Arkhandus
First Post
Well, a whole lot more procrastination, stress, insomnia, and tiredness later, and I still haven't made any significant update in quite a while to this thread's houserules and setting material. At least I've gotten some stuff done on the computer, I just haven't been able to focus on finishing the full details for any single class, race, or monster yet.
For now, I've fixed a few words/sentences here and there in the earlier posts, split up some of the paragraphs to make them more readable, and fixed a small formatting error here and there. Nothing significant yet. :\
I'll probably try updating the feats preview soon, but I dunno.
I've worked a bit on various new monsters and prestige classes, and done some more work on a few standard classes and variants, but they're in varied stages of incompleteness for now. I've gotten a bit of work done on many prestige classes so I'll be updating the class-advancement-table preview in the next day or so, and maybe I'll have the focus to finish the details on Elvenkind or Bards or one of the prestige classes soon after that. Maaayyybe, but I've been pretty low on energy and mental focus lately.
Some basic info on most of the prestige classes I've gotten partially-done in the past month or two:
My version of the Arcane Archer gets some spell improvements and bonus spells, but primarily gets more frequent use of its special magic archery tricks, some more magic tricks with their bows and arrows, some improvements in the effectiveness of their magic archery tricks, and a bit of added sniping prowess. My version of the Assassin is purely mundane in skills but a bit more directly effective with their Death Attacks, more threatening, better at hunting down marks, better at distraction and handling/avoiding traps, and able to sneak around quickly.
My version of the Blade Dancer (OA) is a bit less effective in prolonged fights but has a stronger connection to his swords, able to channel the spirits of his swords more often, for a greater variety of mystical attacks and fighting trances, and he's a bit more skillful in actual swordplay, though a bit slower-moving most of the time. My version of the Duelist is a bit more skilled in swashbucklery and the like, though a bit less tough, and half of their class features are chosen from a list of about a dozen options, making them more flexible (and those selected abilities are more powerful, boosting the class to be on-par with an armored fighter, though reliant on more ability scores).
My version of the Shadowdancer is a bit sneakier and actually worth taking more than just a level or two in, developing much more agility and more combat tricks as they advance, along with tougher Shadow minions. My version of the Spellsword has a better and more potent mixing of combat prowess with arcane spellcasting, with superior Channel Spell capabilities, cheaper use of Spellsword Cache, faster advancement in ASF reduction, and the addition of a Spell Blast ability to make use of spell slots in a pinch for direct offense by converting their energy into a blast or aura on the Spellsword's weapon.
My version of the Weapon Master is more effective in dealing damage with their Weapon of Choice, gains a boost to the resilience of their Weapon of Choice, confirms critical hits more often with it, is better at disarming or resisting disarmament with their Weapon of Choice, is better at using it to block and parry other weapons, and counts their Weapon Master level towards their effective Samurai level for Ancestral Daisho advancement capabilities (only if they were a Samurai beforehand).
The Ambush Master is a PrC focused on surprising foes and making the most of that advantage, so it gets a Sneak Attack damage die at each level (it's a 5-level PrC); they're specialists in finding their marks, setting up traps/hiding spots, and springing ambushes (and at running away once things get tough). The Arcane Bombardier is a master of the Fireball spell, who sacrifices a bit of spellcasting advancement in order to focus more power and skill in the use of Fireballs (another 5-level PrC).
Elemental Warriors develop an affinity for one of the classical elements, learning to channel it for greater weapon damage, elemental resistance, and elemental manipulation (though very limited; it's a 10-level combat PrC with only minor spellcasting prerequisites). An Eldritch Missileer is a master of Magic Missiles, giving up a bit of spellcasting advancement for thorough mastery over the power and flexibility of Magic Missiles, both as single-target barrages and multi-target bombardments (5 levels).
Lao-Tsen Disciples are monkish warriors with a greater focus on channeling ki for combat, developing few other skills and focusing on personal combat prowess; primarily in the form of special fighting techniques that utilize a combination of great skill and focused ki power, oriented in most cases towards harnessing basic elements and energies (10-level PrC, with martial maneuvers and stances from nine custom disciplines, based in concept on the Book of Nine Swords but without borrowing any of the feats, maneuvers, stances, disciplines, classes, or items from that book; each Lao-Tsen discipline is based on a mix of martial arts and an element or energy type, except for the two mundane styles of Serpent's Fang and Stone Crab; the Lao-Tsen Disciple is also limited to only counting its level in the PrC towards initiator level, so their disciplines only go up to 5th-level maneuvers/stances; it's recovery mechanic is similar to that of swordsages in the Bo9S).
The Myrmidon is a seriously dedicated soldier of the highest calibur, who develops his body into a more perfect fighting machine and war-campaigner, mastering various combat techniques, with unshakeable bravery (7-level PrC). Phantasmal Hunters are assassins or bounty hunters who supplement their sneaky, deadly skills with a bit of arcane magic and illusions, to mask their presence or exact form, as well as channeling surges of negative energy to finish off their marks; and they develop a bit of extra power with the Phantasmal Killer spell too (10-level PrC).
A Shadow Thorn is the secret, malevolent, Elven answer to ninjas and assassins from other lands, a ranger or druid who takes up a predatory mantle, to hunt down and destroy the covert forces or vilest leaders among those who oppose Elvenkind and defile Nature; Shadow Thorns have numerous talents and powers for sneaking, assassination, and travel, but are very limited in how many they can employ each day, and cannot handle long fights or numerous opponents (10-level PrC, with some mechanics based on the Ninja of Complete Adventurer and Dragon Magazine).
