Bront's Creation Collection

Bront

The man with the probe
This thread is a link thread for all kinds of homebrew stuff I've either created or helped to work on. I've created some things for LEW, or to help others out, and it would be nice to put links to them all in once place.

Feedback is always appreciated. I'll be filling this out slowly, so look for changes as I go. Some things may end up being moved here, particularly LEW things, while others will point to the origional discussion thread.

(LEW) means it was for Living EnWorld. This does not mean they are invalid for normaly play, just that they were proposed for use in that campaign.

Core Classes
The Noble

Prestiege Classes
The Outrider (LEW)
Seeker of the Llanno (Seeker of the Elemental Song in LEW)

Feats
Devoted Mage
Mounted Cleave (LEW)
Slice Through (LEW)

Races
The Katara (LEW)

Spells
Vasha's Mystical Massage

Templates
Magic Born (Divine and Arcane)

Deities Note: LEW will be a link if there is a seperate version for LEW.
Gundar, LN God of the Earth. (LEW)
Halina, NG goddess of fertility, agriculture and childbirth. (LEW)
Halor, CN God of the Sky. (LEW)

Other Content
The Freefolk (LEW)
 
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Bront

The man with the probe
KATARA
  • Type is Humanoid (Katara)
  • Small size (+1 size bonus to AC/Attack, +4 size to hide)
  • Katara Land Speed is 20 feet.
  • +2 Dex, +2 Cha, -2 Str, -2 Con
  • Keen Ears - +2 racial bonus to Listen,
  • Natural Grace - +2 racial bonus to Move Silently, Balance, and Tumble. Balance is always a class skill.
  • Incredible Leap - +8 racial bonus to Jump
  • Wandering Mind - -1 save vs enchantment/charm effects, -2 racial penalty to sense motive and concentration checks (Katara are extremely curious and as a result, their minds often wander, overlooking dangers most might otherwise see)
  • Lowlight vision
  • Favored Class: Bard
Description:
The Katara have features that are both humanoid and feline. Their legs are fairly cat like, but stable to stand on with more human like feat, and leathery pads on the bottom. Their torso is a bit more cylindrical than some humanoids, but is still has some shoulder and pectoral proportion to it. Their arms and hands are very human like, though with slightly thicker fingers and a leathery palm. Their heads are a bit wider than a normal human's, with a more cat like maw, nose, and eyes, but definitely drawn out in a somewhat human way, and their head sits perched on a fairly normal humanoid neck.

Like this picture here here, though with a more cat-like face (a bit more rounded, ears closer to the top of their head)

The Katara are a race that traces their origins to smaller wild cats, though scholars debate which ones in particular. Unlike their wilder feline cousins, the Katara do not have claws, nor are their teath as sharp as their wilder bretherin. Katara fur comes in a variety of colors and patters, and stripe or spot patterns are usually distinctive of a particular clan. Some clans have more noticable human fiacial and head hair, and some others have what resembles a mane (and in rare cases, both).


Society:
The Katara are a curious and social race. Many Katara will spend several years exploring and experimenting till they find something they enjoy doing and finaly stick with it, and even they they find ways to experiment and explore within their chosen craft. The Katara enjoy social occasion, and have been known to celebrate numerous holidays regularly.

The Katara look curiously upon the other races. They marvel at their accomplishments, and often seek to explore other cultures. Visitors to a Katara settlement might find themselves often asked about their travels, their culture, and their histories. The Katara have no qualms about borrowing from other cultures (particularly celibratory holidays) enough to where some scholars might say they have no true culture of their own, but the Katara blend these cultures togeather in ways that make them unique.

The Katara are a clan oriented society. Your clan is your family, however extended they might be. Most clans have strong ties to each other, and clan names and legacies are passed down maternaly, with the husband joining his wife's clan. Clan names, used as last names, are often based around some distictive feature fairly unique to the clan (examples, Whiteboot, Blackstripe, Greycoat, etc...). First names are drawn from many different cultures, that there is no true Kataran first names. They do tend towards using human or halfling names over others.

Background:

The Katara originate from the Kanatisis region, located far to the east of Orussus. The region extends from the desert in the "lands of fire" to the south, to the inland Bantala Sea to the north, and bordered by a mountain range to the east, and hills to the west. The region is generally overrun by flora, often with the tall trees creating a canopy several hundred feet from the ground. Towards the south, the region tends to be a bit more tropical or rainforest like. Towards the north, the flora thins out a bit as the grounds gets sandy towards the sea. To the east, as you get closer to the mountains the temperature tends to drop a bit, and you see more pine trees among the flora. And the canopy all but disappears the closer you get towards the hills to the west. The river running down from the mountains splits many times as is passes through the region, leaving few places without a river near by, but also leaving few rivers large enough for any boat larger than fairly small watercraft.

The Katara are from somewhere in that region, though their legends never specify exactly where. However, the Katara clans with longer hair tend to be from the colder areas in the east, while the short haired Katara tend to be from the warmer regions of Kanatisis. And while a clan my have a few members in different regions, they tend to settle down more locally in their region of origin.

The Katara are small in stature, and have learned to take to the trees to avoid the larger predators that are native to their lands. The Katara have built huge treetop villages in the immense canopy of Kanatisis. They consist of huts or other buildings built around the trunk of the tree, with suspension bridges and ladders built between them. Many Katara simply jump around on branches cut in a staircase like manner to move around as well. There are even small farming platforms built between some of the sturdiest trees, with dirt brought up from the ground below. The Katara do not herd animals in general, so they hunt for most of their meat and leather.

The Katara have had limited contact with the outside world for a long time. They have traded on occasion with the Dwarves of the mountains to the east, or the men of the desert in the south, but not often, and generally trading more to examine what these other cultures make, or to gain access to materials (such as metal) that are generally scarce in their region. However, the more they learned about other races, the more curious they became. Many curious Katara have begun to set out from their homes to explore other societies and learn what they can. Those that have returned have often had a huge cultural impact in their local area, where the Katara would try to integrate some of these other societal practices into their way of life. Over time, these ideas and practices are integrated more seamlessly and spread through Kanatisis. The Katara are particularly interested in celebrations, and as a result have managed to integrate several Human, Elven, Dwarven, Gnome, Halfling, and even a few Orc and Goblin celebrations into their culture. Often, a holiday will be a strange amalgamation of several different celebrations or traditions, such as the traditional wine drinking and axe throwing contest, where contestants will drink a glass of wine, and then hurl an axe at a target, continuing one of the contestants misses.

Despite their curiosity and willingness to integrate other cultures into their own, the Katara are fiercely independent. Trade between villages happens, but is limited to basic necessities, and generally a community prides itself on what it does not need to trade for more than what it has to trade. As individuals, clan pride is important, and clans within a community will often try to out produce each other in strange pseudo-competitions simply for the right to say they are better. While clans do not tend to stick to any one trade, individual families do, so pride and tradition run deep in these trades. Despite their intense curiosity, often at least one of each generation will take on the mantle of the family trade, though most young children are encouraged to explore their options to indulge in their curious nature.

Code:
Misc:
Race 	Middle	Old	Venerable	Maximum Age
Katara	30 	45	60 		+2d8 years


Race	Adulthood	low	Mid	High
Katara	12 years	+1d6	+2d4	+2d6


	Height 	Modifier	Weight	Modifier
male	2´ 8"	+2d4"		30 lb.	×  1 lb.
female	2´ 6"	+2d4"		25 lb.	×  1 lb.
 

