, Great Cleave, Improved Bull Rush, Improved Power Attack, Improved Shield Bash, Improved Sunder, Knock-Back, Power Lunge, Shield Charge, Sunder, Supreme Cleave), Quick Draw, Rapid Reload, Shield Expert, Throw Anything, Toughness** (Greater Toughness, Improved Toughness, Superior Toughness), Two-Weapon Fighting (Greater Two-Weapon Fighting, Improved Two-Weapon Fighting, Off-Hand Parry, Pin Shield, Superior Two-Weapon Fighting), Warrior's Toughness, Weapon Finesse*, Weapon Focus* (Monkey Grip*), Zen Archery.

Some of the bonus feats available to a justiciar cannot be acquired until the justiciar has gained one or more prerequisite feats; these feats are listed parenthetically after the prerequisite feat. A justiciar can select feats marked with an asterisk (*) more than once, but it must be for a different weapon each time. A justiciar can select feats marked with two asterisks (**) more than once, but only up to the limits of that feat, if any. A justiciar must still meet all prerequisites for a feat, including ability score and base attack bonus minimums.


Interrogator: The justiciar hones his skills at interrogation and wringing information out of people. They get a +1 competence bonus on Gather Information, Intimidate, and Sense Motive checks at 4th-level onward, which improves by +1 at every sixth additional justiciar level.

Special Mount: Upon or after reaching 5th-level, a justiciar can call an unusually intelligent, strong, and loyal steed to serve him in his crusade against evil. This mount is usually a heavy warhorse (for a Medium-sized justiciar) or a warpony (for a Small justiciar). Some justiciars may acquire a more exotic special mount, but this generally requires undertaking a quest. Should the justiciar’s mount die, he may call for another one after a year and a day. The new mount has all the accumulated abilities due a mount of the justiciar’s level, but it need not be the same kind of mount.

Calling a special mount is simply an hour-long prayer, which is answered within 24 hours as a suitable mount finds its way to the justiciar through divine guidance. If a suitable mount is already present, the justiciar's prayer invokes the proper divine blessings upon it. The details of the mount’s abilities are listed below in the section titled The Justiciar's Mount. Note that justiciar special mounts gain Share Might instead of Share Grace, eventually.


Zone of Truth (Sp): A justiciar of 6th-level or higher can project a Zone of Truth once per day, as a spell-like ability. This works exactly like a Zone of Truth spell cast by a cleric of the justiciar's class level, though the save DC is Charisma-based since it is a spell-like ability.

Remedy (Sp): Beginning at 8th-level, once per week as a spell-like ability the justiciar can use Cure Light Wounds, Neutralize Poison, or Remove Disease. These function as per the spells cast by a cleric of your justiciar level, with any save DCs based on Charisma since Remedy is a spell-like ability. Using this ability provokes attacks of opportunity. The justiciar can use this ability twice per week after achieving 14th-level, and three times per week at 20th-level.

Powerful Charge (Ex): Justiciars of 11th-level or higher know how to throw more momentum into their charges and make better use of the charge tactic. The justiciar deals bonus damage equal to his or her Strength modifier, if positive, when making a melee attack with the charge or partial charge action. This is in addition to any existing Strength bonuses to damage, and Powerful Charge's benefit is a competence bonus.


Righteous Fury (Su): Once per day, a justiciar of 12th-level or higher may go into a righteous fury, supernaturally bolstering his strength and combat abilities with righteousness. When doing so, the gains a +4 sacred bonus to Strength and a +4 sacred bonus to Armor Class. This effect lasts for a number of rounds equal to 3 + the justiciar’s Charisma modifier (if positive). Activating this ability is a free action on your turn.

Turn Fiends: A justiciar of 15th-level or higher turns or destroys outsiders with the Evil subtype in addition to undead, whenever he or she uses the Turn Undead feature of this class. Unlike the cleric's turning ability, this does not treat such outsiders as having Turn Resistance.

Strength at Arms: Justiciars of 18th-level or higher have developed some greater skill at fighting multiple opponents and at fighting prolonged battles with tough opponents. The justiciar receives a +1 bonus on attack rolls with iterative attacks (the extra attacks for high Base Attack Bonus on a full-attack action), and a +1 bonus on damage with such attacks. The damage bonus is multiplied normally on a critical hit, when applicable.


Code of Conduct: A justiciar must be of lawful good alignment and loses all special class abilities (including spells and the special mount, but excluding bonus feats, Chase, Interrogator, Powerful Charge, and Strength at Arms) if he ever willingly commits an act of evil. Additionally, a justiciar’s code requires that he respect legitimate authority, act with honor (not lying, not cheating, not using poison, not attacking defenseless creatures, staying true to his word, etc.), help those who need it (provided the justiciar does not expect that they would use the help for evil or chaotic ends), and punish those that harm or threaten innocents.

Deceptive tactics such as feinting in combat or creating a diversion to hide are fine, but the justiciar must be careful in how he uses the Bluff skill. He cannot attack opponents unawares (they do not need to know where he is, they just need to be aware of his intent to fight them there, before he attacks them). The specifics of a justiciar’s code may differ slightly from one order of justiciars and paladins to another, but these are the restrictions for a typical justiciar. Only deities and powerful spirits may alter the restrictions for their justiciars, and even then the justiciar’s code must conform to a lawful good alignment.

Associates: While he may adventure with characters of any good or neutral alignment, a justiciar will never knowingly associate with evil characters. A justiciar will not continue to associate with someone who consistently offends his moral code. Also, a justiciar may only hire henchmen or accept followers and cohorts who are lawful good.

Ex-Justiciars: A justiciar who ceases to be lawful good, who willfully commits an evil act, or who grossly violates the code of conduct loses all special abilities (excluding bonus feats, Chase, Interrogator, Powerful Charge, and Strength at Arms) and spells, including the service of the justiciar’s special mount. He also may not progress in levels as a justiciar. He regains his abilities if he atones for his violations (see the Atonement spell), as appropriate, and may resume advancement as a justiciar in that case.

Like a member of any other class, a justiciar may be a multiclass character, but paladins face a special restriction. A justiciar who gains a new class or, if already multiclassed, raises another class by a level may never again raise his justiciar level, though he retains all his justiciar abilities. The path of the justiciar requires a constant heart. Once you undertake the path, you must pursue it to the exclusion of all other careers. Once you have turned off the path, you may never return.