And there are a few others that are less complete or just not on my computer right now so I won't bother describing them yet.

For now, I've fixed a few words/sentences here and there in the earlier posts, split up some of the paragraphs to make them more readable, and fixed a small formatting error here and there. Nothing significant yet. :\
I'll probably try updating the feats preview soon, but I dunno.
I've worked a bit on various new monsters and prestige classes, and done some more work on a few standard classes and variants, but they're in varied stages of incompleteness for now. I've gotten a bit of work done on many prestige classes so I'll be updating the class-advancement-table preview in the next day or so, and maybe I'll have the focus to finish the details on Elvenkind or Bards or one of the prestige classes soon after that. Maaayyybe, but I've been pretty low on energy and mental focus lately.

Some basic info on most of the prestige classes I've gotten partially-done in the past month or two:
My version of the Arcane Archer gets some spell improvements and bonus spells, but primarily gets more frequent use of its special magic archery tricks, some more magic tricks with their bows and arrows, some improvements in the effectiveness of their magic archery tricks, and a bit of added sniping prowess. My version of the Assassin is purely mundane in skills but a bit more directly effective with their Death Attacks, more threatening, better at hunting down marks, better at distraction and handling/avoiding traps, and able to sneak around quickly.
My version of the Blade Dancer (OA) is a bit less effective in prolonged fights but has a stronger connection to his swords, able to channel the spirits of his swords more often, for a greater variety of mystical attacks and fighting trances, and he's a bit more skillful in actual swordplay, though a bit slower-moving most of the time. My version of the Duelist is a bit more skilled in swashbucklery and the like, though a bit less tough, and half of their class features are chosen from a list of about a dozen options, making them more flexible (and those selected abilities are more powerful, boosting the class to be on-par with an armored fighter, though reliant on more ability scores).
My version of the Shadowdancer is a bit sneakier and actually worth taking more than just a level or two in, developing much more agility and more combat tricks as they advance, along with tougher Shadow minions. My version of the Spellsword has a better and more potent mixing of combat prowess with arcane spellcasting, with superior Channel Spell capabilities, cheaper use of Spellsword Cache, faster advancement in ASF reduction, and the addition of a Spell Blast ability to make use of spell slots in a pinch for direct offense by converting their energy into a blast or aura on the Spellsword's weapon.
My version of the Weapon Master is more effective in dealing damage with their Weapon of Choice, gains a boost to the resilience of their Weapon of Choice, confirms critical hits more often with it, is better at disarming or resisting disarmament with their Weapon of Choice, is better at using it to block and parry other weapons, and counts their Weapon Master level towards their effective Samurai level for Ancestral Daisho advancement capabilities (only if they were a Samurai beforehand).
The Ambush Master is a PrC focused on surprising foes and making the most of that advantage, so it gets a Sneak Attack damage die at each level (it's a 5-level PrC); they're specialists in finding their marks, setting up traps/hiding spots, and springing ambushes (and at running away once things get tough). The Arcane Bombardier is a master of the Fireball spell, who sacrifices a bit of spellcasting advancement in order to focus more power and skill in the use of Fireballs (another 5-level PrC).
Elemental Warriors develop an affinity for one of the classical elements, learning to channel it for greater weapon damage, elemental resistance, and elemental manipulation (though very limited; it's a 10-level combat PrC with only minor spellcasting prerequisites). An Eldritch Missileer is a master of Magic Missiles, giving up a bit of spellcasting advancement for thorough mastery over the power and flexibility of Magic Missiles, both as single-target barrages and multi-target bombardments (5 levels).
Lao-Tsen Disciples are monkish warriors with a greater focus on channeling ki for combat, developing few other skills and focusing on personal combat prowess; primarily in the form of special fighting techniques that utilize a combination of great skill and focused ki power, oriented in most cases towards harnessing basic elements and energies (10-level PrC, with martial maneuvers and stances from nine custom disciplines, based in concept on the Book of Nine Swords but without borrowing any of the feats, maneuvers, stances, disciplines, classes, or items from that book; each Lao-Tsen discipline is based on a mix of martial arts and an element or energy type, except for the two mundane styles of Serpent's Fang and Stone Crab; the Lao-Tsen Disciple is also limited to only counting its level in the PrC towards initiator level, so their disciplines only go up to 5th-level maneuvers/stances; it's recovery mechanic is similar to that of swordsages in the Bo9S).
The Myrmidon is a seriously dedicated soldier of the highest calibur, who develops his body into a more perfect fighting machine and war-campaigner, mastering various combat techniques, with unshakeable bravery (7-level PrC). Phantasmal Hunters are assassins or bounty hunters who supplement their sneaky, deadly skills with a bit of arcane magic and illusions, to mask their presence or exact form, as well as channeling surges of negative energy to finish off their marks; and they develop a bit of extra power with the Phantasmal Killer spell too (10-level PrC).
A Shadow Thorn is the secret, malevolent, Elven answer to ninjas and assassins from other lands, a ranger or druid who takes up a predatory mantle, to hunt down and destroy the covert forces or vilest leaders among those who oppose Elvenkind and defile Nature; Shadow Thorns have numerous talents and powers for sneaking, assassination, and travel, but are very limited in how many they can employ each day, and cannot handle long fights or numerous opponents (10-level PrC, with some mechanics based on the Ninja of Complete Adventurer and Dragon Magazine).
And there are a few others that are less complete or just not on my computer right now so I won't bother describing them yet.
