Rules and Mechanics

General Rules - A to M

Barbarian Variant: Totem Barbarian
In a barbarian-heavy campaign, you can increase the variation between barbarian characters if each barbarian tribe dedicates itself to a different totem creature, such as the bear or the jaguar. The choice of a totem must be taken at 1st level, and cannot be changed later except under extreme circumstances (such as the barbarian being adopted by another tribe).
If you use this variant, the barbarian loses one or more of the following standard class features: fast movement, uncanny dodge, trap sense, and improved uncanny dodge. In place of these abilities, the barbarian gains class features as determined by his totem. All totems do not necessarily grant abilities at the same levels, nor do they all grant the same number of abilities. These class features are extraordinary abilities unless otherwise indicated.
The list of totems discussed here is by no means exhaustive. If you prefer to use other totems, you can either substitute the totem name for that of a similar creature (such as changing the Lion Totem to the Tiger Totem) or create a new set of totem abilities, using the information here as a guide.

Ape Totem Class Features
A barbarian dedicated to the ape totem does not gain the standard fast movement, uncanny dodge, trap sense, and improved uncanny dodge barbarian class features, and instead gains the following abilities.
  • At 1st level, an ape-totem barbarian gains a climb speed equal to one-half his base land speed (round down to the nearest 5-foot interval). For instance, a human, elf, half-elf, or half-orc ape-totem barbarian has a climb speed of 15 feet, while a dwarf, gnome, or halfling ape-totem barbarian has a climb speed of 10 feet.
  • At 2nd level, an ape-totem barbarian gains a +2 bonus on Intimidate checks.
  • A 3rd level ape-totem barbarian gains Power Attack as a bonus feat.
  • At 5th level, an ape-totem barbarian's climb speed equals his base land speed.
Bear Totem Class Features
A barbarian dedicated to the bear totem does not gain the standard fast movement, uncanny dodge, trap sense, and improved uncanny dodge barbarian class features, and instead gains the following abilities.
  • A 1st-level bear-totem barbarian gains Toughness as a bonus feat.
  • At 2nd level, a bear-totem barbarian gains Improved Grapple as a bonus feat, even if he doesn't meet the normal prerequisites.
  • A 3rd-level bear-totem barbarian gains Great Fortitude as a bonus feat.
  • Beginning at 5th level, a bear-totem barbarian gains a +4 bonus on grapple checks when raging.
Boar Totem Class Features
A barbarian dedicated to the boar totem does not gain the standard fast movement, uncanny dodge, trap sense, and improved uncanny dodge barbarian class features, and instead gains the following abilities.
  • When raging, a 1st-level boar-totem barbarian is treated as having the Diehard feat, even if he doesn't meet the normal prerequisites.
  • At 3rd level and higher, a boar-totem barbarian's rage lasts for 2 rounds longer than normal.
  • Beginning at 7th level, a boar-totem barbarian's damage reduction is 1 point higher than the normal value. Thus, at 7th level, a boar-totem barbarian's damage reduction is 2/-, and it rises by 1 point every three levels thereafter.
Dragon Totem Class Features
A barbarian dedicated to the dragon totem does not gain the standard fast movement, uncanny dodge, trap sense, and improved uncanny dodge barbarian class features, and instead gains the following abilities.
  • A 1st-level dragon-totem barbarian gains Blind-Fight as a bonus feat.
  • At 2nd level, a dragon-totem barbarian gains a +2 bonus on saves against paralysis and sleep effects.
  • At 5th level, a dragon-totem barbarian gains the frightful presence ability. The save DC is equal to 10 + 1/2 barbarian level + barbarian's Cha modifier.
Eagle Totem Class Features
A barbarian dedicated to the eagle totem does not gain the standard fast movement and trap sense barbarian class features, and instead gains the following abilities.
  • At 1st level, an eagle-totem barbarian's keen vision grants him a +2 bonus on Spot checks.
  • An eagle-totem barbarian gains Lightning Reflexes as a bonus feat at 3rd level.
Horse Totem Class Features
A barbarian dedicated to the horse totem does not gain the standard uncanny dodge, trap sense, and improved uncanny dodge barbarian class features, and instead gains the following abilities.
  • At 2nd level, a horse-totem barbarian gains Run as a bonus feat.
  • A 3rd-level horse-totem barbarian gains a +2 bonus on Handle Animal checks made with regard to horses and a +2 bonus on Ride checks made to ride a horse.
  • At 5th level, a horse-totem barbarian gains Endurance as a bonus feat.
Jaguar Totem Class Features
A barbarian dedicated to the jaguar totem represents the "standard" barbarian and gains the standard barbarian class features.

Lion Totem Class Features
A barbarian dedicated to the lion totem does not gain the standard fast movement, uncanny dodge, and improved uncanny dodge barbarian class features, and instead gains the following abilities.
  • At 1st level, a lion-totem barbarian gains Run as a bonus feat.
  • A 2nd-level lion-totem barbarian gains a +2 bonus on Hide checks.
  • A 5th-level lion-totem barbarian gains a +2 bonus on damage rolls whenever he charges.
Serpent Totem Class Features
A barbarian dedicated to the serpent totem does not gain the standard fast movement, uncanny dodge, trap sense, and improved uncanny dodge barbarian class features, and instead gains the following abilities.
  • At 1st level, a serpent-totem barbarian gains a +2 bonus on Fortitude saves against poison.
  • A 2nd-level serpent-totem barbarian gains a +2 bonus on Move Silently checks.
  • At 3rd level, a serpent-totem barbarian gains Improved Grapple as a bonus feat, even if he doesn't meet the normal prerequisites.
  • A serpent-totem barbarian gains Improved Initiative as a bonus feat at 5th level.
Wolf Totem Class Features
A barbarian dedicated to the wolf totem does not gain the standard uncanny dodge, trap sense, and improved uncanny dodge barbarian class features, and instead gains the following abilities.
  • A 2nd-level wolf-totem barbarian gains Improved Trip as a bonus feat, even if he doesn't meet the normal prerequisites.
  • A 5th-level wolf-totem barbarian gains Track as a bonus feat.
-Derived from OGC

Bard Variant: Divine Bard
The Divine Bard is available for play.

Bard Variant: Savage Bard
The savage bard is a warrior at heart, though his arcane powers strike fear into the enemies of his tribe. Savage bards often multi-class as barbarians to improve their combat prowess.

Alignment
A savage bard must be chaotic in alignment. A savage bard who becomes nonchaotic cannot progress in levels as a bard, though he retains all his bard abilities.

Base Save Bonuses
A savage bard has good Fortitude and Will saves, but has poor Reflex saves.

Class Skills
A savage bard loses Decipher Script and Speak Language as class skills. He adds Survival to his list of class skills.

Class Features
The savage bard has all the standard bard class features, except as noted below.
Illiteracy
A savage bard is illiterate, just as a barbarian is. An illiterate savage bard cannot use or scribe scrolls.

Spellcasting
Remove the following spells from the savage bard's class spell list: calm emotions, comprehend languages, detect secret doors, erase, prestidigitation, read magic, sepia snake sigil, summon monster (I through VI).
Add the following spells to the savage bard's class spell list: 1st—calm animals, detect snares and pits, endure elements, summon nature's ally I; 2nd—bull's strength, pass without trace, summon nature's ally II; 3rd—snare, summon nature's ally III; 4th—insect plague, summon nature's ally IV; 5th—commune with nature, summon nature's ally V; 6th—creeping doom, reincarnate, summon nature's ally VI.
-Derived from OGC

Cloistered Cleric Variant
The Cloistered Cleric Variant is available for play.