However, there are a few prestige classes that are extensions of the justiciar's path, and which a justiciar may multiclass into without penalty. Such prestige classes note this compatibility in their rules descriptions. Any such prestige class that describes compatibility with the paladin class is also compatible with the justiciar variant paladin.[/sblock]
Code:
[B][COLOR=Red][U][I]The Justiciar:[/I][/U][/COLOR]
[COLOR=Blue]Class	Attack			Fort.	Ref.	Will
Level	Bonus			Save	Save	Save	Special[/COLOR][/B]
1	+1			+2	+0	+2	[I]Detect Evil[/I], Smite Evil 1/day
2	+2			+3	+0	+3	Aura of Courage, Chase
3	+3			+3	+1	+3	[I]Discern Lies[/I], Turn Undead
4	+4			+4	+1	+4	Bonus Feat, Interrogator +1
5	+5			+4	+1	+4	Special Mount
6	+6/+1			+5	+2	+5	[I]Zone of Truth[/I]
7	+7/+2			+5	+2	+5	Bonus Feat
8	+8/+3			+6	+2	+6	[I]Remedy[/I] 1/week
9	+9/+4			+6	+3	+6	Smite Evil 2/day
10	+10/+5			+7	+3	+7	Bonus Feat, Interrogator +2
11	+11/+6/+1		+7	+3	+7	Powerful Charge
12	+12/+7/+2		+8	+4	+8	Righteous Fury
13	+13/+8/+3		+8	+4	+8	Bonus Feat
14	+14/+9/+4		+9	+4	+9	[I]Remedy[/I] 2/week
15	+15/+10/+5		+9	+5	+9	Turn Fiends
16	+16/+11/+6/+1		+10	+5	+10	Bonus Feat, Interrogator +3
17	+17/+12/+7/+2		+10	+5	+10	Smite Evil 3/day
18	+18/+13/+8/+3		+11	+6	+11	Strength at Arms
19	+19/+14/+9/+4		+11	+6	+11	Bonus Feat
20	+20/+15/+10/+5		+12	+6	+12	[I]Remedy[/I] 3/week
Code:
[B][COLOR=Red][U][I]Justiciar Spells Per Day:[/I][/U][/COLOR]
[COLOR=Blue]Class		Spells Per Day By Spell Level
Level		1	2	3	4[/COLOR][/B]
1		-	-	-	-
2		-	-	-	-
3		-	-	-	-
4		-	-	-	-
5		0	-	-	-
6		0	-	-	-
7		1	-	-	-
8		1	-	-	-
9		1	0	-	-
10		2	0	-	-
11		2	1	-	-
12		2	1	-	-
13		2	1	0	-
14		2	2	0	-
15		2	2	1	-
16		2	2	1	-
17		2	2	1	0
18		2	2	2	0
19		2	2	2	1
20		2	2	2	2

Justiciar Spell List:
Level 1 - Bless, Bless Water, Bless Weapon, Command, Comprehend Languages, Cure Light Wounds, Detect Chaos, Detect Secret Doors, Detect Undead, Divine Favor, Divine Sacrifice, Doom, Endure Elements, Magic Weapon, Protection from Evil, Read Magic.
Level 2 - Blessed Aim, Cure Moderate Wounds, Curse of the Brute, Discern Lies, Hold Person, Lesser Restoration, Locate Object, Remove Paralysis, Resist Elements, Shield Other, Spiritual Weapon, Zeal, Undetectable Alignment.
Level 3 - Cure Serious Wounds, Dispel Magic, Glyph of Warding, Greater Magic Weapon, Heal Mount, Invisibility Purge, Magic Circle against Evil, Negative Energy Protection, Prayer, Protection from Elements, Remove Blindness/Deafness, Zone of Truth.
Level 4 - Cure Critical Wounds, Death Ward, Dimensional Anchor, Dispel Evil, Holy Sword, Lesser Aspect of the Deity, Locate Creature, Mark of Justice, Remove Curse, Restoration, Weapon of the Deity.

* No custom Aurelian spells have yet been made for the justiciar, but a few will be added later.

The Justiciar's Mount:
[sblock]The justiciar's special mount is different from a standard animal of its type in many ways. The standard kind of special mount for a Medium-sized justiciar is a heavy warhorse, while the standard kind of special mount for a Small justiciar is a warpony. Certain other animals of similar hit dice may also be called as special mounts without difficulty, such as a riding dog, a camel, a giant lizard, a bison, a porpoise, a giant turtle, a leopard, a crocodile, a black bear, a wolf, or a medium shark, though these animals are much less likely to respond to a justiciar's call. Common mounts for even smaller justiciars may be bats, cats, dogs, sea turtles, hawks, owls, eagles, lizards, rats, ravens, weasels, or toads. Common mounts for even larger justiciars may be elephants, giant crocodiles, huge sharks, orca whales, or cachalot whales.

For any kind of mount that is more exotic, such as pegasi, griffins, dragonnes, giant owls, cu sith, cait sith, or other non-animals, the justiciar must undertake some sort of quest to find and befriend such a creature, or simply perform a quest for their church or divine patron to receive such a special mount in return. These are often rather difficult quests. The details of such quests are up to the DM, and if the justiciar cannot manage to acquire a mount in that manner, he or she should consider calling a more typical kind of mount.

The special mount of a justiciar is always Lawful Good in alignment. It must be a Neutral, Neutral Good, Lawful Neutral, or Lawful Good creature beforehand, otherwise it cannot become a justiciar 's special mount. Once it does become their special mount, it becomes Lawful Good. A justiciar's mount is a magical beast, not an animal or beast (though dragon, fey, or outsider special mounts retain their own creature type instead). It is superior to a normal mount of its kind and has special powers, as described below. The special benefits are cumulative; the improved statistics are not (they replace the earlier increases in those statistics from special mount advancement).
Code:
[B][COLOR=Blue]Master's		Bonus	Natural	Str.	Int.
Class Level	HD	Armor	Adj.	Score	Special[/COLOR][/B]
5-7		+2	+2	+1	6	Special mount basics,
						improved evasion,
						empathic link
8-10		+4	+4	+2	7	Share spells
11-13		+6	+6	+3	8	[I]Command[/I]
14-16		+8	+8	+4	9	Share might
17-19		+10	+10	+5	10	Celestial
20+		+12	+12	+6	11	Bound Immunity
Master's Class Level: This is the level of the justiciar (in that particular class; other class levels or Hit Dice of the justiciar do not count). If the mount suffers a level drain or other level loss, simply treat it as a mount of an equally lower-level justiciar instead, until those levels are restored (if at all).

Hit Dice/Bonus Hit Dice: The mount retains its earlier hit point total, but if its type has changed to magical beast, it gains future hit points as per a magical beast. Magical beast Hit Dice are d10s, and the mount receives bonus Hit Dice added to its total as its justiciar master advances in level. These bonus Hit Dice are just like normal Hit Dice, providing all the standard benefits of increased Hit Dice, except that the mount does not advance in size category or age category based on these bonus Hit Dice.


Natural Armor: The number listed here is an improvement to the mount's natural armor AC bonus. If it had no natural armor before, it gains a natural armor bonus equal to this amount.

Strength Adjustment: The mount gains natural improvements to its Strength score, as indicated on the table under the abbreviation "Str. Adj."

Strength Adjustment: The mount is typically smarter than others of its kind. The value under "Int. Score" on the table replaces the mount's normal Intelligence score if higher than the mount's normal Intelligence.

Base Attack Bonus: As a magical beast (if appropriate), the mount's base attack bonus equals its number of Hit Dice.

Base Saving Throws: For each base save, the mount uses its own base saving throw bonus or the justiciar's, whichever is higher. Magical beasts have high base Fortitude and Reflex saving throws (+2 base, +1 per odd-numbered Hit Die), and low base Will saving throws (+0 base, +1 per three Hit Dice).

Skills: The mount uses its original skills and skill ranks, but gains further skill points for future Hit Dice (such as the bonus HD from special mount benefits) as per a magical beast (if appropriate).

Feats: The mount gains feats as per a magical beast (if appropriate).


Improved Evasion (Ex): A justiciar's special mount gains the Evasion and Improved Evasion extraordinary abilities, which function as per the rogue class features but also work in medium or heavy armor and when carrying a medium or heavy load.