Bront

The man with the probe
Mounted Cleave [General]
Prerequisites:
Str 13+, Power Attack, Cleave, Mounted Combat, Ride-by attack, 5 Ranks Ride skill
Benefit: If you gain an oppertunity to cleave while charging on a mount, you may instead continue your charge into another opponent in line with your current charge. This attack is considered a charge in every respect, and all feats and bonuses involved in the charge work as normal (Spirited Charge, Ride-by Attack, Lance charging damage bonus, etc.). You may not excede your normal movement restrictions on a charge. You can use this ability as often as you may normaly cleave (once with normal cleave, as many times as otherwise legaly available with Great Cleave).
Special: A fighter may select Mounted Cleave as one of his fighter bonus feats.
Example: Sir Joe is charges a goblin 20' on his horse, and kills it with his attack. He may continue to charge the second goblin 10' directly in line of his charge. If the goblin was 40' behind the first one, he could not charge since he would be moving farther than his allowable charge distance. Likewise, he could not charge a goblin that would require him to change the direction of his charge.
 

Bront

The man with the probe
Slice Through [General]
You may strike your opponent when tumbling through them.
Prerequisites: Dex 13+, Dodge, Mobility, Spring Attack, 5 Ranks Tumble, BAB +6
Benefit: As a standard action you can make a normal melee attack against your opponent while tumbling through his square if you succeed your tumble check. The attack happens while in the opponent's square(s), so does not gain any benifits from flanking. You must tumble in a straight line, and be able to make it through to the other side of the opponent as if tumbling normaly (one-half speed). All other rules for tumbling through an opponent's square apply.
Normal: Tumble at one-half speed through an area occupied by an enemy (over, under, or around the opponent) as part of normal movement, provoking no attacks of opportunity while doing so. Failure means you stop before entering the enemy-occupied area and provoke an attack of opportunity from that enemy.
-based on material by Astros
 

Bront

The man with the probe
Vasha's Mystic Massage
Transmutation
Level: Brd 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Up to One creature per hand.
Duration: Concentration
Saving Throw: Will (Special)
Spell Resistance: No
Several invisable hands, similar to Mage Hands, appear. These hands are articulate and well skilled in the art of massage and relaxation. 1 hand + 1 additional hand at every even level, max 6, can be summoned and controlled at the same time. They can be used to stroke and massage, which could cause a creature to be Dazzled if the hands choose to stroke in the right places if the target fail a Will save.
 
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Bront

The man with the probe
Origionaly discussed in This Thread

Divine and Arcane magic born.
Template gives them a subtype magic, but does not change their base type, size, speed, or any other abilities unless listed otherwise.

-2 Str, -2 Con for frail bodies.
Divine - +2 Wis and Cha - Greater attunement to divine magic
Arcane - +2 Int and Cha - Greater attunement to arcane magic

A magic born is resistant to magic of his own type, but susceptible to the opposite type. +2 to save vs spell of the same type, -2 to save vs spell of the opposite type. Unnamed magic gain a +1 save modifier (items, infusions, spell like abilities)

Sense magic: A magic born can sense magic at will (As Detect magic, but only the general magic level and arcane or divine, nothing more can be learned with this ability)

Empower casting: A magic born is attuned to casting their form of magic, and gain +1 caster level when casting spells of their own type.

Magic dependent: A magic born cannot sustain his life force in null magic areas. They take 1D4 non-lethal damage every round in an anti-magic field. A dispel magic cast on a mageborn specificly will stun the mageborn for 1D4 rounds if they fail a will save.

+2 racial bonus to use magic device and concentration when spellcasting. Attunement to magic makes it easier to use items, and harder to loose a spell when casting.

Cantrip: A magic born is assumed to always have the spell Prestidigitation going at all times, and can make minor (IE, not game effecting) magical effects happen without casting a spell.

Divine Channeling: A Divine Magic born may use an ability that requires turn undead as if it had 3 available turns per day. The feat extra turning can be used to increase this number. Feats that require the turn undead class ability can be selected as if the magic born had the class ability. PrCs that require the ability must be allowed by a GM.

Arcane Knowledge: Knowledge of the arcane comes easy to an Arcane Magic Born. If he uses an arcane spell book or otherwise prepares spells in advance, the caster gains the ability to cast one additional spell a day from any spell level he can cast, chosen when he memorizes or renews his spells. If the spell caster has a limited number of known spells, he gains one additional known spell per spell level. This is chosen when access to that level of spells is gained.

Inate Arcane Caster: Alternately, an Arcane Magic Born may pick a single 1st level Arcane spell that he may cast as a spell like ability once per day for every 4 HD (up to a maximum of 5 times per day). The caster level of this spell is 1/2 HD (Round down) +1, and the DC to resist the spell, if applicable, is 11 + Cha bonus. This ability is in place of Arcane Knowledge

LA +1

[sblock=Origional]Origionaly discussed in This Thread

Divine and Arcane magic born.
Template gives them a subtype magic, but does not change their base type, size, speed, or any other abilities unless listed otherwise.

-2 Str, -2 Con for frail bodies.
Divine - +2 Wis and Cha - Greater attunement to divine magic
Arcane - +2 Int and Cha - Greater attunement to arcane magic

A magic born is resistant to magic of his own type, but susceptible to the opposite type. +2 to save vs spell of the same type, -2 to save vs spell of the opposite type. Unnamed magic gain a +1 save modifier (items, infusions, spell like abilities)

Sense magic: A magic born can sense magic at will (As Detect magic, but only the general magic level and arcane or divine, nothing more can be learned with this ability)

Empower casting: A magic born is attuned to casting their form of magic, and gain +1 caster level when casting spells of their own type.

Magic dependent: A magic born cannot sustain his life force in null magic areas. They take 1D4 non-lethal damage every round in an anti-magic field. A dispel magic cast on a mageborn specificly will stun the mageborn for 1D4 rounds if they fail a will save.

+2 racial bonus to use magic device and concentration when spellcasting. Attunement to magic makes it easier to use items, and harder to loose a spell when casting.

Cantrip: A magic born is assumed to always have the spell Prestidigitation going at all times, and can make minor (IE, not game effecting) magical effects happen without casting a spell.

Divine Power: A Divine Magic born may use an ability that requires turn undead as if it had 3 available turns per day. The feat extra turning can be used to increase this number. Feats that require the turn undead class ability can be selected as if the magic born had the class ability. PrCs that require the ability must be allowed by a GM.

Arcane Knowledge: Knowledge of the arcane comes easy to an Arcane Magic Born. If he uses an arcane spell book, he may select one additional spell per level for free from his spell list when he advances in that magic using class. If the spell caster has a limited number of known spells, he gains one additional known spell per spell level. This is chosen when access to that level of spells is gained.

ECL/LA +2[/sblock]
 
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Bront

The man with the probe
Devoted Mage
Prerequisites: Smite Evil ability, Ability to spontaniously cast arcane spells.
Benifit:
-As a Swift Action that doesn't provoke an attack of opertunity, you may sacrifice one of your daily spells to add a bonus to your attack and damage rolls for one round.
-Your Paladin and Sorcerer levels stack for determining the extra damage delt by your smite evil ability.
-You may freely multiclass between Paladin and Sorcerer, though you still must maintain your lawful good alignment and deal with all other normal multiclassing rules.

-Based on content in the Complete Adventurer.
 