Cooperative Crafting
Any PC may contribute to the creation of a magic item (including XP and GP and prerequisites). The gold cost may be split in any way as long as the sum total of the gold is accumulated before crafting begins. All characters involved in the creation of them, who are contributing anything beyond financial (gp) components must work together for the entire craft period. In game, this means they must all spend 1 day per 1000gp of the base price locked away creating. Outside of an adventure, or when a DM permits the use of Craft Points in an adventure, the Craft Points must be paid by all parties in full (They are not split) contributing anything beyond money. The XP cost myst be split evenly amonst all those who wish to help contribute XP. In addition the XP cost of the item increases by 20% per additional person contributing XP. If multiple people are contributing then they must pay the same amount.

Number of People Contibuting XP | XP Cost | Per person (split evenly)
1 | 100% | 100%
2 | 120% | 60%
3 | 140% | 47%
4 | 160% | 40%
5 | 180% | 36%
6 | 200% | 33%
7 | 220% | 31%
8 | 240% | 30%

NPCs must voluntarily and without compunction agree to spending XP. A judge should okay any such transaction.
-Origional Proposed by Kahuna Burger, recomposed by Erekose13.

CRAFT POINTS
To craft an item in between adventures, a character with the appropriate item creation feat (such as Craft Magica Arms and Armor, Brew Potion, or Craft Staff; see below) can pay one-tenth the item's market price in craft points (minimum 1 point). He must also pay material costs as normal for creating the item. For a magic item the character must also pay the normal experience point cost for crafting the item. Once the character declares that he is spending these craft points and gold pieces (and experience points, for a magic item), the items is automatically completed one day later (typically the next morning).

Though this makes it appear as if the item was created "instantly," the assumption is that the character has actually been working on it for a while, but only now got around to finishing it. The system simply assumes that characters are always working on various projects in their spare time, even while gathered around the campfire after battling goblins on their latest adventure. Thus, when the time comes, they simply spend the requisite gold and craft points, and the item is "finished" one day later.

To spend Craft points toward the creation of an alchemical, masterwork, or magic item, you must have the requisite Craft feat or assist someone who does (see Assisting, below). Crafting nonmagical armor and weapons or simple items-tools, chests, saddles, and the like-doesn't require a Craft feat. Anyone who helps with the creation of such an item can contribute craft points at the normal rate.

For nonmagical items, you must make a successful Craft check (using the DCs given in the System Reference Document) to complete the item. For a masterwork item, use the DC of the item or of the masterwork component, whichever is higher. A failed check means you waste one-half of the gold pieces and craft points required for the item, but you may try again as soon as the next day if you still have enough gold pieces and craft points to complete the item. Magic items require no skill check to complete. These skill checks must be rolled using a secure method, such as Invisible Castle.

Code:
[b]Sample Crafted Items[/b]
[b][u]
Item				Market Price	Craft Cost                         _[/u][/b]
Arrows, 100*			    10 gp	5 gp, 1 craft
Acid				    10 gp	5 gp, 1 craft
Lock, simple*			    20 gp	10 gp, 2 craft
Scroll of [i]cure light wounds[/i]	    25 gp	12.5 gp, 1 xp, 2 craft
Greatsword*			    50 gp	25 gp, 5 craft
Chainmail*			   150 gp	75 gp, 15 craft
Masterwork Chainmail*		   300 gp	150 gp, 30 craft
Potion of [i]cure moderate wounds[/i]	   300 gp	150 gp, 6 xp, 30 craft
Masterwork greatsword*		   350 gp	175 gp, 35 craft
[i]+1 chainmail~[/i]			 1,000 gp	500 gp, 40 xp, 100 craft
[i]Ring of protection +1[/i]		 2,000 gp	1,000 gp, 80 xp, 200 craft
[i]+1 greatsword~[/i]			 2,000 gp	1,000 gp, 80 xp, 200 craft
[i]Wand of fireball[/i]		11,250 gp	5,625 gp, 450 xp, 1,125 craft
[i]Gloves of Dexterity +4[/i]		16,000 gp	8,000 gp, 640 xp, 1,600 craft
[i]+5 chainmail~[/i]			25,000 gp	12,500 gp, 1,000 xp, 2,500 craft
[i]+5 greatsword~[/i]			50,000 gp	25,000 gp, 2,000 xp, 5,000 craft
[i]Robe of the archmagi[/i]		75,000 gp	37,500 gp, 3,000 xp, 7,500 craft
[i]Tome of understanding +5[/i]	137,500 gp	68,750 gp, 5,500 xp, 13,750 craft
[i]Staff of power[/i]			200,000 gp	100,000 gp, 8,000 xp, 20,000 craft

*Does not require a Craft feat
~The market price and craft costs for these items assume that you
 already have the masterwork item to be enhanced
ASSISTING
In addition to the primary crafter-who must have the appropriate Craft feat-up to three assistants can contribute craft points to the creation of the item.

Assistants who have the appropriate Craft feat contribute craft points at full normal value. For untrained assistants (those who don't have the appropriate Craft feat), each craft point contributed counts as 1/2 point of assistance.

The primary creator must contribute at least half of the craft points required to create an item.

It doesn't matter who contributes the gold piece cost that goes towards creating the itme.

Researching Original Spells
A spellcaster of any type can research original spells. Doing so costs 1000 gold pieces and 100 Craft Points per level of the spell, and requires access to a library, temple or other institute appropriate for the character (it is assumed that Orussus has the necessary institutes for all character types). After that, the character must succeed at a Spellcraft check (DC 10 plus the spell's level). If the roll succeeds and the spell has been approved previously, the character learns the spell. Otherwise, the character must go through the research process again.

Spontaneous casters such as bards and sorcerers cannot exceed their spells known limit by researching a new spell. For 0 level spells, the costs are 500 gold pieces and 50 Craft Points.

Assisting in Spell Research
Characters can cooperate in spell research using the normal rules for assisting. Spellcasters are considered trained assistants, while non-spellcasters count as untrained assistants.

Training Animals
To spend Craft points toward training an animal or other creature, you must be trained in the Handle Animal skill or assist someone who does (see Assisting, below). Anyone who helps with the training can contribute craft points at the normal rate.
You must make a successful Handle Animal check (using the DCs given in the System Reference Document) to complete the training. A failed check means you waste one-half of the craft points required for the training, but you may try again as soon as the next day if you still have enough craft points to complete the training.

Assisting in Animal Training
Characters can cooperate in training animals using the normal rules for assisting, except for the purpose of rearing wild animals.

Costs of Training
Teach an Animal a Trick: 50
Train an Animal for a Purpose: 50 x the number of weeks required
Rear a Wild Animal: 250 + 50 x the animal's HD

Dire Animals and Dinosaurs (and other special animals): Above value x 1.5
Non-Animals with Int 1 or 2: Above value x 2

GAINING CRAFT POINTS
A 1st-level character has 150 craft points. With each class level gained, he gains a number of craft points equal to his new levelx150. A 2nd level character can have as many as 450 craft points, and so forth, all the way up to 20th-level character, who would have a total of 31,500 craft points (assuming he never spent any).

Creatures with Intelligence of 3 or higher have craft points a character whose level equals their class levels + Hit Dice. A chain devil (8 HD), for instance, has the craft points of an 8th-level character. If that chain devil gained a class level, it would gain an additional 1350 craft points.
Despite being at least reasonably intelligent, a griffon or pegasus is unlikely to be in a position to craft an item or assist another character in crafting an item. The DM must use his best judgement when determing whether a character can use its craft points.