Empathic Link (Su): The justiciar has an empathic link with the mount out to a distance of up to one mile. The justiciar cannot see through the mount's eyes, but they can communicate telepathically. Even intelligent mounts see the world differently from humans, so misunderstandings are always possible. This is a supernatural ability. Because of the empathic link between the mount and justiciar, they share the same connection to any given item or place as one another, for purposes of scrying, teleportation, and other effects.

Share Spells: At the justiciar's option, he may have any spell he casts on himself also affect his special mount. The mount must be within 5 feet. If the spell has a duration other than instantaneous, the spell stops affecting the mount if it moves farther than 5 feet away from the justiciar, and will not affect the mount again even if it returns within range. Additionally, the justiciar may cast a spell with a target of "You" and range of "Personal" on his special mount as a touch spell instead of casting it on himself, when desired. The justiciar and the mount may share spells even if those spells do not normally affect creatures of the mount's type (usually magical beast or outsider).


Command (Sp): The mount's Command ability is a spell-like ability that it can use up to once per day per two levels its master has in the justiciar class. This functions as per the 1st-level Command spell cast by a cleric of level equal to its Hit Dice. This ability may only be used on other creatures of the same basic kind as the mount; equines if it is a warhorse, canines if it is a riding dog, lizards if it is a giant lizard, avians if it is a griffin, felines if it is a cait sith, etc.

For purposes of this ability, the mount can be understood by other creatures of the same basic kind as itself, but the mount may only use Command on creatures of fewer Hit Dice than itself. Since this is a spell-like ability, the mount must make a Concentration check (DC 21) if it's being ridden at the time (as in combat). If the check fails, the ability does not work that time, but it still counts against the mount's daily number of uses.

Share Might: The mount shares some of their justiciar's special defenses and attacks eventually, gaining the benefits of the justiciar's Chase, Powerful Charge, Righteous Fury (when the justiciar uses it within range of the Empathic Link, and based on the justiciar's Charisma), and fear immunity from the Aura of Courage. Furthermore, whenever the justiciar uses Remedy on himself or herself, it also affects the special mount if they are within range of the Empathic Link.


Celestial: The justiciar's special mount eventually acquires the Celestial template. This does not apply if the mount is already a dragon, fey, or outsider, in which case, the mount simply learns the Celestial language (whether or not it may speak the language depends on its own mouth and vocal cords). If the special mount does gain the Celestial template in this manner, however, it also learns the Celestial language in the same manner, and acquires all the traits of the Celestial template for its total Hit Dice. This changes the mount's type to Outsider, with the Good subtype. However, there is an exception in that the mount's hit points and skill points do not change; it continues to gain hit points and skill points as per its previous type. If the mount possessed any special qualities that overlap with those of the Celestial template, use whichever version of the quality is superior.

Bound Immunity: The mount eventually becomes immune to spells and effects of the Enchantment school, and to psionic powers and effects of the Telepathy discipline. It also becomes immune to forced alignment changes at that point onward, and to magical or psionic effects that would forcibly remove the mount from the same plane of existence as its master or from remaining within 1 mile of its master (whether against the mount's will or against the justiciar's will).[/sblock]
 
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Arkhandus

First Post
Justiciar variant of the Paladin posted above. Also updated the links on the first page. I'll be adding a bunch more feats over the next week, the Eldritch Missileer prestige class, and maybe one or two other things.

Aurelian feats being posted this week, below. A note about them; although a few say they're exactly like the original feat, that excludes whatever bit of clarification or rewording I did. For instance, I reworded Deflect Arrows a bit and tweaked the Special section of its description, because Aurelian monks choose their 2nd-level bonus feat from a list instead of getting DA automatically, though they still ignore its prerequisites when taking it as a bonus feat.

Also note that these are based on the original-original feats, from 3.0 D&D and related materials. The feat list is not quite complete yet; I still have a few more custom feats to add in and a few more feats from other books, especially a bunch from Dragon Magazine, to add in at some point. I may or may not include a few altered 3.5 feats eventually.
 
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Arkhandus

First Post
Aurelian General Feats: A-C

Ability Focus (General)
Choose an extraordinary, supernatural, or spell-like ability you possess (but not spells, psionic powers, or other abilities). You have developed greater potency with that ability. This is a similar but slightly different version of the original feat from the Monster Manual II.
Prerequisite: Possession of the chosen ability.
Benefit: Add +2 to the Difficulty Class for all saving throws against the extraordinary, spell-like, or supernatural ability you select to focus on.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new ability.

Alertness (General)
You have finely tuned senses. This is exactly like the original feat.
Benefit: You get a +2 bonus on all Listen checks and Spot checks.
Special: The master of a familiar gains the Alertness feat whenever the familiar is within arm’s reach.

Ambidexterity (General)
You are equally adept at using either hand. This is exactly like the original feat.
Prerequisite: Dex 15+.
Benefit: You ignore all penalties for using an off hand. You are neither left-handed nor right-handed. Apply your full Strength bonus to damage with off hand attacks, whenever Strength would apply to their damage, instead of applying only half of your Strength bonus.
Normal: Without this feat, a character who uses his or her off hand suffers a -4 penalty to attack rolls, ability checks, and skill checks. For example, a right-handed character wielding a weapon with his left hand suffers a -4 penalty to attack rolls with that weapon. Also without this feat, you would normally apply only half of your Strength bonus to damage with off hand attacks.
Special: This feat helps offset the penalty for fighting with two weapons. See the PHB or Aurelia Combat Rules for details.

Animal Control (General)
You can channel the power of nature to gain mastery over animals. This is exactly like the original feat from Masters of the Wild.
Prerequisites: Animal Defiance, ability to cast Animal Friendship and Speak With Animals as divine spells.
Benefit: You can rebuke or command animals in the same manner that an evil cleric rebukes and commands undead, although this does not channel negative or positive energy. You may rebuke or command animals a number of times per day equal to 3 + your positive Charisma modifier. You rebuke and command them as per your highest divine caster level.
Special: Any animals you command through this ability count against the number of HD worth of animals you can befriend through Animal Friendship.

Animal Defiance (General)
You can channel the power of nature to drive away animals. This is exactly like the original feat from Masters of the Wild.
Prerequisite: Ability to cast Detect Animals or Plants as a divine spell.
Benefit: You can turn (but not destroy) animals in the same manner that a good cleric turns undead, although this does not channel positive or negative energy. You may turn animals a number of times per day equal to 3 + your positive Charisma modifier. You turn them as per your highest divine caster level.

Armor Proficiency (Heavy) (General)
You are proficient with heavy armor. This is exactly like the original feat.
Prerequisites: Armor Proficiency (Light), Armor Proficiency (Medium).
Benefit: See Armor Proficiency (Light).
Normal: See Armor Proficiency (Light).
Special: Fighters, paladins, sohei, and psychic warriors have this feat for free. However, some variants of these classes do not.

Armor Proficiency (Light) (General)
You are proficient with light armor. This is exactly like the original feat.
Benefit: When you wear a type of armor with which you are proficient, the armor check penalty applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble checks.
Normal: A character who is wearing armor with which he is not proficient suffers its armor check penalty on attack rolls and all skill checks that involve moving, including Ride.
Special: All classes except wizards, sorcerers, shugenja, and monks have this feat for free.