Bront

The man with the probe
Halina, Goddess of Fertility
The Great Mother, The Blessed Provider

Enworldian Greater Deity
Symbol: A baby lying in a basket of wheat
Home Plane: The Blessed Fields of Elysium
Alignment: Neutral Good
Portfolio: Fertility in nature and crops, Conception, Birth.
Worshippers: Farmers, Conceiving couples, midwives
Cleric Alignments: N, LG, NG, CG.
Domains: Good, Healing, Plant, Sun
Favored Weapon: Sickle


Halina is worshiped by farmers, who believe she blesses their crop with a healthy growth each year. She is also worshiped by pregnant and conceiving couples, and midwives. Halina is believed to appear as a farmer, sometimes pregnant, usually carrying wheat or some other crop.

Followers of Halina teach that the creation of life in any form is precious and something to be celebrated. They teach that all things have their place in life, as the life and eventual death of many plants leads to a longer healthy life in other creatures. While not pacifists, followers of Halina strongly oppose the unnecessary killing of any creature. They often make the most out of animals used for food, making sure no part goes to waste, and no more are killed than necessary.

Halina’s worshipers often pray for her blessings before planting a crop by burning one seed of each crop planted, and throw a celebratory festival after the harvest (One of the most well known festivals is held at the town of Covington, a town about 7 days south west of Orussus just off the river Grellgo). Couples and midwives will often light a white candle in the name of Halina.

Some legends post Halina being the mother to both Verdante and Ulura, with each god taking some small part of Halina's domain from their mother's teachings.
 

Bront

The man with the probe
While there are many theories of creation of Enworld, one of the more well known of them is the tale of the conflict between Gundar and Halor. As the tales go, Gundar crafted the earth, and invited the gods to join in his creation under his guidance. Halor, Gundar's brother, became jealous of the power and control that Gundar had over the world and the other gods. In a great conflict, Halor crafted the skies and tried to have them swallow the earth in pure and total chaos. The two gods fought, and the world was ravaged and torn asunder, till Gundar placed what was left on the back of the Enworldphant, which was too large for the sky to swallow.

While many discount this as a simple legend, and this is rarely taught by either god's followers, it is a popular and well known tale. What is known is that Gundar and Halor are powerful deities and brothers in great conflict, and worshipers of both gods can be found across Enworld.


Gundar, God of the Earth
The High King, The Creator

Enworldian Greater Deity
Symbol: A Lion's head carved into a mountain.
Home Plane: Varies
Alignment: Lawful Neutral
Portfolio: The Earth, Order, Creation
Worshippers: Leaders, Druids, Craftsmen, Builders, Those seeking structure in life.
Cleric Alignments: LG, LN, LE
Domains: Law, Earth, Strength, Creation, Artiface
Favored Weapon: Warhammer

Gundar is worshiped by those who strive to give order as well as those who make order out of chaos. Leaders, Crafters, Builders, and others looking to create structure in the world. Druids also worship him for his connection to the earth and the world. Gundar is never known to have appeared on the world, but is often depicted as an older but stronger man, who’s face has the look contemplation.

Followers of Gundar teach of his ties to the earth, and discipline in life. They teach that creating things is they way to bring order to the chaos of life, and often priests are often local craftsmen as well. Temples dedicated to Gundar are always well built, and often ornately done as well. Worshipers of Gundar tell the story of creation, but they tell it more as a demonstration of Gundar’s potential power, and will generally it is taught that while it is not necessarily true, it is a possibility, and well within the realms of Gundar’s powers.

CREATION DOMAIN
Granted Power: Cast conjuration (creation) spells at +2 caster level. (Those with access to both the Artifice and Creation domains cast conjuration (creation) spells at +3 caster level.)
Creation Domain Spells

Code:
Spell Name		Brief Description
1 Create Water		Creates 2 gallons/level of pure water.
2 Minor Image		As silent image, plus some sound.
3 Create Food and Water	Feeds three humans (or one horse)/level.
4 Minor Creation	Creates one cloth or wood object.
5 Major Creation	As minor creation, plus stone and metal.
6 Heroes’ Feast		Food for one creature/level cures and grants combat bonuses.
7 Permanent Image	Includes sight, sound, and smell.
8 True Creation		Creates permanent nonmagical object.
9 Genesis		Creates a small demiplane.

True Creation
Conjuration (Creation)
Level: Creation 8
Components: V, S , M, X P
Casting Time: 10 minutes
Range: 0 ft.
Effect: Unattended, nonmagical object of nonliving matter, up to 1 cu. ft./level
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

The caster creates a nonmagical, unattended object of any sort of matter. Items created are permanent and cannot be negated by dispelling magics or negating powers. For all intents and purposes, these items are completely real. The volume of the item created cannot exceed 1 cubic foot per caster level. The caster must succeed at an appropriate skill check to make a complex item.

Unlike the items brought into being by the lower-level spells minor creation and major creation, objects created by the casting of true creation can be used as material components.

XP Cost: The item’s gold piece value in XP, or a minimum of 1 XP, whichever is more.

Genesis
Conjuration (Creation)
Level: Creation 9
Components: V, S , M, X P
Casting Time: 1 week (8 hours/day)
Range: 180 ft.
Effect: A demiplane on the Ethereal Plane centered on your location
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell creates an immobile, finite plane with limited access - a demi-plane.

Demiplanes created by this power are very small, minor planes. A character can cast this spell only on the Ethereal Plane. When he or she casts it, a local density fluctuation precipitates the creation of a demiplane. At first, the demiplane grows at a rate of a 1-foot-radius per day to an initial maximum radius of 180 feet as the fledgling plane draws substance from surrounding ethereal vapors and protomatter or astral ectoplasm.

The character determines the environment in the demiplane when he or she first casts genesis, reflecting most any desire he or she can visualize. The caster determines factors such as atmosphere, water, temperature, and the shape of the general terrain. However, the spell cannot create life, nor can it create construction. If desired, these must be brought in by some other fashion.

Once the basic demiplane reaches its maximum size, the character can continue to cast this spell to enlarge the demiplane if he or she is inside the boundaries of the demiplane. In such a case, the radiusof the demiplane increases by 60 feet for each subsequent casting.

If the spell is cast again while outside an existing demi-plane, the casting creates a separate bubble that does not touch or overlap any previously created demiplane.

XP Cost: 5,000 XP.

ARTIFICE DOMAIN
Granted Power: Gain +4 bonus on Craft checks. The character casts conjuration (creation) spells at +1 caster level. (Those with access to both the Artifice and Creation domains cast conjuration [creation] spells at +3 caster level.)

Artifice Domain Spells
Code:
Spell Name		Brief Description
1 Animate Rope		Makes a rope move at your command.
2 Wood Shape		Rearranges wooden objects to suit you.
3 Stone Shape		Sculpts stone into any shape.
4 Minor Creation	Creates one cloth or wood object.
5 Fabricate		Transforms raw materials into finished items.
6 Major Creation	As minor creation, plus stone and metal.
7 Hardening		Increases hardness of target by 1 per 2 levels.
8 True Creation		Creates permanent non-magical object.
9 Prismatic sphere	As prismatic wall, but surrounds on all sides.

Hardening
Transmutation
Level: Sor/Wiz 6, Artifice 7
Components: V, S
Casting Time: 1 action
Range: Touch
Target: One item of a volume no greater than 10 cu. ft./level (see text)
Duration: Permanent
Saving Throw: None
Spell Resistance: Yes (object)

This spell increases the hardness of materials. For every two caster levels, increase by 1 the hardness of the material targeted by the spell. This hardness increase improves only the material’s resistance to damage. Nothing else is modified by the improvement.

The hardening spell does not in any way affect resistance to other forms of transformation.

This spell affects up to 10 cubic feet per level of the spellcaster.