Creatures with Intelligence of 2 or lower (or without an Intelligence score) never gain craft points.

Familiars or special mounts never gain craft points, regardless of their Intelligence or Hit Dice.


Code:
[b]Craft Points Gained by Level[/b]
[b]
Character		Craft Points			Total Craft[u]
Level			Gained				Points*[/u][/b]
 1st			  150				   150
 2nd			  300				   450
 3rd			  450				   900
 4th			  600				 1,500
 5th			  750				 2,250
 6th			  900				 3,150
 7th			1,050 				 4,200
 8th			1,200	 			 5,400
 9th			1,350	 			 6,750
10th			1,500				 8,250
11th			1,650				 9,900
12th			1,800				11,700
13th			1,950				13,650
14th			2,100				15,750
15th			2,250				18,000
16th			2,400				20,400
17th			2,550				22,950
18th			2,700				25,650
19th			2,850				28,500
20th			3,000				31,500

*Subtract any craft points already spent from this total, and add
 any craft points gained from feats.
ITEM CREATION FEATS
Each time you gain an item creation feat, you gain additional craft points as noted on the table below. You don't have to spend these craft points on items appropriate to the feat - you can spend them on any item. For example, Craft Magical Arms and Armor grants a bonus of 2500 craft points, which you can use to craft weapons, armor, potions, or any other item.

The table below gives appropriate new prerequisites for all item creation feats, including those in the System Reference Document.


Code:
[b]Item Creation Feats[/b]
[b]
								  Craft Points[u]
Feat				Prerequisites				Gained[/u][/b]
Brew Potion			Caster level 3rd			1,500	
Craft Cognizance Crystal	Manifester level 3rd			1,500	
Craft Construct			Magic Arms and Armor, Wondrous Item	3,000	
Craft Dorje			Manifester level 5th			2,500	
Craft Magic Arms and Armor	Caster level 5th			2,500	
Craft Psicrown			Manifester level 12th			6,000	
Craft Psionic Arms and Armor	Manifester Level 5rd			2,500	
Craft Psionic Construct		Psionic Arms and Armor, Universal Item	3,000	
Craft Rod			Caster level 9th			4,500	
Craft Staff			Caster level 12th			6,000	
Craft Universal Item		Manifester level 3rd			1,500	
Craft Wand			Caster level 5th    			2,500	
Craft Wondrous Item 		Caster Level 3rd			1,500	
Forge Ring			Caster level 12th			6,000	
Imprint Stone			Manifester level 1st			  500	
Scribe Scroll			Caster level 1st			  500	
Scribe Tattoo			Manifester level 3rd			1,500	
Talented Crafter		Any other item creation feat		  500
-Derived from OGC

Horizon Walker
Class Skills: Knowledge (the planes) is considered a class skill for Horizon Walkers.
-Proposed by Bront

Also, Horizon Walkers have the option to take Terrain Mastery: Arcane as a Terrain Mastery.
Terrain Mastery - Arcane: Sometimes a Horizon Walker walks the paths arcane, exploring ancient ruins of long-forgotten civilisations, stuying ancient tomes, wondering about the arcane mysteries of the towers, and cramming all night for a test on flow diagrams for Secrets of the Six Towers. Such a Horizon Walker unlocks arcane secrets similar to those earned by other horizon walkers for their respective terrains:
Knowledge (Arcana) and Spellcraft are Horizon Walker class skills for you, and you can use Prestidigitation, Detect Magic, and Read Magic each once per day as a spell-like ability with caster level equal to your character level. You gain a +1 insight bonus to attacks and damage against arcane creatures.
Note: Arcane creatures are defined as creatures created or spontaneously spawned by magic and who thus originally have no ordinary terrain (such as forest), residing in ancient ruins or spreading outwards from a failed experiment. This includes most constructs, many undead, some elementals and fey, and a few magical beasts and aberrations that have in their descriptions that they were created by twisted magics. Whether or not a creature counts as arcane is up to the GM's discretion, in much the same way that whether a creature counts as 'forest' terrain could be open to discretion (for instance: a goblin who was born in a city, whose mother was a mountain goblin born in the forest and whose father was a normal goblin born in the hills who lived in the forest and then moved to the city). In any case, it never includes dragons or ordinary humanoid arcane casters. It also does not include summoned creatures unless those summoned creatures would meet the description even if they were not summoned (so a golem summoned by a Summon Golem spell would count, but not a summoned Celestial Badger or Succubus).
Summary of Arcane Creatures: = Creatures created by arcane means (most constructs/many undead), as well as those either greatly influenced by arcane terrain or whose influence helps create arcane terrain, such as some Elementals, Fey, Aberrations, Magical Beasts, or rarely other creature types. Summoned creatures do not count as arcane unless they would already count without being summoned.
-Created by Rystil Arden

The Job System
The job system is meant as an alternate source of income, for times when adventures are scarce, or for characters that are not as adventuresome as others. For every full week in real life (starting with the day the character makes a post in an appropriate downtime thread, such as the Red Dragon Inn or his shop thread), a character on a job, but not on adventure gains some benefits, usually money and some other benefits (such as Craft Points, minor favors, and the like), and 5 XP per week. Partial weeks are passed to assistants, if any. In that case, all of that week is treated as though the apprentice (or nobody, if there is no apprentice) worked that week. Most jobs have a requirement that must be fulfilled, though characters on the way to fulfill the requirements might become apprentices/assistants to another character.

NPC ASSISTANT
Sometimes, a character on a job may want or need to abandon it for a while. Normally, that means that he gains no benefits from the job (some jobs may allow the character to gain reduced benefits). In those chases, if the character has no other assistants, he may want to hire an NPC assistant. This reduces the weekly benefits by 1/2, but other benefits (such as from sold items) are gained normally.

Obtaining a Job
A character not currently on an adventure who qualifies for a job may (note the job on his character sheet/start an appropriate (Adventure?) thread?) and notify a judge. A character becoming an apprentice or partner of another character with the same job should (note this as well/use the thread of that character?).

Jobs use the following template:
NAME
Description
Requirements:
gp/week: This is the number of gold pieces a character earns for every week real time not spent adventuring. A few jobs allow the character to earn money even while on adventure, but usually at a reduced rate.
Special Payment:
Special:

APPRENTICE/ASSISTANT
You are someone to get the work done while the boss is busy saving the world.
Requirements: Must have a few of the requirements for the job OR Must be accepted by an existing character performing the job.
gp/week: One quarter of what you would gain on the job you are apprenticed for.
Special Payment: One quarterof what you would gain on the job you are apprenticed for.
Special: If you are leading the business because the master is away adventuring or otherwise absent, you gain the full weekly XP award and half the normal payment instead.

CRAFTSMAN
You are a craftsman, making a living on creating and selling items.
Requirements: At least 1 Craft skill at 4 ranks.
gp/week: 2.5 plus 1/4 the highest Craft skill modifier you have (ranks in Craft + Int modifier + other permanent bonuses).
Special Payment: You gain 1 Craft Point per week per rank in your highest Craft skill.
Special: You can craft, buy and sell items in a separate thread while not adventuring. You must possess artisan tools. If you do not have one yet, you must set aside at least 1/4 of your income for a workshop, which costs 500 gp to buy.
You are assumed to have a selection of common goods (simple weapons, light armor, non-masterwork items) for sale. These cost neither money nor Craft Points to maintain. Other items need to be crafted or bought first.