Armor Proficiency (Medium) (General)
You are proficient with medium armor. This is exactly like the original feat.
Prerequisites: Armor Proficiency (Light).
Benefit: See Armor Proficiency (Light).
Normal: See Armor Proficiency (Light).
Special: Fighters, barbarians, paladins, rangers, clerics, druids, bards, samurai, sohei, and psychic warriors have this feat for free. However, some variants of these classes do not.

Arterial Strike (General)
Your sneak attacks target large blood vessels, leaving wounds that cause massive blood loss. This is exactly like the original feat from Song & Silence.
Prerequisites: BAB +4 or higher, Sneak Attack ability.
Benefit: If you hit with a sneak attack, you may choose to forgo one of your d6 sneak attack dice to deliver a wound that won’t stop bleeding. Each wound so inflicted does an additional 1 point of damage per round. Wounds from multiple arterial strikes result in cumulative blood loss; that is, two successful arterial strikes cause a total of 2 extra damage per round. Blood loss from each such wound stops when the victim receives a successful Heal check, any Cure spell, or any other form of magical or psionic healing. Each such wound requires a separate Heal check to stop its bleeding, and whenever the creature receives magical or psionic healing, each every two points of such healing (rounded up) stops the bleeding of one such wound. Creatures not subject to sneak attacks are immune to the effects of an arterial strike. If the creature also suffers from caltrop wounds, hamstring wounds, wounds from a weapon with the Wounding special ability, or similar wounds, then it takes separate Heal checks or separate points of magical or psionic healing to end the effects of each wound.

Athletic (General)
You're physically fit and adept at outdoor sports. This is exactly like the original feat from Song & Silence.
Benefit: You get a +2 bonus on all Climb and Swim checks.

Augment Summoning (General)
Your summoned creatures are more powerful than normal. This is a similar but slightly different version of the original feat from Tome & Blood.
Prerequisites: Caster level 3rd+, ability to cast at least 2nd-level spells, must know at least one Summon Monster spell.
Benefit: Creatures you summon with the Summon Monster spells gain +1 hit point per hit die, and each of these creatures you summon has its natural armor bonus to AC improved by +1. In addition, whenever you cast a Summon Monster spell, each creature you summon receives a +1 competence bonus on attack rolls, and to damage with weapons, unarmed strikes, natural weapons, and grapple checks.

Beguiling Presence (General)
Through greater mastery over enchantment magic, you have developed a magical talent for charming others who merely enter your august and inspiring presence. This is a new feat.
Prerequisites: Caster level 8th+, ability to cast at least 4th-level spells, must know at least one 1st-level or higher spell of the Charm descriptor, Enchanting Personality, Mystic Defense (Enchantment), Spell Focus (Enchantment).
Benefit: You acquire the supernatural, magical ability to influence others with ease. You may activate this supernatural ability once per day as a standard action, which does not provoke attacks of opportunity, and the effect remains for 4 hours. Creatures within 30 feet of you have their attitude towards you improved by one degree (for instance, unfriendly people become indifferent, indifferent people become friendly, and so on and so forth).

Beguiling Presence has no effect on creatures who are already hostile toward you, or creatures who have a number of Hit Dice exceeding 6 or half your character level, whichever is higher. This attitude change lasts for the duration of Beguiling Presence, even if those creatures leave the 30 foot area of effect. Creatures do not remember this activation of your ability if they become affected by it. Each creature only has its attitude changed once by each use of this ability; being exposed to your Beguiling Presence again has no further effect if the creature is still under the effects from earlier exposure to your Beguiling Presence.

Also, this ability does not prevent a creature's attitude toward you from worsening as normal, if anything causes them to grow less friendly toward you. However, as long as a creature is affected by your Beguiling Presence and has an attitude of friendly or better towards you, that creature suffers a -1 penalty on saving throws against your magical spells and spell-like abilities of the Enchantment school.

When the duration of your Beguiling Presence expires, any creatures that had just been affected by it experience a one-degree reduction in their attitude toward you, unless already hostile toward you (thus, if nothing has influenced them to like or dislike you more than previously, they return to the attitude they had possessed before this effect changed it). They do realize that they were more amiable towards you, but do not know the reason why (unless something else makes it obvious to them). Beguiling Presence has no effect on other individuals who possess this feat or the Enchanting Personality feat. This ability is a mind-affecting effect, belonging to the Enchantment school and the Charm descriptor. As such, certain creatures may be immune.


Blind-Fight (General)
You know how to fight in melee without being able to see your foes. This is exactly like the original feat.
Benefit: In melee, every time you miss because of concealment, you can reroll your miss chance one time to see if you actually hit. Also, invisible attackers get no bonus to hit you in melee. That is, you don’t lose your Dexterity bonus to Armor Class, if any, and the attacker doesn’t get the usual +2 bonus. The invisible attacker’s bonuses do still apply for ranged attacks, however. In addition, you suffer only half the usual penalty to speed for being unable to see. Darkness and poor visibility in general reduces your speed to three-quarters of normal, instead of one-half.
Normal: Without this feat, regular modifiers for invisible attackers trying to hit you apply, as does the speed reduction for darkness or poor visibility.
Special: This feat is of no use against a character who is the subject of a Blink spell.

Brachiation (General)
You move through trees like a monkey. This is a similar but slightly different version of the feat from Masters of the Wild.
Prerequisites: Climb 6+ ranks, Jump 6+ ranks, Str 13+.
Benefit: You move through trees at your normal land speed by using your arms to swing from one branch to another. You cannot run in this manner, but may charge. To allow brachiation, the area through which you are moving must be at least lightly wooded, with trees no farther apart than 15 feet, unless there are sufficient strong vines to swing from. You may not use this ability while holding an item in either hand, or while wearing heavy armor, or while carrying a heavy load.

Broadened Skills (General)
You have trained and studied to expand your range of skills. This is a new feat.
Benefit: You gain 3 extra skill points when you take this feat. You gain another 1 skill point at every fourth level gained hereafter. These extra skill points are not multiplied at 1st-level, and are not modified by Intelligence.

Charmed (General)
You live a charmed life, whether it begins as one of poverty, or one of wealth and status. Wealth, popularity, and lucky events all just fall into your lap. Though misfortune may find you on occasion, you come out of it okay more often than not. This is a new feat.
Prerequisites: Str 7+, Con 7+, Int 7+, Cha and two other scores 13+, any ability score 15+.
Benefit: You seem to be unusually lucky and gifted, despite whatever mishaps may occur, and regardless of whatever minor flaws you may suffer. You gain a +2 luck bonus on a single saving throw each day, or a +2 luck bonus to Armor Class for 1 round each day (you may apply this luck bonus immediately after learning whether or not your saving throw failed or whether or not an attack hit you, and it may change the result if the +2 is sufficient for your saving throw or AC to resist that attack or effect).

You also gain a +2 luck bonus on a single skill check or ability check each day (this applies even if taking 10 or taking 20 on the check; however, the luck bonus does not apply to other ability-based checks, only normal ability checks and skill checks). The luck bonus is +3 if you apply it to a Charisma check or Charisma-based skill check. You may even apply these benefits if caught unawares.

Lastly, your good luck provides an extra 50 gold pieces at character creation, whether it is from an inheritance, a gift, a lucky find, or other such free source. If you possess enough starting gold, you may purchase masterwork or special items, even magical or psionic items, at character creation. You get another 50 gold, somehow, within one week of gaining each new character level beyond 1st (the DM determines how).
Special: You may only select this feat at your 1st character level. If you start at a level higher than 1st, the only extra gold you start with from this feat is the 50 extra gold from your current level.