If cast upon a metal or mineral, the volume is reduced to 1 cubic foot per level.



Halor, God of the Sky
The Sky King, The Grand Suvayor

Enworldian Greater Deity
Symbol: The moon moving in to eclips the sun (Think the mastercard logo with the moon over the sun)
Home Plane: Varies
Alignment: Chaotic Neutral
Portfolio: The Sky (Sun, Moon, Stars), Weather, Chaos
Worshippers: Sailors, Druids, Astrologers, Those seeking chaos in life.
Cleric Alignments: CG, CN, CE
Domains: Chaos, Air, Sun, Darkness, Weather
Favored Weapon: Rapier

Halor is worshiped by those who work under the sky, particularly sailors, astrologers, and druids. Halor is also worshiped by those who challenge the established authority, justly or not. Halor is often depicted as an elf with wings, flying high in the sky.

Worshipers of Halor tell the story of creation, but with a twist. In their version, Gundar was a strict and oppressive ruler, and Halor lead the uprising against him among the gods. It is told to teach that order is not always right, as well as to inspire those of Halor’s power as a god. They make no commitment as to the truth of the tale however.

WEATHER DOMAIN
Granted Power: Survival is a class skill.

Weather Domain Spells
Code:
Spell Name		Brief Description
1 Obscuring Mist	Fog surrounds you.
2 Fog Cloud		Fog obscures vision.
3 Call Lightning	Calls down lightning bolts (3d6 per bolt) from sky.
4 Sleet Storm		Hampers vision and movement.
5 Ice Storm		Hail deals 5d6 damage in cylinder 40 ft. across.
6 Control Winds		Change wind direction and speed.
7 Control Weather	Changes weather in local area.
8 Whirlwind		Cyclone deals damage and can pick up creatures.
9 Storm of Vengeance	Storm rains acid, lightning, and hail.

-Domains based on SRD
 

Rystil Arden

First Post
Moved by popular demand :lol:

The Arcane Magicborn's final ability is really really good for sorcerers and nearly worthless for Wizards. It should probably switch to a choice of the ability to gain either the current ability (for Sorcerers) and something new for Wizards. Also Level Adjustment should probably be +1. The abilities are fairly balanced with drawbacks, but the most important thing is that the Magicborn have abilities that you would only want as a caster, and casters are more screwed than anyone by taking a race with LA, so even the loss of 1 LA is really big and thus we find balance (in contrast, a Fighter class could easily give up 1 LA for something that gives combat boosts including Str and Con boosts)
 

Bront

The man with the probe
Well, currently, wizards only get 2 per level free, so the 3rd one could save them...just under 10,000 gold...

yeah, I can see that being an issue... Any suggestions? Particularly something that might be useful to non-casters? The template is perfectly viable to them, though it doesn't play to their strengths.

Need to tweek the stun/antimagic thing. Just some quick changes.

The LA thing was 1 or 2, an I just picked 2 when I stuck it in here, but yes, with their disadvantages, I can see them being LA +1s.
 

Rystil Arden

First Post
yeah, I can see that being an issue... Any suggestions?

How about one extra spell slot of your very highest level of spells (which slides upwards as you unlock a new level). That can be a great aid to the Wizard, who is often stuck with exactly 1 spell per day from her best level, while it isn't overpowering (the sorcerer benefit is still stronger for the sorcerer).

Particularly something that might be useful to non-casters? The template is perfectly viable to them, though it doesn't play to their strengths.

How about a third option for non-casters: The magicborn has the innate ability to cast a single 1st-level spell once per day per two character levels as a Spell-like Ability. The DC, if any, is 11+the magicborn's Charisma bonus, and the caster level is equal to the magicborn's total character level + 1 for the racial ability. Getting a few True Strikes is no slouch for a Fighter, although the -2 Str and -2 Con still hurt.

Need to tweek the stun/antimagic thing. Just some quick changes.

The LA thing was 1 or 2, an I just picked 2 when I stuck it in here, but yes, with their disadvantages, I can see them being LA +1s.

Yeah, the stun thing with Dispel (depending, of course, on the GM's style) could be a big issue, since most casters are already pretty screwed if they get Targetted-Dispelled.
 

Bront

The man with the probe
Ok, fixed the dispell/anti-magic thing (Needed to turn subdual damage to non-lethal, and note that it was a Will save). I added a note that it had to target the mageborn specificly.

I like extra spell slot idea and the casting of 1 1st level spell. Caster level should be 1/2 the character's ECL, or = the highest arcane spell caster ranking of the caster.

One more tweek, need to change sense magic to add crunch to it.
 

Rystil Arden

First Post
I like extra spell slot idea and the casting of 1 1st level spell. Caster level should be 1/2 the character's ECL, or = the highest arcane spell caster ranking of the caster.

I would use TCL (total character level = Hit Dice) instead of ECL to determine caster level (although the choice of 1/2 or full is up to you) since it shouldn't get an increase in caster level for any other LA adjustments it might have (for instance, I could see a Magicborn Dragon in a second). Also, do remember the racial +1 to caster level ;)
 


Bront

The man with the probe
Seeker of the Elemental Song V2.2
The Seekers of the Elemental Song see and hear the music of the world a bit differently, and seek to learn the song that unlocks them. They believe that song mastered the chaos that helped to form and command the elements to work together. They hope to master the elements and the chaos surrounding them by learning the full Song of the Elements.
Hit Die: d6
Requirements
To qualify to become a Seeker, a character must fulfill all the following criteria.
Skills: Perform: (Strings, Woodwinds, or Singing) 13 ranks, KN: Arcane 13 Ranks, Listen 13 Ranks, and KN: Nature 10 Ranks
Feats: Skill Focus: Perform: (Strings, Woodwinds, or Singing)
Special: Bardic Music, Must Speak Tarren, Ignan, Auran, and Aquan
Special: Must have visited or at least been near one of the six towers. Close enough to hear the song eminating from it. (Line of sight)

Class Skills
The Seeker’s class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Handle Animal (Cha), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Speak Language (None), Spellcraft (Int), Survival (Wis), Swim (Str).
Skill Points at Each Level: 4 + Int modifier.

Code:
[B]Table: Seeker of the Elemental Song
Level	BAB	Fort	Wil	Ref	Special[/B]
1st	+0	+0	+2	+2	Bardic Music, Song of the Elements part I, Inspire Music, Spell Casting
2nd	+1	+0	+3	+3	Blend Music
3rd	+1	+1	+3	+3	Song of the Elements part II
4th	+2	+1	+4	+4	Splice Music
5th	+2	+1	+4	+4	Song of the Elements part III
6th	+3	+2	+5	+5	Greater Inspire Music
7th	+3	+2	+5	+5	Song of the Elements part IV
8th	+4	+2	+6	+6	Meld Music
9th	+4	+3	+6	+6	Song of the Elements part V
10th	+5	+3	+7	+7	Song of the Elements Mastery
Class Features
All the following are Class Features of the Seeker prestige class.