LABORER (simple jobs with bad pay)
You are an unskilled laborer, hauling barrels or doing similar work for meager pay.
Requirements: None
gp/week: 1.5

MAGECRAFTER (someone creating magical items)
You are a spellcaster, making a living on creating and selling magic items.
Requirements: At least 2 Item Creation feats, spellcaster level 3+
gp/week: 3.125 times the number of Item Creation feats you have.
Special Payment: You gain 6.25 Craft Points per week per Item Creation feat you possess.
Special: You can craft, buy and sell magic items of the appropriate types in a separate thread while not adventuring. If you do not have one yet, you must set aside at least 1/4 of your income for a workshop, which costs 500 gp to buy.
You are assumed to have a selection of minor magical items (0 level potions or scrolls) for sale. These cost neither money nor Craft Points to maintain. Other items need to be crafted or bought first.

MERCHANT
You are a merchant, making a living on buying and selling items.
Requirements: Profession(Merchant) skills at 4 ranks and either Diplomacy or Appraise at 4 ranks.
gp/week: 2.5 plus 1/4 your Profession (Merchant) skill modifier (ranks in Craft + Wis modifier + other permanent bonuses).
Special Payment: You can add half your Trader PrC level to the gp/week.
Special: You can buy and sell items in a separate thread while not adventuring. You must possess a merchant scale. If you do not have one yet, you must set aside at least 1/4 of your income for a shop, which costs 500 gp to buy.
You are assumed to have a selection of mundane goods of your choice of field (simple weapons, light armor, non-masterwork items) for sale. These cost neither money nor Craft Points to maintain. Other items need to be crafted or bought first.
 
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General Rules - N to Z

Paladin Option: Righteous Charge
Prerequisite: Paladin level 5
Description: When a paladin charges while not mounted and uses the Smite Evil ability, he gets a damage bonus equal to twice his paladin level.
Normal: A paladin gets a damage bonus equal to his paladin level when he smites evil.
Special: This feature replaces the paladin ability to get a Special Mount.
-Created by Animus

Paladin Variants: Paladins of other Alignments.
The Paladin of Freedom and Paladin of Tyranny variants are available to be played. The Paladin of Slaughter variant is not available for play.

Racial Paragon Classes
In most campaigns, the ideas of class and race are separate concepts. But with racial paragon classes, the line between the two becomes blurred. Racial paragons are, as their name suggests, nearly ideal examples of the strengths and abilities of the character's race. Unlike members of other classes, however, racial paragons are more than merely powerful individuals. They are strong in all the ways that their race is strong, while still vulnerable in the ways that their race is vulnerable. Beyond that, they possess powers or capabilities that supersede those of normal members of their race. While any elf might rise in power, prestige, and (in game terms) level, most do so by gaining levels in the standard character classes—only a few are so much in tune with their heritage and racial abilities that they become racial paragons.

Racial paragons rarely undergo the rigorous training or study that members of other classes commonly undertake between levels. Their experience, wisdom, and heroic abilities simply manifest in the form of superior innate racial abilities. Despite this strong association with race, racial paragons need not have specific views or special dedication to their race's beliefs or typical attitudes (although many do).

Obviously, a character can only take levels in the racial paragon class associated with his race. A human cannot take levels in dwarf paragon—only dwarves are capable of reflecting the highest virtues of dwarfhood by gaining levels in the dwarf paragon class. (Half-elves and half-orcs are an exception; see the Half-Elf Paragon and Half-Orc Paragon sections below.)

Like the fighter, the wizard, and the other standard character classes, the racial paragon classes have no prerequisites (other than being a member of the appropriate race). Paragon class levels can be taken any time a character gains a new level, even at 1st level (in which case they receive four times the normal number of skill points gained at each succeeding level). A character can multiclass freely between standard character classes, prestige classes for which he or she qualifies, and the character's appropriate racial paragon class.

It's possible for a powerful magic effect such as shapechange, reincarnate, or wish to change a character's race. If a character has already taken racial paragon levels in his original race, he can never become a paragon of another race. However, such shapechanging and form-altering magics also cause no loss of a paragon's class abilities—the class abilities gained from racial paragon levels are affected no more or less drastically than benefits gained from having levels in any other class.

Levels in racial paragon classes never result in XP penalties for multiclass characters. See below for the currently available racial Paragon classes
-Derived from OGC

Racial Paragon Option: Human Paragon
The human paragon may apply his or her spellcasting advancements to psionic classes as well.
-Created by Velmont

Ranger Option: Favored Enemy: Shapechanger
Rangers may choose Shapechanger as a favored enemy, affecting all creatures with that particular subtype. As with the normal rules for favored enemies, if a specific creature falls into more than one category of favored enemy, the ranger’s bonuses do not stack; he simply uses whichever bonus is higher.

Ranger Variant: Scent
At 4th level, the ranger can choose to either gain the Lesser Scent ability, or get an animal companion as per the normal progression.

Lesser Scent (Ex): This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.

Unlike normal Scent, however, lesser scent does not allow the creature to automatically detect scents; it must focus on the attempt, and its range is slightly smaller.

The creature can detect opponents within 20 feet by sense of smell by making a successful Search check against DC as per Table S-1. If the opponent is upwind, the range increases to 40 feet; if downwind, it drops to 10 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.

Code:
Table S-1: Lesser Scent
  Search DC	Smell
  -10		Troglodyte stench, skunk musk
  0		Smoke, rotting garbage
  5		Aromatic scents (burning bread, strong incense)
  10		Normal scents
  15		Subtle or vague scents
  20		Barely noticeable scent
  
  Search DC Modifier	Condition
 	+5		Running water between creature with scent and source of scent
  	+1		Per 10 feet of distance
  	+5		Smeller distracted
When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent.

Whenever the creature comes within 5 feet of the source, the creature pinpoints the source’s location.

A creature with the Track feat and the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Track feat. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.

-Created by Gnomeworks

Ranger Variant: Urban Ranger
The Urban Ranger is available for play.

Recharging Magic Items

A staff, wand, or other charged item (like a ring of wishes) may be recharged by paying a fraction of the cost of creating the item equal to the ratio of cost per charge. The person recharging the item must meet all requirements for creating the item in question (including any feats, spells, or other requirements). You must devote time equal to 1 day per 1000gp involved. When recharging an item, you must pay an additional up front cost of 10% of the creation cost (in gp only).

For example if a Wand of Cure Light Wounds needed recharging. The wand has an initial market price of 750gp for 50 charges. Each charge then costs 7.5gp, with an up front cost of 37.5gp. If a caster were trying to recharge this wand 40 of its 50 charges, the caster would have to pay 337.5gp, 24XP, and 1 day. The caster must have Craft Wand and Cure Light Wounds available.

Another example, if a Ring of Three Wishes needed recharging. The ring has an initial market price of 97,950gp for 3 charges. Each charge costs 3825gp and 5306xp. If a caster were trying to recharge this ring 2 of its charges, the caster would have to pay 8797.5gp and 10,612xp, and 66 days. The caster must have Forge Ring and Wish or Miracle available.

Notes: Both items above mention 'Days' in LEW we use Craft Points. Substitute the appropriate number of craft points based on associated costs as per the rules.