Chink in the Armor (General)
You are an expert at slipping a weapon between armor plates or into seams. This is exactly like the original feat from Song & Silence.
Prerequisite: Expertise.
Benefit: If you take a standard action to study an opponent, you can ignore half of his or her armor bonus to AC (rounded down) during your next single attack. Only bonuses from actual armor (including natural armor) are halved, not those from shields, enhancement bonuses, magic or psionic items that provide an armor bonus without actually creating material armor, or spells or powers that provide an armor bonus without actually creating material armor.

Circle Kick (General)
You kick multiple opponents. This is a similar but slightly different version of the feat from Sword & Fist.
Prerequisites: BAB +2 or higher, Improved Unarmed Strike, Dex 15+.
Benefit: When performing a standard attack action, you may make two unarmed strikes with that action, each targeting a different enemy within the area you threaten unarmed. Both attacks are made at your highest base attack bonus, but you suffer a -2 penalty to AC until the start of your next turn, as though from a lowered Dexterity, as you are unable to resume a solid defense right away.

You may also use this feat with a full-attack action, in which case you get your usual number of attacks for the action, plus one additional attack at your highest base attack bonus. In that case, each attack must target a different enemy within your unarmed threatened area; if you have more attacks than enemies within reach, those extra attacks from your base attack bonus are lost. You suffer the same penalty when using the full-round action, -2 to AC as though from a lowered Dexterity.

You may use the Flurry of Blows ability or a similar ability with this feat, if you have such an ability. Likewise with the Whirlwind Attack feat, Spring Attack feat, and others like them. When using this feat with Whirlwind Attack, you get just one extra attack from Circle Kick and it only targets one opponent (though it may be an opponent stricken by the Whirlwind Attack). All attacks you make in the same action as this feat must be unarmed strikes, though your attacks of opportunity for the round do not suffer this restriction.

Cleave (General)
You can follow through with powerful blows. This is exactly like the original feat.
Prerequisites: Power Attack, Str 13+.
Benefit: If you deal a creature enough damage to make it drop (typically by dropping it to below 0 hit points, killing it, etc.), you get an immediate, extra melee attack against another creature within reach. You may not take a 5-foot step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature, but note that this is a separate attack and thus certain bonuses or effects may not apply, such as sneak attack. This ability is useable once per round.

Clever Wrestling (General)
You have a better than normal chance to escape or wriggle free from a big creature's grapple or pin. This is a similar but slightly different version of the feat from Masters of the Wild.
Prerequisites: Improved Unarmed Strike, between Tiny and Large in size.
Benefit: When grappling an opponent who is larger than yourself, you receive a +2 circumstance bonus for each size category larger they are, only on grapple checks to avoid a grapple, avoid a pin, escape a grapple, or escape a pin by that opponent.

Close-Proximity Blindsight (General)
You sense opponents in the darkness, or in similar conditions. This is a similar but slightly different version of the Blindsight 5-foot Radius feat from Sword & Fist.
Prerequisites: BAB +4 or higher, Blind-Fight, Wis 19+.
Benefit: You make use of finely-honed hearing, sensitivity to vibrations in the air and ground, acutely-trained sense of smell, and keen instincts to detect the location of creatures within 10 feet of you, almost as though you can see them, though not quite. Darkness, concealment, and invisibility are irrelevant to you when it comes to fighting effectively, although you cannot detect incorporeal or ethereal beings in this way unless they are producing some noise, scent, or feeling that could give away their position.

However, conditions of darkness, invisibility, and concealment still hinder your movement and other actions normally, they just do not affect your attacks, damage, targeting of special abilities, and personal defense. You usually do not need to make Spot or Listen checks to notice creatures within range of this ability. While relying on this ability to replace your sight (or lack thereof), you cannot use abilities that require targeting of specific or precise locations on a foe, such as Sneak Attack, Favored Enemy bonuses to attack and damage, and so on.

You also cannot attempt to strike at an opponent's equipment, nor to disarm them, or perform any other such activities that require aiming for a particular part of your foe; you can only detect their general position, size, and shape, very vaguely. You may, however, make trip attempts. Any activities that would be limited, prevented, or negated by your target having concealment suffer as though the target had three-quarters concealment, except that it does not hinder your attack rolls and the like. The benefits of this feat are otherwise like the Blindsight extraordinary ability described in the Monster Manual.


Close-Quarters Fighting (General)
You are skilled at fighting at close range and resisting grapple attacks. This is a similar but slightly different version of the feat from Sword & Fist.
Prerequisite: BAB +3 or higher.
Benefit: When you are engaged in a grapple, you gain a +3 bonus on Escape Artist checks to escape the grapple. When an enemy attempts to grapple you, any damage you inflict with a successful attack of opportunity, provoked by the grapple attempt, is added to your ensuing grapple check to avoid being grappled. Further, you are entitled to make an attack of opportunity even if the attacking creature has the improved grab ability or the Improved Grapple feat. This feat does not itself provide you with additional attacks of opportunity in a round.

Combat Agility (General)
Training and natural talent allow you to move around more nimbly while focusing on other activities, especially in the heat of battle. This is a new feat.
Prerequisites: Dodge, Mobility, 5+ ranks in Balance, Dex 13+.
Benefit: You may take one additional 5-foot step on your turn, if your only other movement for the round is from 5-foot steps. The total AC bonus you gain from the Mobility feat (at any time) is increased by +1.

Combat Mystic (General)
You are adept at casting spells, manifesting powers, or activating spell-like abilities in combat. This is a similar but slightly different version of the original feats Combat Casting and Combat Manifestation.
Prerequisite: Caster level 1+ or manifester level 1+ or possession of any spell-like ability that provokes attacks of opportunity when activated.
Benefit: You get a +6 bonus on Concentration checks made to cast a spell, manifest a power, or activate a spell-like ability, on the defensive.

Combat Reflexes (General)
You can respond quickly and repeatedly to opponents who let their defenses down. This is exactly like the original feat.
Benefit: You may make attacks of opportunity even when surprised or otherwise flat-footed. Also, when foes leave themselves open, you may make a number of additional attacks of opportunity equal to your Dexterity modifier. For example, a character with a Dexterity of 15 can make a total of three attacks of opportunity in a round - the one attack of opportunity any character is entitled to, plus two more attacks because of his +2 Dexterity bonus. If four goblins move through the character’s threatened area, he could make attacks of opportunity against three of the four, assuming he did not already use up all his attacks of opportunity for the round. You still only make one attack of opportunity per enemy per round.
Normal: A character lacking this feat can make only one attack of opportunity per round.
Special: A rogue with the Combat Reflexes feat still can only make one attack of opportunity with the benefit of his Opportunist ability in a round (likewise for anyone else possessing Opportunist).
 
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Arkhandus

First Post
Aurelia General Feats, D-F

Dash (General)
You move faster than normal for your race. This is a similar but slightly different version of the feat from Song & Silence.
Prerequisites: Run, Dex 13+.
Benefit: When wearing light armor or no armor, and carrying only a light load, your base speed is increased by 5 feet.
Special: You may gain this feat multiple times, and its effects stack, but each additional time that you wish to gain this feat, the prerequisite Dex score is 2 higher than the last time you gained this feat. Thus, the second time you gain this feat, you must have a Dex score of 15+, while the third time you gain this feat you need a Dex score of 17+, and so on.