Weapon and Armor Proficiency: A Seeker gains no Weapon or Armor Proficiency beyond what they already have.
Bardic Music: A Seeker gains Bardic Music as if he had gained a bard level, including any new uses of Bardic Music if he has the appropriate ranks in Perform to perform them. However, this only applies for Instrumental or Singing performances. The Seeker can not use Seeker levels or abilities with any other Perform type (such as oratory or dancing).
Spell Casting: A Seeker cast spells and advances on the bard spell casting table, but they instead use the Seeker spell list. All new spells learned by taking Seeker levels (or subsequent bard levels) are drawn from the Seeker's spell list. All spells learned prior to being a Seeker are kept.
Song of the Elements Parts: There are 5 parts to the Song of the Elements, Each part having a melody and a finale. At each odd level, the Seeker learns one part, and can use the melody and the finale of that part. The melody can be used and sustained as per normal bardic music rules. The finally effects work like bardic music as well, except the finales end after their effects happen, and may not be maintained.
Song of the Earth:
- Lasting Melody - This song allows the Seeker to temporarily alleviate conditions. Sufferers of Poison, Disease, Curses, Addictions, and most other malicious conditions receive a new saving through, and can opt to use the Seeker's perform bonus instead of rolling the save normally. If the save is successful, the effects of the condition are alleviated for the duration of the song, and if the song is sustained for more than a minute, this continues for one hour per seeker level. When the duration expires, the effects resume as if continuing from when they last affected the character and no time has passed. Permanent conditions, such as death, amputation, damage, and such are not subject to this power, and the DM has the final say of what is and isn't affected.
- Strength of the Stone - This song can be used to heal allies within 50 feet. The Seeker takes a full round action, and makes a perform check, and the result is the amount of HP healed, with a maximum of 5 HP per Seeker level, after which the song ends.
Song of the Wind:
- Gusting Melody - This song creates a swirling wind around the Seeker and his allies, giving all allies who are listening a 5% miss chance per Seeker level to all ranged attacks against them. This effect ends immediately upon the end of the song.
- Whisper of the Wind - This song allows the Seeker to Teleport, much like the spell, with a range equal to 100 miles per rank in Perform, and the Seeker can take one additional person per Seeker level. In the event of a mishap, the Seeker simply does not teleport. Once the Seeker arrives at his destination, the song ends.
Song of the Sea
- Misty Melody - This song protects the seeker and his allies from energy attacks. The song absorbs a number of points of energy damage equal to the perform ranks of the seeker per round. All energy damage counts against the total. This effect end 5 rounds after the song ends.
- Babbling of the River - This song allows you to Control Weather, as per the spell, except that the song must be sung each time the Seeker wishes to change the weather again. The song takes one full round to perform, and ends the round after it begins.
Song of the Sun
- Radiant Melody - This Song allows the Seeker to turn (but not destroy) undead at a level equal to the number of perform ranks of the Seeker. The song requires concentration, and the effects wear off 1 round after the song ends.
- Essence of the Morning - This Song calls forth a ray of searing sunlight, scorching one opponent. The effect is a Ray that does 2d6 per Seeker level (4d6 vs. Undead and creatures vulnerable to sunlight/fire), and is a ranged touch attack using the Seeker's perform check to hit. After the strike, the song ends.
Song of Chaos
- Jarring Melody - This song clouds the minds of those who hear the song. Up to 3 opponents per level of the Seeker within that can hear the Seeker must make a Will save DC 10 + the number of ranks in Perform of the type used to enact the song or act as if under the Confusion spell. This effect requires concentration to maintain, and ends immediately upon the song ending.
- Absence of Order - This Song calls down the destructive power of Chaos. When a Seeker spends a full round action to call this song, chaotic energy rises up to strike his enemies, striking one opponent at random per seeker level within 50' of the Seeker for 1d8 points of damage per seeker level, Reflex save for Half. Save DC is 10 + the number of ranks in Perform of the type used to enact the song, and the damage energy is determined at random (Roll a D10, 1-2: Fire, 3-4: Cold, 5-6: Acid, 7-8: Sonic, 9-10: Electricity)
Inspire Music: The Seeker is so musically inspiring, that he brings out the innate musical talent in those who listen to his song. When performing without bardic music, one ally per Seeker class level can use the perform skill as if they had a number of ranks equal to 1 + Seeker's class level. These ranks to not count for others using their own bardic music. This effect lasts for one hour, and does not cost a bardic music use.
Blend Music: The Seeker can combine two bardic music effects (Including Song of the Elements parts). Each effect is considered a separate use of the bardic music ability as if they had been used separately. If either or both effects require concentration, the seeker can use a standard action to maintain both of them. Normal stacking rules for benefits and bonuses still apply, and if the song ends (either from loosing concentration, or other stipulations), it ends for both effects, and rules for what happens are handled normally. Concentration checks made while blending music are made at a -5.
Splice Music: The Seeker can work in the beginning and ends of bardic music effects into the current performance. This means that the Seeker can begin a second bardic music effect while maintaining a current one (and only one). This is a swift action, and once done, the seeker is considered to be using the blend music effect. Also, a Seeker can end one effect without ending both when using the blend music special ability. To end one and only one effect requires a DC 15 concentration check (Without the blending penalty). Failure indicates that both effects were ended.
Greater Inspire Music: As Inspire Music, except it now grants use of the perform skill as if they had a number of ranks equal to twice the Seeker's class level. All other aspects of the power remain unchanged.
Meld Music: If the Seeker is only using one Bardic Music effect, a Seeker can cast a bard spell by making a concentration check vs. a DC of 15 + Spell Level of the spell trying to be cast. Failure means that the spell is expended, but does not break the bardic music effect. Ending a song using Splice Music no longer requires a concentration check, and is automatically successful.
Song of the Elements Mastery: The Seeker can sing the Song of the Elements in it's entirety. The Seeker must start from scratch (No songs started), and beings the first part of the Song of the Elements, and the effects of melody and the finally (if desired) happen. Next Round, the Seeker starts a second part, again with melody and finally (if desired) happening, while previous melody effects remain. This continues until all 5 parts have been sung, at which point the Seeker can maintain all 5 parts at the same time. This costs two daily bardic music uses, and may not be used with Blend, or Splice Music, though Meld Music can be used once the Song of the Elements is complete. Failure of any concentration checks result in the ending of the entire song. The songs can be sung in any particular order.

Seeker's Seeker List:
0-Level Bard Spells (Cantrips)
Create Water: Creates 2 gallons/level of pure water.
Daze: Humanoid creature of 4 HD or less loses next action.
Detect Magic: Detects spells and magic items within 60 ft.
Flare: Dazzles one creature (-1 on attack rolls).
Ghost Sound: Figment sounds.
Know Direction: You discern north.
Light: Object shines like a torch.
Mage Hand: 5-pound telekinesis.
Mending: Makes minor repairs on an object.
Message: Whispered conversation at distance.
Prestidigitation: Performs minor tricks.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 on saving throws.
Summon Instrument: Summons one instrument of the caster’s choice.

1st-Level Seeker Spells
Alarm: Wards an area for 2 hours/level.
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Charm Person: Makes one person your friend.
Comprehend Languages: You understand all spoken and written languages.
Confusion, Lesser: One creature is confused for 1 round.
Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
Disguise Self: Changes your appearance.
Endure Elements: Exist comfortably in hot or cold environments
Expeditious Retreat: Your speed increases by 30 ft.
Feather Fall: Objects or creatures fall slowly.
Hideous Laughter: Subject loses actions for 1 round/ level.
Hypnotism: Fascinates 2d4 HD of creatures.
Magic Mouth: Speaks once when triggered.
Magic Aura: Alters object’s magic aura.
Obscuring Mist: Fog surrounds you.
Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
Sanctuary: Opponents can’t attack you, and you can’t attack.
Speak with Animals: You can communicate with animals.
Ventriloquism: Throws voice for 1 min./level.