Here are the two examples listed in recharging
Wand of Cure Light Wounds
Max Charges: 50
Base Cost: 750gp
Creation Cost: 375gp + 30xp + 1 day (or some craft points)
Creation Cost per charge: 7.5gp + 0.6xp + 1 day (or some craft points)
Up Front Cost: 37.5gp
Current Charges: 10
Desired Charges: 40
Creation Cost for 40 charges: 337.5gp + 24xp + 1 day (or some craft points)

Ring of Wishes
Max Charges: 3
Base Cost: 97,950gp
Creation Cost: 11,475 gp + 15,918 XP + 98 days (or some craft points)
Creation Cost per charge: 3825gp + 5306xp + 33 days (or some craft points)
Up Front Cost: 1147.5gp
Current Charges: 1
Desired Charges: 2
Creation Cost for 2 charges: 8797.5gp + 10,612xp + 66 days (or some craft points)

- Created by Erekose13

Rogue Variant: Wilderness Rogue
The Wilderness Rogue is available for play.

Soulknife Ruling
A soulknife who uses the shape mindblade ability to alter his mindblade will maifest his mindblade in the chosen shape until and unless he uses the shape mindblade ability again to change the shape chosen.
-Created by Bront

Wizard (Conjurer) Variant: Rapid Summoning
This Conjurer variant is permitted.

Wizard (Necromancer) Variant: Undead Servant
A 1st-level necromancer using this variant can begin play with an undead servant (a
human warrior skeleton). Obtaining this servant takes 24 hours and uses up magical
materials that cost 100 gp.

This creature is a loyal servant that follows the necromancer's commands and accompanies
him on adventures if desired. If the undead servant is destroyed, the necromancer
suffers no ill effects and may replace it by performing a ceremony identical to the one
that allowed him to obtain his first servant.

At 1st level, the skeleton is completely typical, but it gains power as the necromancer
gains levels. Consult the table below for details.
Code:
Necromancer	HD	NA bonus	Str Bonus	Special
Level
1-2		1	+0		+0		-
3-4		2	+1		+1		-
5-6		3	+1		+1		-
7-8		4	+2		+2		-
9-10		5	+2		+2		-
11-12		6	+3		+3		-
13-14		7	+3		+3		-
15-16		8	+4		+4		-
17-18		9	+4		+4		-
19-20		10	+5		+5		-
A necromancer using this variant permanently gives up the ability to obtain a familiar.
- Adapted from OGC by Animus
 
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Skills and New Skill Uses

Perform (Gladiatorial)
This use of the perform skill differs from the standard sub skills in a few ways.

Class Skill
In addition to those classes normally having perform as a class skill, Perform (Gladiatorial) is available as a class skill to fighters and barbarians.

Number of Performers
Attempting to use Perform (Gladiatorial) as a single performer (such as through weapon drills or sword dances) incurs a -5 penalty to the check.
Two performers working together can either use the aid another maneuver (if they are playing out a mock battle with a predetermined winner) or make opposed checks (or a series of opposed checks) to determine the outcome of a stylish and non-lethal competition.
A performer attempting to simultaneously make a gladiatorial performance and engage in a lethal battle (whether it is against another gladiator or a non-performing opponent) takes a -1 penalty to all attack rolls and to AC as she must balance effectiveness with entertainment.

Synergy
A character with 5 ranks in Perform (Gladiatorial) gains a +2 bonus to intimidate checks to demoralize an opponent.

Bardic Music
As a non-auditory performance, Perform (Gladiatorial) cannot be used to activate a bardic music ability.

Circumstance Bonuses
Factors which give static bonuses to attack rolls (such as masterwork or magical weapons, weapon focus feats etc) add the same bonus to Perform (Gladiatorial) checks. Temporary or variable factors to attack rolls (such as spells, Power Attack or Two-Weapon Fighting) have no effect on the perform check.

- Created by Kahuna Burger
 
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General Feats - A to M

Arcane Awareness [General]
Prerequisites: Spellcraft 5 ranks, ability to cast Arcane spells spontaneously, limited number of known spells.
Benefit: You can add one additional spell to your known spell list of at least one spell level lower than the highest level you can cast. The spell must be a spell you could normally add to your known spell list.
Normal: You may only have as many known spells as your class and level allows.
Special: You may gain this feat multiple times. Each time you do, choose a new spell.
-Created by Bront

Arcane Spontaneity [General]
Through practice and persistence you are able to work a single spell so well that you can channel raw magic into that form.
Prerequisites: Knowledge (Arcana) 5 ranks, Spell Mastery
Benefit: When you take this feat you can choose one spell that you know through Spell Mastery. You can now spontaneously convert a prepared arcane spell of that level or higher into the mastered spell, similar to how a cleric spontaneously casts cure spells. If you wish to apply a metamagic feat to this converted spell you must follow the rules for Spontaneous Casting and Metamagic Feats.
Normal: Arcane casters who prepare spells cannot spontaneously cast spells.
Special: You may take this feat more than once. Each time you take it, you must select a different spell. A wizard may select this feat as one of their wizard bonus feats.
-Created by Erekose13

Arcane Tap [General]
Through study, and hard work, you have learned how to draw energy from one of many mystical places in Enworld (The towers, a deity, any other place of mystical or religious significance, chosen when you take the feat) and empower your spells with power beyond normal training.
Prerequisites: Knowledge (Geography) 1 rank, Knowledge (Religion or Arcana) 1 rank, Ability to cast Spells
Benefit: Choose a spellcasting class you belong to. Your caster level for that class increases by 4, up to your total hit dice. This increased caster level applies to determining level-dependent spell variables such as damage dice or range, and caster level checks only. It does not grant extra spells or other class abilities. If your class uses more than one caster level, you choose which one is effected when you take the feat.
Special: You may select this feat multiple times, choosing a new spellcasting class each time. The feats do not stack.
-Created by Bront

Armored Casting [General]
Through focused training and practice, you are able to adapt your somatic components while casting in light armor.
Prerequisites: Armor Proficiency (Light), Light Armor Optimization, BAB +3
Benefit: When wearing light armor, decrease the arcane spell failure chance by 10%
Special: Medium armor made of mithral counts as light armor for the purpose of interacting with this feat.
-Created by Erekose13

Blow of Steel [General]
Prerequisites: Improved Unarmed Strike, Stunning Fist, Str 13
Benefit: You may expend a use of Stunning Fist to deal 1d6 additional damage on a successful unarmed attack. This attack must be declared before the attack roll is made.
-Created by fuzzy

Channeling Fist [General]
You deal your unarmed damage when making certain touch attacks.
Prerequisites: Improved Unarmed Strike, Stunning Fist, Ability to channel positive or negative energy.
Benefit: When making an attack to deliver an inflict wounds spell (or a cure wounds spell against an undead), you may make a normal attack to additionally deal unarmed strike damage the same round as you cast the spell.
Normal: You may only strike for unarmed damage with a touch attack spell if you wait until the following round.
Special: A character with this feat can multiclass freely between cleric and monk, though he must continue to maintain his lawful alignment to progress in monk levels.
-Created by Kahuna Burger