In addition, for every 10 feet of unarmored speed increase granted by Dash, you add 5 feet to your base speed in medium armor and/or while carrying a medium load. Similarly, for every 20 feet of unarmored speed increase you get from Dash, your base speed while in heavy armor and/or carrying a heavy load is increased by 5 feet. Dash cannot increase your speed by any amount greater than your racial base speed -10 feet, such as a maximum of +20 feet for a human.

Death Blow (General)
You waste no time in dealing with downed foes. This is a similar but slightly different version of the feat from Sword & Fist.
Prerequisites: BAB +2 or higher, Improved Initiative.
Benefit: You can perform a coup de grace attack against a helpless defender as a standard action. When doing so, you gain a +4 dodge bonus to AC against attacks of opportunity that were provoked by the coup de grace.
Normal: Performing a coup de grace is normally a full-round action.

Deep Sleeper (General)
You don’t need nearly as many hours of sleep in order to be well-rested, and you can fall asleep easily. This is a new feat.
Benefit: You can fall asleep quickly and easily, despite most distractions or uncomfortable conditions. It only takes you half an hour to fall asleep, and you can fall asleep despite minor, moderate, or somewhat loud noise, and even in broad daylight. Anything louder than distant thunder or a dozen people nearby chatting and laughing will interfere with the character falling asleep, as will any light brighter than sunlight. You can also fall asleep easily despite lying on rough ground or having similarly uncomfortable conditions.

Most importantly, you are able to get a full night’s rest after only a few hours spent sleeping. You only need 4 hours of sleep per day in order to be fully rested and ready for the next day. If you are a spellcaster or a manifester, you regain your daily allotment of spells or power points with only 4 hours of sleep per day. However, since you are such a deep sleeper, you don’t awaken quite as easily and need more time to shake off the effects of drowsiness after waking. Whenever you would be allowed a Listen check while asleep, you are considered to have effectively ‘Taken 0’ for the check, getting a 0 on the check, plus any modifiers you may have with Listen checks.

It takes you a full round to awaken from your sleep, and for the next three rounds following that, you may only take a partial action each round. You also suffer a -2 penalty on all skill checks, attack rolls, Reflex saving throws, and Fortitude saving throws during that time, as well as a -2 penalty to Armor Class.
Special: This feat can only be taken at 1st-level, and you cannot possess both this feat and the Light Sleeper feat, since they are contradictory to one another. Elves and half-elves cannot gain this feat, nor may any other creatures who do not sleep.


Deflect Arrows (General)
You deflect incoming arrows, as well as crossbow bolts, spears, and other shot or thrown weapons. This is exactly like the original feat.
Prerequisites: Improved Unarmed Strike, Dex 13+.
Benefit: You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit with a ranged weapon, you may attempt a Reflex saving throw against a DC of 20 (if the ranged weapon has an enhancement bonus to attack, the DC increases by that amount). If you succeed, you deflect the weapon. You must be aware of the attack and not flat-footed. Attempting to deflect a ranged weapon doesn’t count as an action, though you must be free to act at the time. Exceptional ranged weapons, such as boulders hurled by giants, Ice Knife spells, or Iron Scarf spells, can’t be deflected.
Special: A monk may select this as a bonus feat from that class, even if he or she does not have the prerequisite Dexterity score.

Destructive Rage (General)
You shatter barriers and objects when enraged. This is a similar but slightly different version of the feat from Masters of the Wild.
Prerequisite: Ability to Rage.
Benefit: While you are Raging, you receive a +4 bonus on any Strength checks to break open doors or otherwise break inanimate, immobile objects. You also gain this bonus on weapon, unarmed strike, and natural weapon damage rolls when attacking an object, or when attacking an opponent's weapon, shield, or other attended item, while Raging.

Dirty Fighting (General)
You know the brutal and effective fighting tactics of the streets and back alleys. This is a similar but slightly different version of the feat from Sword & Fist.
Prerequisite: BAB +2 or higher.
Benefit: With a full-attack action, you may choose to make only a single melee attack and gain a +1 bonus on that attack roll, forgoing any other attacks you might be allowed with that action. This does not prevent you from making attacks of opportunity. You gain a further +1 attack bonus for each iterative attack you would normally be allowed from your base attack bonus. If your attack hits successfully, you deal an extra 1d4 points of damage, which is not multiplied in the event of a critical hit. This cannot be combined with other special full-attack actions, such as a Whirlwind Attack or Flurry of Blows.

Dodge (General)
You are adept at dodging blows. This is a similar but slightly different version of the original feat.
Prerequisite: Dex 13+.
Benefit: During your action, you designate an opponent and receive a +1 dodge bonus to Armor Class against attacks from that opponent, until your next turn. You can select a new opponent at the start of your turn. Note that a condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other kinds.
Special: You can gain this feat multiple times, up to one copy per two character levels, rounded up, and its effects stack. However, you may choose to divide the dodge bonuses you gain from this feat among multiple opponents, such that a character who has gained this feat three times could choose to gain a +1 dodge bonus to AC against each of three opponents, or a +3 bonus against a single opponent, or a +1 bonus against one opponent and a +2 bonus against another.

Dual Strike (General)
Your combat teamwork makes you a more dangerous foe. This is a similar but slightly different version of the feat from Sword & Fist.
Prerequisites: BAB +3 or higher, Combat Reflexes.
Benefit: This feat works only when you and an ally are both flanking the same enemy, and only if both of you have this feat. Under those conditions you, and any other allies with this feat who are flanking the same enemy, gain a further +2 bonus on attack rolls against that enemy. You and your allies with this feat gain a +2 bonus on weapon, unarmed strike, and natural weapon damage rolls against the enemy under those conditions, as well. The bonus damage is muliplied normally on a critical hit, but it does not apply at all against foes who are not subject to critical hits. The benefits of this feat do not stack with other copies of this feat, so you and your allies with this feat do not stack the Dual Strike bonuses.

Eagle Claw Attack (General)
Your unarmed attacks shatter objects. This is a similar but slightly different version of the feat from Sword & Fist.
Prerequisites: BAB +2 or higher, Improved Unarmed Strike, Sunder, Str 13+, Dex 13+.
Benefit: You can strike an opponent's weapon or shield with an unarmed strike, and may damage objects with unarmed strikes even when not using Iaijutsu Focus. You also ignore 1 point of hardness when striking an object unarmed. Lastly, you may use the Iaijutsu Focus skill to strike weapons, shields, or other objects unarmed with only 1 round of preparation and focusing, drawing attacks of opportunity with the focusing action, but you suffer a -4 penalty on the check when doing so.

Enchanting Personality (General)
Your affinity for enchantment magic has become a boon to your natural charm and presence. This is a new feat.
Prerequisites: Caster level 3rd+, ability to cast at least 2nd-level spells, must know at least one 1st-level or higher spell of the Charm descriptor, Spell Focus (Enchantment).
Benefit: You gain a +2 bonus on all Charisma checks and Charisma-based checks, excluding skill checks. You do, however, apply this bonus on any checks to determine an individual's initial reaction to you. You also apply it on any checks to influence creatures who are currently affected by a magical Charm Person, Charm Monster, Mass Charm, Dominate Person, or Dominate Monster spell or spell-like ability used by you (but not from a wand, scroll, or other item).