2nd-Level Seeker Spells
Alter Self: Assume form of a similar creature.
Animal Messenger: Sends a Tiny animal to a specific place.
Animal Trance: Fascinates 2d6 HD of animals.
Blindness/Deafness: Makes subject blind or deaf.
Calm Emotions: Calms creatures, negating emotion effects.
Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
Continual Flame: Makes a permanent, heatless torch.
Darkness: 20-ft. radius of supernatural shadow.
Daze Monster: Living creature of 6 HD or less loses next action.
Delay Poison: Stops poison from harming subject for 1 hour/ level.
Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
Enthrall: Captivates all within 100 ft. + 10 ft./level.
Fog Cloud: Fog obscures vision.
Fox’s Cunning: Subject gains +4 to Int for 1 min./level.
Gust of Wind: Blows away or knocks down smaller creatures.
Glitterdust: Blinds creatures, outlines invisible creatures.
Heroism: Gives +2 on attack rolls, saves, skill checks.
Hold Person: Paralyzes one humanoid for 1 round/level.
Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures.
Make Whole: Repairs an object.
Pyrotechnics: Turns fire into blinding light or choking smoke.
Rage: Gives +2 to Str and Con, +1 on Will saves, -2 to AC.
Scare: Panics creatures of less than 6 HD.
Shatter: Sonic vibration damages objects or crystalline creatures.
Silence: Negates sound in 20-ft. radius.
Sound Burst: Deals 1d8 sonic damage to subjects; may stun them.
Suggestion: Compels subject to follow stated course of action.
Tongues: Speak any language.
Whispering Wind: Sends a short message 1 mile/level.

3rd-Level Seeker Spells
Blink: You randomly vanish and reappear for 1 round/level.
Charm Monster: Makes monster believe it is your ally.
Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.
Confusion: Subjects behave oddly for 1 round/level.
Crushing Despair: Subjects take -2 on attack rolls, damage rolls, saves, and checks.
Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
Daylight: 60-ft. radius of bright light.
Dispel Magic: Cancels magical spells and effects.
Fear: Subjects within cone flee for 1 round/level.
Gaseous Form: Subject becomes insubstantial and can fly slowly.
Geas, Lesser: Commands subject of 7 HD or less.
Good Hope: Subjects gain +2 on attack rolls, damage rolls, saves, and checks.
Meld into Stone: You and your gear merge with stone.
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Quench: Extinguishes nonmagical fires or one magic item.
Remove Blindness/Deafness: Cures normal or magical conditions.
Remove Curse: Frees object or person from curse.
Remove Disease: Cures all diseases affecting subject.
Scrying: Spies on subject from a distance.
Sculpt Sound: Creates new sounds or changes existing ones.
Searing Light: Ray deals 1d8/two levels damage, more against undead.
Sending: Delivers short message anywhere, instantly.
Sleet Storm: Hampers vision and movement
Speak with Plants: You can talk to normal plants and plant creatures.
Stone Shape: Sculpts stone into any shape.
Water Breathing: Subjects can breathe underwater.
Wind Wall: Deflects arrows, smaller creatures, and gases.

4th-Level Seeker Spells
Air Walk: Subject treads on air as if solid (climb at 45-degree angle).
Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
Control Water: Raises or lowers bodies of water.
Contact Elemental Plane: Lets you ask question of extraplanar entity, works as Contact Other Plane, but only for the Elemental Planes.
Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
Detect Scrying: Alerts you of magical eavesdropping.
Dimension Door: Teleports you short distance.
Dominate Person: Controls humanoid telepathically.
Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold.
Fly: Subject flies at speed of 60 ft.
Freedom of Movement: Subject moves normally despite impediments.
Hold Monster: As hold person, but any creature.
Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Rainbow Pattern: Lights fascinate 24 HD of creatures.
Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
Shout: Deafens all within cone and deals 5d6 sonic damage.
Solid Fog: Blocks vision and slows movement.
Spike Stones: Creatures in area take 1d8 damage, may be slowed.
Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.
Zone of Silence: Keeps eavesdroppers from overhearing conversations.

5th-Level Seeker Spells
Commune with Nature: Learn about terrain for 1 mile/level.
Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many creatures.
Dispel Magic, Greater: As dispel magic, but +20 on check.
Dream: Sends message to anyone sleeping.
False Vision: Fools scrying with an illusion.
Heroism, Greater: Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp.
Mind Fog: Subjects in fog get -10 to Wis and Will checks.
Song of Discord: Forces targets to attack each other.
Stoneskin: Ignore 10 points of damage per attack.
Suggestion, Mass: As suggestion, plus one subject/level.
Teleport: Instantly transports you as far as 100 miles/level.
Transmute Mud to Rock: Transforms two 10-ft. cubes per level.
Transmute Rock to Mud: Transforms two 10-ft. cubes per level.
Wall of Stone: Creates a stone wall that can be shaped.

6th-Level Seeker Spells
Cat’s Grace, Mass: As cat’s grace, affects one subject/level.
Charm Monster, Mass: As charm monster, but all within 30 ft.
Control Weather: Changes weather in local area.
Cure Moderate Wounds, Mass: Cures 2d8 damage +1/level for many creatures.
Eagle’s Splendor, Mass: As eagle’s splendor, affects one subject/level.
Find the Path: Shows most direct way to a location.
Flesh to Stone: Turns subject creature into statue.
Freezing Sphere: Freezes water or deals cold damage.
Fox’s Cunning, Mass: As fox’s cunning, affects one subject/level.
Geas/Quest: As lesser geas, plus it affects any creature.
Heal: Cures 10 points/level of damage, all diseases and mental conditions.
Heroes’ Feast: Food for one creature/level cures and grants combat bonuses.
Irresistible Dance: Forces subject to dance.
Move Earth: Digs trenches and builds hills.
Overland Flight: You fly at a speed of 40 ft. and can hustle over long distances.
Scrying, Greater: As scrying, but faster and longer.
Shout, Greater: Devastating yell deals 10d6 sonic damage; stuns creatures, damages objects.
Stone to Flesh: Restores petrified creature.
Sympathetic Vibration: Deals 2d10 damage/round to freestanding structure.
True Seeing M: Lets you see all things as they really are.
Wind Walk: You and your allies turn vaporous and travel fast.


[sblock=LEW version]Seeker of the Elemental Song V2.2
The Seekers of the Elemental Song see and hear the music of the world a bit differently, and seek to learn the song that unlocks them. They believe that song mastered the chaos that helped to form and command the elements to work together. They hope to master the elements and the chaos surrounding them by learning the full Song of the Elements.
Hit Die: d6
Requirements
To qualify to become a Seeker, a character must fulfill all the following criteria.
Skills: Perform: (Strings, Woodwinds, or Singing) 13 ranks, KN: Arcane 13 Ranks, Listen 13 Ranks, and KN: Nature 10 Ranks
Feats: Skill Focus: Perform: (Strings, Woodwinds, or Singing)
Special: Bardic Music, Must Speak Tarren, Ignan, Auran, and Aquan
Special: Must have visited or at least been near one of the six towers. Close enough to hear the song eminating from it. (Line of sight)

Class Skills
The Seeker’s class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Handle Animal (Cha), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Speak Language (None), Spellcraft (Int), Survival (Wis), Swim (Str).
Skill Points at Each Level: 4 + Int modifier.