Dedicated Hunter[General]
As a devoted warrior and tracker of your god, you have learned use the skills of nature along with your divine gifts.
Requirements: Lay on Hands, Favored Enemy, Smite, Knowledge Religion 5, Survival 8
Benefit: You may multi-class freely between Ranger and Paladin and gain the following benefits:
- Your Ranger Levels stack with your Paladin Levels for increasing the effects of Lay on Hands.
- Your add one half your Paladin Levels (rounded up) to your Ranger Levels for qualifying for Favored Enemies. In addition, you can add your Ranger level to your Paladin level when smiting a Favored Enemy for the effect (but not the number of smites).
- You may choose to make your Special Mount your Animal Companion as well. If you do so, use the following table instead of the Special Mount or Animal Companion table. Your Special Mount is summoned once, and then stays will you till it dies. Should the mount die, die, it immediately disappears, leaving behind any equipment it was carrying. You may not summon another mount for thirty days or until you gains a paladin or ranger level level, whichever comes first, even if the mount is somehow returned from the dead. During this thirty-day period, you take a -1 penalty on attack and weapon damage rolls. After those thirty days, you can immediately summon a new mount. The effective level is your Paladin level plus your effective Druid level granted to you by the Ranger class (One-half your Ranger level). You gain the mount as soon as this effective level is 5. All powers are identical to those stated in the Animal Companion or Special Mount rules. The choice to combine your Special Mount and Animal Companion is a one time choice made when you select this feat.
Code:
[b]Special Mount Companion[/b]
Effective							
Level		HD	NA	Str	Dex	Int	Special
5th		2	4	1	1	6	Empathic link, improved evasion, share spells, share saving throws, Link
6th-7th		4	4	2	2	6	Devotion
8th		4	6	2	2	7	Improved Speed
9th-10th	6	6	3	3	7	Multiattack
11th		6	8	3	3	8	Command creatures of it's kind
12th-14th	8	8	4	4	8	
15th-17th	10	10	5	5	9	Spell Resistance
18th-20th	12	12	6	6	9
If you lose your Paladin abilities, this feat ceases to function until those abilities are restored. In the case of the mount, the mount leaves.
Normal: You may not return to the Paladin class once you take a level in another class, and class levels are counted normally.
-Created by Bront

Delmontes Technique: Piercing Whip [General]
You are so skilled in using a whip, that you can find chinks in almost any armor and strike there with enough force to deal damage.
Prerequisites: Exotic Weapon Proficiency (Whip), Weapon Finesse.
Benefit: When using a whip, you can deal damage to opponents with up to +4 armor or +6 natural armor. Your damage with a whip is increased to 1d4 (1d3 for Small characters) and is lethal damage.
Normal: Without this feat, you can't deal damage with a whip to opponents with an armor bonus of +1 or higher or a natural armor bonus of +3 or higher.
-Created by GnomeWorks

Delmontes Technique: Advanced Piercing Whip [General]
You have improved your skill with a whip, that you can find chinks in any armor and strike there with enough force to deal damage.
Prerequisites: BAB +4, Delmontes Technique: Piercing Whip, Exotic Weapon Proficiency (Whip), Weapon Finesse.
Benefit: When using a whip, you can deal damage to opponents regardless of armor or natural armor. Your damage with a whip is increased to 1d6 (1d4 for Small characters).
-Created by GnomeWorks​

Delmontes Technique: Whip Mastery [General]
You have perfected the Delmontes Technique of wielding a whip.
Prerequisites: Delmontes Technique: Advanced Piercing Whip, Delmontes Technique: Piercing Whip, Exotic Weapon Proficiency (Whip), Weapon Finesse.
Benefit: Your damage with a whip is increased to 1d8 (1d6 for Small characters).
When using a whip, you do not provoke an attack of opportunity when making an attack due to using a whip.
When using a whip, you threaten a distance of 10 feet.
-Created by GnomeWorks​

Delmontes Technique: Returning Throw [General]
You can throw a boomerang in such a way as to make it return to you after a throw.
Prerequisites: Wis 13+, Quick Draw, Exotic Weapon Proficiency (Boomerang)
Benefit: When you throw a boomerang, if it returns, it returns to whatever square you are in when it returns. However, you must still make an attack roll and hit AC 10 to catch it.
Normal: Without this feat, if your boomerang returns, it returns to the square from which it was thrown.
-Created by GnomeWorks

Delmontes Technique: Trick Throw [General]
You can throw a boomerang in such a way as to make it return on every throw.
Prerequisites: Dex 13+, Quick Draw, Exotic Weapon Proficiency (Boomerang).
Benefit: When you throw a boomerang, it always returns to the square from which it was thrown, regardless of whether or not it hits its target. However, you must still make an attack roll and hit AC 10 to catch it, and you must throw a separate boomerang for each attack you have.
Normal: Without this feat, your boomerang does not return to you if you hit your target.
-Created by GnomeWorks

Delmontes Technique: Deft Catch [General]
You have learned the secret of catching boomerangs on every return.
Prerequisite: BAB +6, Delmontes Technique: Trick Throw, Delmontes Technique: Returning Throw.
Benefit: When you throw a boomerang, it always returns to you, and you do not need to make an attack roll to catch it; you do so automatically. Your damage with a boomerang increases to 1d6 (1d4 for small characters).
-Created by GnomeWorks

Delmontes Technique: Swift Throw [General]
You can throw a boomerang in such a way as to make it return fast enough for you to make multiple attacks with it.
Prerequisites: BAB +8, Delmontes Technique: Deft Catch.
Benefit: When you throw a boomerang, it returns fast enough for you to make multiple attacks with a single boomerang. Your damage with a boomerang increases to 1d8 (1d6 for small characters).
Normal: You must throw a separate boomerang with each attack you have.
-Created by GnomeWorks

Delmontes Technique: Boomerang Mastery [General]
You have mastered the art of throwing boomerangs.
Prerequisite: Delmontes Technique: Swift Throw.
Benefit: When you throw a boomerang, you no longer provoke an attack of opportunity due to using a ranged weapon. When wielding a boomerang, you threaten a range of 10 feet, and can throw your boomerang for an attack of opportunity within that range.
-Created by GnomeWorks​

Extra Rage [General]
Prerequisite: Rage ability
Benefit: You can rage two more times per day.
Special: This feat can be taken more than once, each time allowing you to enter a fit of rage two more times per day.
-Proposed by LiquidBlue; Adapted from the feat by Eric D. Harry, EXTRA RAGE Copyright 2001

Extra Wild Shape [General]
Prerequisite: Wild shape ability
Benefit: You may use your animal wild shape ability two more times per day.
Special: You may take this feat multiple times, its effects stack.
-Proposed by LiquidBlue; Adapted from the feat by Eric D. Harry, EXTRA WILD SHAPE Copyright 2001

Extra Elemental Wild Shape [General]
Prerequisite: Elemental wild shape ability
Benefit: You may use your elemental wild shape ability one more time per day.
Special: You may take this feat multiple times, its effects stack.
-Proposed by LiquidBlue; Adapted from the feat by Eric D. Harry, EXTRA WILD SHAPE Copyright 2001

Fury of the Wolverine [General]
Prerequisites: Rage ability
Benefit: Every time you suffer in the same combat damage equal or greater than half of your total hit points you instantly fly into rage.
This effect only takes place if you are currently not sleeping, dying or unconscious or the damage you received removes this condition (or all if you suffer from more than one of these conditions).
This does not decrease the number of times you can enter rage per day.
You may try to ignore this effect by making a will save DC 10+ the damage from last attack you received.
You do not gain extra benefits if you are already in rage.
Normal: You can only enter rage a number of times equal to your daily uses of this ability.
-Created by B4cchus