Lastly, you add this same bonus to your opposed check, or the DC, of any attempt by another creature or force to influence you through magic, when that creature or force uses a Charisma check or Charisma-based check to exercise their influence over you. This does not apply to your saving throws, but for instance, it would apply to your check or the opponent's DC, if an opponent magically charmed you and then attempted to manipulate you through a Diplomacy or Charisma check.


Endurance (General)
You are capable of amazing feats of stamina. This is a similar but slightly different version of the original feat.
Benefit: Whenever you make a check for performing a physical action that extends over a period of time (running, swimming, holding your breath, and so on), you get a +6 bonus to the check. You also have a +3 bonus on saving throws against fatigue or exhaustion.

Evade Sundering (General)
You have learned to expertly avoid any attempts made by foes to break your weapons and other gear. This is a new feat.
Prerequisites: BAB +2 or higher, Expertise, Int 13+.
Benefit: Your weapons, shields, and other equipment receive a +6 bonus to Armor Class and a +3 bonus on Reflex saves, while on your person, as long as you are not immobilized or denied a Dexterity bonus to AC (regardless of whether or not your Dexterity modifier is positive).

Exceptional Fortitude (General)
You are exceptionally tough against bodily afflictions. This is a new feat.
Prerequisites: Base Fortitude Save +2 or higher, Great Fortitude, Con 13+.
Benefit: You receive a +4 bonus on all Fortitude saving throws. This feat supersedes (does not stack with) the benefits of Great Fortitude. Henceforth, you are no longer able to gain the Exceptional Reflexes or Exceptional Will feats.

Exceptional Reflexes (General)
You are exceptionally swift at avoiding sudden dangers. This is a new feat.
Prerequisites: Base Reflex Save +2 or higher, Lightning Reflexes, Dex 13+.
Benefit: You receive a +4 bonus on all Reflex saving throws. This feat supersedes (does not stack with) the benefits of Lightning Reflexes. Henceforth, you are no longer able to gain the Exceptional Fortitude or Exceptional Will feats.

Exceptional Will (General)
You are exceptionally strong in willpower and determination. This is a new feat.
Prerequisites: Base Will Save +2 or higher, Iron Will, Wis 13+.
Benefit: You receive a +4 bonus on all Will saving throws. This feat supersedes (does not stack with) the benefits of Iron Will. Henceforth, you are no longer able to gain the Exceptional Fortitude or Exceptional Reflexes feats.

Exotic Weapon Proficiency (General)
Choose a type of exotic weapon, such as dire flail or shuriken. You understand how to use that type of exotic weapon in combat. This is exactly like the original feat.
Prerequisite: BAB +1 or higher.
Benefit: You make attack rolls with the weapon normally.
Normal: A character who uses a weapon without being proficient with it suffers a -4 penalty on attack rolls.
Special: You can gain this feat multiple times. Each time you take the feat, it applies to a new weapon. Proficiency in the use of a bastard sword or dwarven waraxe one-handed has a prerequisite of Strength 13+.

Expertise (General)
You are trained at using your combat skill for defense as well as offense. This is exactly like the original feat.
Prerequisite: Int 13+.
Benefit: When you use the attack action or full attack action in melee, you can take a penalty of as much as -5 on your attack and add the same number (up to +5) to your Armor Class. This number may not exceed your base attack bonus. The changes to attack rolls and Armor Class last until your next action. The bonus to your Armor Class is a dodge bonus. You cannot use this feat while fighting defensively.
Normal: A character may fight defensively while using the attack or full attack action to take a -4 penalty on attacks and gain a +2 dodge bonus to Armor Class, whether or not they possess the Expertise feat.
Special: A monk may select this as a bonus feat from that class, even if he or she does not have the prerequisite Intelligence score.

Expert Skill (General)
You are particularly talented in a given skill, allowing you to train more easily with it as well as simply being better than average with that skill. This is a new feat.
Benefit: Choose one skill when you gain this feat. Perform is considered a single skill, but Craft, Knowledge, and Profession are each divided into separate skills like Craft (weaponsmithing), Knowledge (geography), and Profession (cook). You cannot choose a psionic skill, nor Speak Language. You gain a +2 bonus on all skill checks with the chosen skill.

Henceforth, the chosen skill always counts as a class skill for you, for all hit dice and levels you gain from this point onward. This affects how many skill points it takes to gain ranks in it, and what your maximum rank in it will be at any given time. Expert Skill does not affect skill point expenditures from previous levels. However, the chosen skill is counted as a class skill at the level this feat is gained, so any skill points spent on the chosen skill this level are immediately taken back, and redistributed however the character desires, but within the normal limitations of maximum rank.

Expert Tactician (General)
Your tactical skills work to your advantage. This is exactly like the revised feat from Song & Silence.
Prerequisites: BAB +2 or higher, Combat Reflexes, Dex 13+.
Benefit: You can make one extra melee attack (or do anything that can be done as a melee attack or a melee touch attack, including attempts to disarm, trip, or make a grab to start a grapple) per round against one foe who is within melee reach, and who is denied a Dexterity bonus to AC against your attacks for any reason. You take this extra attack when it’s your turn, either before or after your regular action. If several foes are within melee reach and denied Dexterity bonuses to AC against your attacks, this feat cannot be used against more than one per round.

Extended Furor (General)
Your Rage, Frenzy, or Fury lasts longer than it normally would. This is a similar but slightly different version of the feat from Masters of the Wild.
Prerequisite: Ability to Rage, Frenzy, or Fury.
Benefit: Choose one of your Rage, Frenzy, or Fury abilities each time you take this feat. That Rage, Frenzy, or Fury ability lasts for an additional 4 rounds whenever you use it.
Special: A character may gain this feat multiple times, and each time they must choose a different Rage, Frenzy, or Fury ability they possess. This feat does not stack with itself for the same Rage, Frenzy, or Fury.

Extra Furor (General)
You may enter a Rage, Fury, or Frenzy more frequently than before. This is a similar but slightly different version of the feat from Masters of the Wild.
Prerequisite: Ability to Rage, Frenzy, or Fury.
Benefit: Choose one of your Rage, Frenzy, or Fury abilities each time you take this feat. That Rage, Frenzy, or Fury ability may be used an additional 2 times per day.
Special: A character may gain this feat multiple times, and each time they must choose a different Rage, Frenzy, or Fury ability they possess. This feat does not stack with itself for the same Rage, Frenzy, or Fury.

Extra Music (General)
You can use your bardic music more often than you otherwise could. This is a similar but slightly different version of the feat from Song & Silence.
Prerequisite: Bardic Music ability.
Benefit: You can use your Bardic Music 3 extra times per day. If you have the Virtuoso Performance ability, you may instead choose to increase the number of times per day you can use that ability by 2; you make this choice each time you gain the feat.
Normal: Characters with Bardic Music are normally limited by their level for the number of uses per day, dependent on the individual source that grants it.
Special: You may gain this feat multiple times, and its effects stack.

