Again, I won't have e-mail access today, and I have a game tonight, so just send me any last stuff you want approved so I can work on it over the weekend.
Also, keep in mind that once I've finalized everything, you will be allowed to edit your characters.
Various Things As I Go Through E-Mails
Improved Power Attack (general feat, fighter feat)
You can control the amount of power you put behind each of your strikes.
Prerequisite: Str 15+, Power Attack, Base attack bonus +3 or higher
Benefit: You can apply Power Attack to a single attack, instead of all attacks in a single round.
Weird Disarming Gray Area: STR is the default for any melee issue, however, if they have taken the feat weapon finesse for a weapon, they get the full benefit of that feat for this combat action as well. So... if you attempt to disarm someone who has weapon finesse with their weapon, they can resist it with DEX.
Since an archer will not be resisting your attack with his missiles, and is unlikely to have taken weapon finesse with his bow for melee, that will be a STR contest. However, the archer WILL get the +4 for two hands.
Note: in the SRD, disarming specifies that you must be adjacent to your foe. In the PHB, it does not. I am going with the PHB in this and other issues.
Ring of Counterspells: This can be reloaded from wands and scrolls. Note that a ring of counterspells starts with a spell in it. This can be a spell you do not know.
Polymorph: Does not grant the feats of the creature.
Tenser's Transformation: This spell normally gives you a cleric's BAB (3/4), but they worded it very badly. The spell now changes the BAB you get from caster levels to the cleric's BAB progression.
Hotsuma Shroud: This flowing red scarf is 10 feet long and serves to confuse the movements of it's wearer. A skilled ninja becomes little more than a shadow when protected by its power. The wearer can use nondetection and improved invisibility both once per day.
Caster Level: 15th; Prerequisites: Craft Wondrous Item, nondetection, improved invisibility, 8 ranks in hide; Market Price: 31,000 gp; Weight: ---.
Wildcasting (special feat)
You have the ability to manipulate the forces of magic while wild shaping.
Prerequisite: The supernatural ability to shapeshift
Benefit: Each time this feat is chosen, an animal form and type of spell component (usually verbal or somatic) must be selected. You may cast your druidic spells normally when wildshaped into this selected animal form (and *only* into this form) for spells requiring that component. For example, you could take this feat twice and cast spells with verbal and somatic components. The type of component you can manage while in the specific animal form must be chosen when you take the feat. The animal form must still make noise and/or movements if required by the spell; any required material components or focuses must be present at the time of casting, or in your possession (i.e. transformed when you shapeshifted).
Normal: You may not cast spells in animal form without exceptional ircumstances, or the use of Metamagic Feats, such as Still Spell and Silent Spell.
Special: This feat may be taken multiple times; each time, a new animal form must be selected.
Notes: The prerequisite includes the druidic ability of wildshape, as well as those creatures that can change their shape naturally (lycanthropes, etc.). It does not include any form of polymorph or shapeshift spell.
WILDCASTING Copyright 2002, Rick Coen
Balance: 4.16 (Purp 4.80, Pow 4.00, Port 4.40, Comp 4.20, Rule 3.40)
Ring of Animal Friendship: This ring acts as if cast by a 6th level druid. For non-adventurers, it allows up to 12 HD of animals to be befriended; for adventurers, it allows 6 HD. For purposes of weird situations, the ring is treated as a 6th level druid who hangs out on your finger - the animals are friends with the ring, not you, and if you lose the ring, you lose the animals.
Temporarily increased HD have no impact on your friendship with the animal.
Animal friendship can only befriend the animals in the back of the MM I. No legendary animals, no dire animals, no half-celestial animals...
Way of the Scorpion (general feat)
You are a strategic mastermind.
Prereq: INT 13+.
Benefit: You may add your INT modifier to intiative
instead of your DEX modifier.
Scorpion Techniques (general feat)
Prereq: INT 13+, Way of the Scorpion, BAB +2 or higher.
Benefit: You gain +1d6 sneak attack damage. This stacks with the sneak attack special ability.
Special: You may take this more than once, and it stacks. However, I will not allow a total sneak attack bonus that is HIGHER than that of a 20th level rogue.
Willflower (spell) and Sound Mind (spell): These are in Green Ronin's
Pocket Grimoire Arcane. They are basically identical to Bull's Strength, but Willflower adds to CHA instead, and Sound Mind adds to INT instead.
Ring of Resistance? Yes. As long as an location item (such as necklaces, cloaks, rings) takes up SOME location, I'm not too harsh on which location it takes up. This will not impact the ability of others to identify the item, however - for example, a helm of brilliance altered to a cloak of brilliance will be just as visible as either.
BANNED
Okay, I'm going to go back through and make sure I didn't allow anything of the sort anywhere, but essentially: the 30 foot point blank range can not be extended. The point blank range is designed with normal movement rates in mind, and forces rogues to be more careful when sneak attacking. Anything that allows sneak attacks over greater distances will not be allowed - I don't want 12 rogue characters, I want variety and strategies.