Improved Demoralize [General]
You can demoralize more foes from farther away.
Prerequisites: Intimidate 5 ranks, Base Attack Bonus +2
Benefits: You can demoralize at a range of 10 feet, plus five feet for each point of charisma modifier. You may choose to demoralize as many foes as are in range and who can see and hear you (though if you choose to demoralize fewer, they much be the closest foes) by taking a cumulative -2 penalty to your intimidate check for each additional foe you wish to demoralize. You make a single intimidate check, which is opposed separately by each foe's modified level check.
Normal: You can only demoralize one opponent at a time, whom you must threaten in melee combat.
-Created by Kahuna Burger

Greater Demoralize [General]
You take less time to demoralize your foes, and the effects linger.
Prerequisites: Improved Demoralize, Intimidate 9 ranks, Base Attack Bonus +6
Benefits: It takes only a move action to demoralize foes in combat (though you can still only make one such check per round). Additionally, foes whom you successfully demoralize remain shaken for an additional number of rounds equal to your charisma modifier.
Normal: Demoralizing in combat requires a standard action, and foes are shaken for only one round.
-Created by Kahuna Burger​

Galatea's Kiss [General]
Prerequisites: Follower of Galatea, Con 13, Performs a special ritual involving a Cleric of Galatea of at least 5th level (they may request a boon first)
Benefit: You may now breathe underwater as easily as in the air. You still need to make Swim checks as normal. If you usually breathe underwater, then you can breathe air instead.
-Created by Rystil Arden

Galatea's Embrace [General]
Prerequisites: Galatea's Kiss OR Amphibious, Con 13, Performs a special ritual involving a cleric of Galatea of at least 7th level (they may require a boon first)
Benefit: You gain the [Aquatic] subtype and a Swim speed equal to your land speed. Fins and webbing between your fingers appear when you are submerged in water. This grants all the usual benefits of a Swim speed. If you already had a Swim speed, you may gain a land speed of 30 feet if Medium or larger and 20 feet if Small or smaller. You gain legs when completely out of water to allow for this movement.
-Created by Rystil Arden

Galatea's Tongue [General]
Prerequisites: Follower of Galatea, Wis 13, Base Will Save +1, Performs a special ritual involving a cleric of Galatea of at least 7th level (they may require a boon first)
Benefit: You gain the ability to communicate with aquatic animals much like a Gnome speaks with burrowing animals, except you may activate the ability at will as a standard action. Once activated, you may speak with the animals for one minute per character level. They may simply choose to ignore you unless you also have Wild Empathy. If you do have Wild Empathy, you gain a +2 on all checks to influence aquatic animals.
-Created by Rystil Arden

Improved Subdual [General]
Benefit: When using a weapon that does normal damage for a nonlethal attack, you are not subject to the normal -4 penalty to hit.
Normal: Characters striking to subdue with normal weapons do so at -4 to hit.
Special: A fighter may choose Improved Subdual as one of his bonus fighter feats
IMPROVED SUBDUAL Copyright 2001, Rebecca Glenn, Scott Metzger
(Updated to 3.5 by NBOF)
-Proposed by LiquidBlue

Incredible Resiliency
Some people are much more resilient to damage than others, and have trained their bodies to endure more.
Requirements: Toughness
Benefit: When determining hit points, someone with Incredible Resiliency is considered to have a CON score 2 points higher than their actual score. This bonus only applies when determining hit points.
Note: This feat can be selected as a fighter's bonus feat. This feat may only be selected once.
-Created by Bront

Ki Critical [General]
Prerequisites: Ki Strike (magic), BAB +8, Stunning Fist, Wis 13, Improved Unarmed Strike, Improved Critical (Unarmed)
Benefit: Your critical multiplier is increased to x3 on unarmed attacks.
-Created by Fuzzy

Leadership [General]
This feat acts just as described in the SRD, with the following exceptions:
  • A cohort can enter an adventure only if the GM approved it. The cohort is controlled by the player. The GM may restrict the cohort's action at any time.
  • Followers represent a number of non-combatants under the character's wings. They can be employees who run and guard the character's shop, followers of the church of the character, or a theatre troop who perform with the character. They will never appear in an adventure and so will never be statted.
  • Only the "Has a familiar, special mount, or animal companion", "Recruits a cohort of a different alignment", "Caused the death of a cohort" modifiers to the leadership score are applied. All other are not applied.
Cohort Creation
Cohort creation must follow all the PC creation rules with these two exceptions:
  • 25 point buy
  • NPC starting wealth of the Cohort level
The cohort can be created either by the player or a DM, at the player's discretion. This choice is made by the player. In either case, the creation must follow the creation rules above.
-Adjustments to OGC by Velmont

Light Armor Optimization [General]
Through focused training and practice, you are able to get more benefit out of light armor.
Prerequisites: Armor Proficiency (Light), BAB +1
Benefit: When wearing light armor, increase its Max Dex bonus by 1 and decrease its Armor Check penalty by 1. Increase the Armor bonus of the armor by 1 instead of reducing the Armor Check penalty if this reduction would reduce the penalty below 0.
Special: A fighter may select this feat as one of his bonus feats. Medium armor made of mithral counts as light armor for the purpose of interacting with this feat.
-Created by IcyCool

Greater Light Armor Optimization [General]
Through focused training and practice, you are able to get more benefit out of light armor.
Prerequisites: Armor Proficiency (Light), Light Armor Optimization, BAB +3
Benefit: When wearing light armor, increase its Max Dex bonus by 1 and decrease its Armor Check penalty by 1. Increase the Armor bonus of the armor by 1 instead of reducing the Armor Check penalty if this reduction would reduce the penalty below 0. These reductions and bonuses are cumulative with (stack with) those granted by Light Armor Optimization.
Special: A fighter may select this feat as one of his bonus feats. Medium armor made of mithral counts as light armor for the purpose of interacting with this feat.
-Created by IcyCool​

Medium Armor Optimization [General]
Through focused training and practice, you are able to move more easily in medium armor.
Prerequisites: Armor Proficiency (Light), Armor Proficiency (Medium), BAB +1
Benefit: When wearing medium armor, reduce its Armor Check penalty by 1 and increase the Speed in the speed column by 5ft, to a limit of their unarmored base speed. For example, a human fighter with this feat and wearing chainmail would have an adjusted speed of 25ft, but a dwarf fighter with this feat would still have a speed of 20ft. A dwarven barbarian with fast movement would have a speed of 25ft.
Special: A fighter may select this feat as one of his bonus feats. Heavy armor made of mithral counts as medium armor for the purpose of interacting with this feat. Medium armor made of mithral counts as light armor for the purpose of interacting with this feat.
-Created by IcyCool

Greater Medium Armor Optimization [General]
Through focused training and practice, you are able to move more easily in medium armor.
Prerequisites: Armor Proficiency (Light), Armor Proficiency (Medium), Medium Armor Optimization, BAB +3
Benefit: When wearing medium armor, reduce its Armor Check penalty by 1 and increase the Speed in the speed column by 5ft. For example, a human fighter with this feat and wearing chainmail would have an adjusted speed of 30ft, but a dwarf fighter with this feat would still have a speed of 20ft. A dwarven barbarian with fast movement would have a speed of 30ft. These bonuses are cumulative (stack with) those granted by Medium Armor Optimization.
Special: A fighter may select this feat as one of his bonus feats. Heavy armor made of mithral counts as medium armor for the purpose of interacting with this feat. Medium armor made of mithral counts as light armor for the purpose of interacting with this feat.
-Created by IcyCool​