Extra Smiting (General)
You can make more smite attacks. This is a similar but slightly different version of the original feat from Defenders of the Faith.
Prerequisites: Smite ability, level 3rd+ in the class that grants that ability, Cha 13+.
Benefit: When you acquire this feat, choose a single class that gives you a Smite ability. You gain one extra use of that class' Smite ability per day. If the class has multiple Smite abilities, you must choose a single one of those Smite abilities to apply this feat towards, each time that you gain this feat.
Special: You may take this feat multiple times, each time choosing a single class and a single Smite ability you possess from that class. However, each additional time you would take this feat, the class level and Charisma prerequisites both increase by 2.

Extra Spell Knowledge (General)
You learn a new spell or two. This is a similar but slightly different version of the Extra Spell feat from Tome & Blood.
Prerequisite: Spellcaster level 3rd+.
Benefit: Choose any spellcasting class with which you possess a caster level of 3 or higher. If that class is normally limited to a specific number of spells known of each spell level, such as with a bard, shugenja, or sorcerer, then you learn one new spell of any level you can cast with that class. This extra spell known does not count towards your normal limit on number of spells known with that class. The new spell must be on that class' spell list, unless you have researched it as a custom spell, that has been approved by the DM for the chosen spell level.

If the class you have chosen is not normally limited to a specific number of spells known of each spell level, such as with the wizard or wu jen, then you learn two new spells instead, of any level or levels you can cast with that class. If the chosen class normally grants knowledge of all spells from each spell level it can cast, then this feat only grants you one new spell known of any level you can cast with that class, and it must be a researched custom spell that has been approved by the DM. Any spells learned through this feat are freely scribed into one of your spellbooks, ofuda, or songbooks as needed.
Special: You may take this feat multiple times, up to twice per spell level, and each time you may choose a different class, spell level, or both if desired.


Extra Spell Slot (General)
You can cast an extra spell each day. This is a similar but slightly different version of the Extra Slot feat from Tome & Blood.
Prerequisite: Spellcaster level 3rd+.
Benefit: You gain one extra spell slot in your daily allotment. This spell slot may be of any level you are able to cast at your current level, but no higher than the 8th spell level. Once you select the level of the spell slot, you cannot change it. You must choose the spell level of the slot at the time you gain this feat. This spell slot must be assigned to a particular class or other personal spellcasting source of yours, with which you must have a caster level of 3 or higher.
Special: You may take this feat multiple times, up to once per spell level, and each time you choose any spell level that you are able to cast spells from, gaining a new slot each day of that level.

Extra Stunning Attacks (General)
You gain extra stunning attacks when fighting unarmed. This is exactly like the original feat from Sword & Fist.
Prerequisites: BAB +2 or higher, Stunning Fist.
Benefit: You gain the ability to make 3 extra stunning attacks per day, with the Stunning Fist feat or the Stunning Attack ability of the monk and similar classes.
Special: You may take this feat multiple times, gaining three additional daily stunning attacks each time.

Eyes in the Back of Your Head (General)
Your superior battle sense helps minimize the threat of flanking attacks. Your keen instinct also helps against certain surprise attacks. This is a similar but slightly different version of the feat from Sword & Fist.
Prerequisites: BAB +3 or higher, Wis 19+.
Benefit: You gain a +1 bonus on Reflex saves. As long as you are not denied a Dexterity bonus to AC (whether or not your Dexterity modifier is positive), and are not stunned, or dazed, you cannot be flanked. Thus, under these conditions a rogue or similar foe cannot use Sneak Attack against you. The exception is that an individual with at least 5 more hit dice or levels than you may still flank you, and thus may Sneak Attack when flanking you.

Far Shot (General)
You can get greater distance out of a ranged weapon. This is exactly like the original feat.
Prerequisite: Point Blank Shot.
Benefit: When you use a projectile weapon, such as a bow, its range increment increases by one-half (multiply by 1.5), rounded down to the nearest 5 feet. When you use a thrown weapon, its range increment is doubled.

Favored Weapon (General)
You have practiced much with a particular kind of weapon, and developed an affinity for it that leaves you less comfortable using other weapons. When you take this feat, choose any single weapon you are proficient in, such as the heavy mace or the composite longbow. You may instead choose unarmed strike, or a single type of natural weapon, such as claws, provided you are proficient in it and already possess the ability to attack with that attack form. This is a new feat.
Prerequisite: Proficiency in the weapon chosen.
Benefit: You gain a +1 bonus on attack rolls with the chosen weapon. This bonus increases to +2 when your character level is 15th or higher, but only if you also possess Weapon Focus with the chosen weapon. If you gain Weapon Focus for the chosen weapon at a character level higher than 15th, the bonus from Favored Weapon improves to +2 at that time.
Special: You suffer a -1 penalty on all other attack rolls. Furthermore, you cannot gain the Weapon Focus feat with any other weapons except for the chosen weapon, nor with any other forms of unarmed strike or natural weapon. You immediately lose any copies of the Weapon Focus feat that are linked to other weapons, and other forms of unarmed strike or natural weapon. You do not gain any other feats to replace them. The Broad Weapon Mastery feat can still provide you with the benefits of Weapon Focus if you are a fighter with that feat.

Feign Weakness (General)
You capitalize on your foe's perceptions of your unarmed status. This is a similar but slightly different version of the feat from Sword & Fist.
Prerequisites: BAB +2 or higher, Improved Unarmed Strike.
Benefit: If you make a successful Bluff check against your opponent's Sense Motive check, you lure the foe into attempting an attack of opportunity because he thinks you are unarmed. But you are armed, and you make your attack against the drawn-out foe, who is caught flat-footed, before he takes his attack of opportunity. The opponent's attack of opportunity is negated by the use of this feat, wasting that attack of opportunity.

If your attack hits, the opponent is unbalanced for a round, and can only take a partial action on their next turn. You may also use this feat with a Tiny or Small weapon with which you are proficient by attempting to hide it until the last second, but you incur a -2 or -6 penalty on your Bluff check, respectively. You can use this feat with a disguised weapon, such as a war fan, at no penalty on the Bluff check. Using this feat is a full-round action. You can only use this feat once per combat.
Special: A monk may select this as a bonus feat from that class, even if he or she does not have the prerequisite base attack bonus.


Fists of Iron (General)
You have learned the secrets of imbuing your unarmed attacks with extra force, by channeling ki. This is exactly like the original the feat from Sword & Fist.
Prerequisites: BAB +2 or higher, Improved Unarmed Strike, Wis 10+.
Benefit: Up to 3 times per day, plus an additional number of times per day equal to your Wisdom bonus, you may imbue one of your unarmed strikes with extra power. Use of this feat must be declared before the attack roll, so a missed attack wastes one use of this feat. If the attack succeeds, you deal +1d4 damage. Apply this feat no more than once per attack. Activating this feat takes no action by itself.

Fleet of Foot (General)
You run so nimbly that you can turn corners without losing momentum. This is exactly like the original feat from Song & Silence.
Prerequisites: Run, Dex 15+.
Benefit: When running or charging, you can make a single direction change of 90 degrees or less. You can’t use this feat while wearing medium or heavy armor, or if you’re carrying more than a light load.
Normal: Without this feat you can only run or charge in a straight line.

Flick of the Wrist (General)
With a single motion, you can draw a light weapon and make a devastating attack. This is exactly like the original feat from Song & Silence.
Prerequisites: Quick Draw, Dex 17+.
Benefit: If you draw a light weapon and make a melee attack with it in the same round, you catch your opponent flat-footed, for purposes of that attack only. This feat only works once per combat.
 
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