Code:
[B]Table: Seeker of the Elemental Song
Level	BAB	Fort	Wil	Ref	Special[/B]
1st	+0	+0	+2	+2	Bardic Music, Song of the Elements part I, Inspire Music, Spell Casting
2nd	+1	+0	+3	+3	Blend Music
3rd	+1	+1	+3	+3	Song of the Elements part II
4th	+2	+1	+4	+4	Splice Music
5th	+2	+1	+4	+4	Song of the Elements part III
6th	+3	+2	+5	+5	Greater Inspire Music
7th	+3	+2	+5	+5	Song of the Elements part IV
8th	+4	+2	+6	+6	Meld Music
9th	+4	+3	+6	+6	Song of the Elements part V
10th	+5	+3	+7	+7	Song of the Elements Mastery
Class Features
All the following are Class Features of the Seeker prestige class.

Weapon and Armor Proficiency: A Seeker gains no Weapon or Armor Proficiency beyond what they already have.
Bardic Music: A Seeker gains Bardic Music as if he had gained a bard level, including any new uses of Bardic Music if he has the appropriate ranks in Perform to perform them. However, this only applies for Instrumental or Singing performances. The Seeker can not use Seeker levels or abilities with any other Perform type (such as oratory or dancing).
Spell Casting: A Seeker cast spells and advances on the bard spell casting table, but they instead use the Seeker spell list. All new spells learned by taking Seeker levels (or subsequent bard levels) are drawn from the Seeker's spell list. All spells learned prior to being a Seeker are kept.
Song of the Elements Parts: There are 5 parts to the Song of the Elements, Each part having a melody and a finale. At each odd level, the Seeker learns one part, and can use the melody and the finale of that part. The melody can be used and sustained as per normal bardic music rules. The finally effects work like bardic music as well, except the finales end after their effects happen, and may not be maintained.
Song of the Earth:
- Lasting Melody - This song allows the Seeker to temporarily alleviate conditions. Sufferers of Poison, Disease, Curses, Addictions, and most other malicious conditions receive a new saving through, and can opt to use the Seeker's perform bonus instead of rolling the save normally. If the save is successful, the effects of the condition are alleviated for the duration of the song, and if the song is sustained for more than a minute, this continues for one hour per seeker level. When the duration expires, the effects resume as if continuing from when they last affected the character and no time has passed. Permanent conditions, such as death, amputation, damage, and such are not subject to this power, and the DM has the final say of what is and isn't affected.
- Strength of the Stone - This song can be used to heal allies within 50 feet. The Seeker takes a full round action, and makes a perform check, and the result is the amount of HP healed, with a maximum of 5 HP per Seeker level, after which the song ends.
Song of the Wind:
- Gusting Melody - This song creates a swirling wind around the Seeker and his allies, giving all allies who are listening a 5% miss chance per Seeker level to all ranged attacks against them. This effect ends immediately upon the end of the song.
- Whisper of the Wind - This song allows the Seeker to Teleport, much like the spell, with a range equal to 100 miles per rank in Perform, and the Seeker can take one additional person per Seeker level. In the event of a mishap, the Seeker simply does not teleport. Once the Seeker arrives at his destination, the song ends.
Song of the Sea
- Misty Melody - This song protects the seeker and his allies from energy attacks. The song absorbs a number of points of energy damage equal to the perform ranks of the seeker per round. All energy damage counts against the total. This effect end 5 rounds after the song ends.
- Babbling of the River - This song allows you to Control Weather, as per the spell, except that the song must be sung each time the Seeker wishes to change the weather again. The song takes one full round to perform, and ends the round after it begins.
Song of the Sun
- Radiant Melody - This Song allows the Seeker to turn (but not destroy) undead at a level equal to the number of perform ranks of the Seeker. The song requires concentration, and the effects wear off 1 round after the song ends.
- Essence of the Morning - This Song calls forth a ray of searing sunlight, scorching one opponent. The effect is a Ray that does 2d6 per Seeker level (4d6 vs. Undead and creatures vulnerable to sunlight/fire), and is a ranged touch attack using the Seeker's perform check to hit. After the strike, the song ends.
Song of Chaos
- Jarring Melody - This song clouds the minds of those who hear the song. Up to 3 opponents per level of the Seeker within that can hear the Seeker must make a Will save vs. the Seeker's perform bonus or act as if under the Confusion spell. This effect requires concentration to maintain, and ends immediately upon the song ending.
- Absence of Order - This Song calls down the destructive power of Chaos. When a Seeker spends a full round action to call this song, chaotic energy rises up to strike his enemies, striking one opponent at random per seeker level within 50' of the Seeker for 1d8 points of damage per seeker level, Reflex save for Half. Save DC is 10 + the number of ranks in Perform of the type used to enact the song, and the damage energy is determined at random (Roll a D10, 1-2: Fire, 3-4: Cold, 5-6: Acid, 7-8: Sonic, 9-10: Electricity)
Inspire Music: The Seeker is so musically inspiring, that he brings out the innate musical talent in those who listen to his song. When performing without bardic music, one ally per Seeker class level can use the perform skill as if they had a number of ranks equal to 1 + Seeker's class level. These ranks to not count for others using their own bardic music. This effect lasts for one hour, and does not cost a bardic music use.
Blend Music: The Seeker can combine two bardic music effects (Including Song of the Elements parts). Each effect is considered a separate use of the bardic music ability as if they had been used separately. If either or both effects require concentration, the seeker can use a standard action to maintain both of them. Normal stacking rules for benefits and bonuses still apply, and if the song ends (either from loosing concentration, or other stipulations), it ends for both effects, and rules for what happens are handled normally. Concentration checks made while blending music are made at a -5.
Splice Music: The Seeker can work in the beginning and ends of bardic music effects into the current performance. This means that the Seeker can begin a second bardic music effect while maintaining a current one (and only one). This is a swift action, and once done, the seeker is considered to be using the blend music effect. Also, a Seeker can end one effect without ending both when using the blend music special ability. To end one and only one effect requires a DC 15 concentration check (Without the blending penalty). Failure indicates that both effects were ended.
Greater Inspire Music: As Inspire Music, except it now grants use of the perform skill as if they had a number of ranks equal to twice the Seeker's class level. All other aspects of the power remain unchanged.
Meld Music: If the Seeker is only using one Bardic Music effect, a Seeker can cast a bard spell by making a concentration check vs. a DC of 15 + Spell Level of the spell trying to be cast. Failure means that the spell is expended, but does not break the bardic music effect. Ending a song using Splice Music no longer requires a concentration check, and is automatically successful.
Song of the Elements Mastery: The Seeker can sing the Song of the Elements in it's entirety. The Seeker must start from scratch (No songs started), and beings the first part of the Song of the Elements, and the effects of melody and the finally (if desired) happen. Next Round, the Seeker starts a second part, again with melody and finally (if desired) happening, while previous melody effects remain. This continues until all 5 parts have been sung, at which point the Seeker can maintain all 5 parts at the same time. This costs two daily bardic music uses, and may not be used with Blend, or Splice Music, though Meld Music can be used once the Song of the Elements is complete. Failure of any concentration checks result in the ending of the entire song. The songs can be sung in any particular order.

[sblock=Spell List]Seeker's Seeker List:
0-Level Bard Spells (Cantrips)
Create Water: Creates 2 gallons/level of pure water.
Daze: Humanoid creature of 4 HD or less loses next action.
Detect Magic: Detects spells and magic items within 60 ft.
Flare: Dazzles one creature (-1 on attack rolls).
Ghost Sound: Figment sounds.
Know Direction: You discern north.
Light: Object shines like a torch.
Mage Hand: 5-pound telekinesis.
Mending: Makes minor repairs on an object.
Message: Whispered conversation at distance.
Prestidigitation: Performs minor tricks.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 on saving throws.
Summon Instrument: Summons one instrument of the caster’s choice.

1st-Level Seeker Spells
Alarm: Wards an area for 2 hours/level.
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Charm Person: Makes one person your friend.
Comprehend Languages: You understand all spoken and written languages.
Confusion, Lesser: One creature is confused for 1 round.
Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
Disguise Self: Changes your appearance.
Endure Elements: Exist comfortably in hot or cold environments
Expeditious Retreat: Your speed increases by 30 ft.
Feather Fall: Objects or creatures fall slowly.
Hideous Laughter: Subject loses actions for 1 round/ level.
Hypnotism: Fascinates 2d4 HD of creatures.
Magic Mouth: Speaks once when triggered.
Magic Aura: Alters object’s magic aura.
Obscuring Mist: Fog surrounds you.
Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
Sanctuary: Opponents can’t attack you, and you can’t attack.
Speak with Animals: You can communicate with animals.
Ventriloquism: Throws voice for 1 min./level.

2nd-Level Seeker Spells
Alter Self: Assume form of a similar creature.
Animal Messenger: Sends a Tiny animal to a specific place.
Animal Trance: Fascinates 2d6 HD of animals.
Blindness/Deafness: Makes subject blind or deaf.
Calm Emotions: Calms creatures, negating emotion effects.
Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
Continual Flame: Makes a permanent, heatless torch.
Darkness: 20-ft. radius of supernatural shadow.
Daze Monster: Living creature of 6 HD or less loses next action.
Delay Poison: Stops poison from harming subject for 1 hour/ level.
Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
Enthrall: Captivates all within 100 ft. + 10 ft./level.
Fog Cloud: Fog obscures vision.
Fox’s Cunning: Subject gains +4 to Int for 1 min./level.
Gust of Wind: Blows away or knocks down smaller creatures.
Glitterdust: Blinds creatures, outlines invisible creatures.
Heroism: Gives +2 on attack rolls, saves, skill checks.
Hold Person: Paralyzes one humanoid for 1 round/level.
Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures.
Make Whole: Repairs an object.
Pyrotechnics: Turns fire into blinding light or choking smoke.
Rage: Gives +2 to Str and Con, +1 on Will saves, -2 to AC.
Scare: Panics creatures of less than 6 HD.
Shatter: Sonic vibration damages objects or crystalline creatures.
Silence: Negates sound in 20-ft. radius.
Sound Burst: Deals 1d8 sonic damage to subjects; may stun them.
Suggestion: Compels subject to follow stated course of action.
Tongues: Speak any language.
Whispering Wind: Sends a short message 1 mile/level.

3rd-Level Seeker Spells
Blink: You randomly vanish and reappear for 1 round/level.
Charm Monster: Makes monster believe it is your ally.
Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.
Confusion: Subjects behave oddly for 1 round/level.
Crushing Despair: Subjects take -2 on attack rolls, damage rolls, saves, and checks.
Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
Daylight: 60-ft. radius of bright light.
Dispel Magic: Cancels magical spells and effects.
Fear: Subjects within cone flee for 1 round/level.
Gaseous Form: Subject becomes insubstantial and can fly slowly.
Geas, Lesser: Commands subject of 7 HD or less.
Good Hope: Subjects gain +2 on attack rolls, damage rolls, saves, and checks.
Meld into Stone: You and your gear merge with stone.
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Quench: Extinguishes nonmagical fires or one magic item.
Remove Blindness/Deafness: Cures normal or magical conditions.
Remove Curse: Frees object or person from curse.
Remove Disease: Cures all diseases affecting subject.
Scrying: Spies on subject from a distance.
Sculpt Sound: Creates new sounds or changes existing ones.
Searing Light: Ray deals 1d8/two levels damage, more against undead.
Sending: Delivers short message anywhere, instantly.
Sleet Storm: Hampers vision and movement
Speak with Plants: You can talk to normal plants and plant creatures.
Stone Shape: Sculpts stone into any shape.
Water Breathing: Subjects can breathe underwater.
Wind Wall: Deflects arrows, smaller creatures, and gases.

4th-Level Seeker Spells
Air Walk: Subject treads on air as if solid (climb at 45-degree angle).
Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
Control Water: Raises or lowers bodies of water.
Contact Elemental Plane: Lets you ask question of extraplanar entity, works as Contact Other Plane, but only for the Elemental Planes.
Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
Detect Scrying: Alerts you of magical eavesdropping.
Dimension Door: Teleports you short distance.
Dominate Person: Controls humanoid telepathically.
Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold.
Fly: Subject flies at speed of 60 ft.
Freedom of Movement: Subject moves normally despite impediments.
Hold Monster: As hold person, but any creature.
Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Rainbow Pattern: Lights fascinate 24 HD of creatures.
Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
Shout: Deafens all within cone and deals 5d6 sonic damage.
Solid Fog: Blocks vision and slows movement.
Spike Stones: Creatures in area take 1d8 damage, may be slowed.
Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.
Zone of Silence: Keeps eavesdroppers from overhearing conversations.

5th-Level Seeker Spells
Commune with Nature: Learn about terrain for 1 mile/level.
Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many creatures.
Dispel Magic, Greater: As dispel magic, but +20 on check.
Dream: Sends message to anyone sleeping.
False Vision: Fools scrying with an illusion.
Heroism, Greater: Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp.
Mind Fog: Subjects in fog get -10 to Wis and Will checks.
Song of Discord: Forces targets to attack each other.
Stoneskin: Ignore 10 points of damage per attack.
Suggestion, Mass: As suggestion, plus one subject/level.
Teleport: Instantly transports you as far as 100 miles/level.
Transmute Mud to Rock: Transforms two 10-ft. cubes per level.
Transmute Rock to Mud: Transforms two 10-ft. cubes per level.
Wall of Stone: Creates a stone wall that can be shaped.

6th-Level Seeker Spells
Cat’s Grace, Mass: As cat’s grace, affects one subject/level.
Charm Monster, Mass: As charm monster, but all within 30 ft.
Control Weather: Changes weather in local area.
Cure Moderate Wounds, Mass: Cures 2d8 damage +1/level for many creatures.
Eagle’s Splendor, Mass: As eagle’s splendor, affects one subject/level.
Find the Path: Shows most direct way to a location.
Flesh to Stone: Turns subject creature into statue.
Freezing Sphere: Freezes water or deals cold damage.
Fox’s Cunning, Mass: As fox’s cunning, affects one subject/level.
Geas/Quest: As lesser geas, plus it affects any creature.
Heal: Cures 10 points/level of damage, all diseases and mental conditions.
Heroes’ Feast: Food for one creature/level cures and grants combat bonuses.
Irresistible Dance: Forces subject to dance.
Move Earth: Digs trenches and builds hills.
Overland Flight: You fly at a speed of 40 ft. and can hustle over long distances.
Scrying, Greater: As scrying, but faster and longer.
Shout, Greater: Devastating yell deals 10d6 sonic damage; stuns creatures, damages objects.
Stone to Flesh: Restores petrified creature.
Sympathetic Vibration: Deals 2d10 damage/round to freestanding structure.
True Seeing M: Lets you see all things as they really are.
Wind Walk: You and your allies turn vaporous and travel fast.
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Last edited:

Bront

The man with the probe
Rystil Arden said:
I would use TCL (total character level = Hit Dice) instead of ECL to determine caster level (although the choice of 1/2 or full is up to you) since it shouldn't get an increase in caster level for any other LA adjustments it might have (for instance, I could see a Magicborn Dragon in a second). Also, do remember the racial +1 to caster level ;)
Ok, I think I recreated it correctly based on what we discussed. Feedback as always is welcome on anything :)
 




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