Metal Fist Strike [General]
Prerequisites: Simple Weapon Proficiency (Spiked Gauntlets), Weapon Focus (Spiked Gauntlets), Flurry of Blows.
Benefit: You may treat the Spiked Gauntlet as a special monk weapon. In addition, you may use your unarmed strike damage instead of your spiked gauntlet damage while still benefiting from the spiked gauntlet's enhancements and special materials.
Normal: When attacking with spiked gauntlets, you do base 1d4 damage as a medium character.
-Created by IcyCool

Metal Fist Mastery [General]
Prerequisites: Metal Fist Strike
Benefit: You may add your unarmed strike damage to your spiked gauntlet damage while still benefiting from the spiked gauntlet's enhancements and special materials.
Special: You must have at least one hand free to use this feat.
Normal: When attacking with spiked gauntlets, you do base 1d4 damage as a medium character, and do not add your unarmed strike damage.
-Created by IcyCool​

Mighty Punch [General]
You know how to put your full weight behind a punch.
Prerequisite: Str 13+, Improved Unarmed Strike, Power Attack.
Benefit: When making an attack with both hands free, you can treat your unarmed strikes as if coming from a one-handed weapon being used with two-hands.
Mighty Punch cannot be used in conjunction with a flurry of blows or when making an when using an off-hand attack such as with Two Weapon Fighting or Multiweapon Fighting.
Mighty Punch cannot be used when grappling.
Normal: You treat your unarmed attacks as a light weapon.
-Created by GPEKO

Mounted Cleave [General]
Prerequisites:
Str 13+, Power Attack, Cleave, Mounted Combat, Ride-by attack, 5 Ranks Ride skill
Benefit: If you gain an opportunity 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 exceed your normal movement restrictions on a charge. You can use this ability as often as you may normally cleave (once with normal cleave, as many times as otherwise legally available with Great Cleave).
Special: A fighter may select Mounted Cleave as one of his fighter bonus feats.
Example: Sir Joe charges a goblin 20' away 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.
- Created by Bront
 
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General Feats - N to Z

Natural Talent [General]
A particular skill just comes naturally to you.
Benefit: Choose one skill when you take this feat. You gain a +2 bonus to the skill, and the skill costs 1 point per rank to purchase, regardless of what type of skill it is for your current class. Rank limits for class or cross class skills still apply, and this does not make the skill a class skill. Previously spent skill points are not refunded.
Normal: Buying a cross class skill cost 2 skill point per rank.
Special: This feat may be taken multiple times, each time applying to a different skill.
-Created by Bront, With help from Icycool

Negative Energy Adept [General]
Prerequisites: Improved Turning, Spell Focus (Necromancy), ability to channel Negative Energy, Wizard Specialist (Necromancy)
Benefit: You may add your Mystic Theurge level to your Cleric level when determining the power of your Rebuke Undead.
Normal: Only your cleric level determines the power of your ability to rebuke undead.
-Created by Animus

Power Tap [General]
Through study, and hard work, you have learned how to draw energy from one of many places of power in Enworld (The Crystal Star, a deity, any other place of psionic or religious significance, chosen when you take the feat) and empower your spells with power beyond normal training.
Prerequisites: Knowledge (Geography) 1 rank, Knowledge (Religion or Psionics) 1 rank, ability to manifest psionic powers
Benefit: Your manifester level for that class increases by 4, up to your total hit dice. This increased manifester level applies to determining level-dependent spell variables such as damage dice or range, max PP expenditure, and caster level checks only. It does not grant extra powers, PP, or other class abilities. If your class uses more than one manifester level, you choose which one is affected when you take the feat.
Special: You may select this feat multiple times, choosing a new psionic manifesting class each time. The feats do not stack.
-Created by Bront

Psionic Reserve [Psionic]
Some psions understand how to increase their Psionic Reserves as they grow more experienced.
Requirements: 5 Ranks KN: Psionics, able to manifest 2nd level powers.
Benefit: You gain 1 PP per 2 HD, rounded down.
Note: This feat may only be purchased once.
-Created by Bront

Research Specialist [General]
You have a knack for researching original spells
Prerequisites: Must have researched at least one original spell.
Benefits: You gain 1000 craft points, half of which may only be used to research original spells. In addition, spontaneous spellcasters gain an extra spell known of the level they can currently cast minus one, or lower. That spell must be a spell they researched themselves.
You gain a +2 bonus to Spellcraft checks made to research original spells.
Special: You may select this feat multiple times. Each time you select it, you gain an additional 500 craft points. The other benefits do not stack.
A wizard may select this feat as one of her bonus feats gained at every 5th level.
-Created by Knight Otu

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 on your tumble check. The attack happens while in the opponent's square(s), so does not gain any benefit 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 normally (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.
-Created by Bront, based on material by Astros

Summoning Concentration [General]
You can increase the time that your summoned creatures remain by concentrating.
Benefit: You can maintain the duration of a summon spell (such as summon monster or summon nature's ally) through concentration. As long as you concentrate on the spell, do not count time off its duration. After you stop concentrating, the normal duration resumes and the spell then terminates as normal. You cannot resume concentration, regardless of the effects of other feats that would normally allow you to do so.
SUMMONING CONCENTRATION Copyright 2001, Carl Cramér
Revised by the Netbook of Feats Review Board
-Proposed by LiquidBlue

Talented Crafter [General]
You have an extraordinary talent for item creation.
Prerequisites: Any item creation feat.
Benefits: You gain 500 craft points, which may be used to craft items of any kind.
Special: You may select this feat multiple times. Each time you select it, you gain an additional 500 craft points.
A wizard may select this feat as one of her bonus feats gained at every 5th level.
-Derived from OGC

Two Blades as One [General]
You coordinate the strikes of two light weapons, bringing them down in the same spot to emulate the impact of a two handed strike.
Prerequisites: Str 13, Dex 15, Power Attack, Two Weapon Fighting, Weapon Focus
Benefit: As a full attack action or part of a charge attack, you can make a single attack (at a -2 penalty) with two light weapons for which you have the Weapon Focus feat. This attack is treated in all ways (including feat use and strength bonus to damage) as if you were striking with a single two-handed weapon with a base damage equal to the sum of both weapons. Precision based damage effects and weapon specialization damage are added only once, but magical enhancements to damage from either weapon are added together. If the weapons have different enhancement bonuses to hit, only the lesser is used in the single attack roll.
If striking a foe with damage reduction, both weapons must be able to overcome it, or the DR is applied normally (but only once) to the damage dealt.
Special: A Fighter may select Two Blades as One as one of his Fighter bonus feats.
-Created by Kahuna Burger

Two-Weapon Trip [General]
You are a master of the quarterstaff, double-axe or urgrosh, able to use the weapon more effectively than others in combat.
Prerequisites: Weapon Proficiency (appropriate weapon), Weapon Focus (appropriate weapon), Two-Weapon Fighting, Dex 15, Bab +1
Benefit: You can make trip attacks with a quarterstaff, double axe, or urgrosh provided you meet the prerequisites for the weapon in question. When you make trip attacks, make a melee touch attack against your target. You don’t provoke an attack of opportunity. If you are tripped during your own trip attempt, you can drop your weapon to avoid being tripped.
Normal: Only weapons marked as Trip weapons or unarmed strikes can be used to make trip attacks.
Special: A fighter may select Two-Weapon Trip as one of his fighter bonus feats. This feat applies to any of the listed weapons with which you meet the prerequisites.
-Created by Erekose13
 
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Metamagic Feats

Energy Manipulation [Metamagic]
Benefit: You can alter a spell so that it utilizes a different energy type from the one it normally uses. This ability can only alter a spell with the acid, cold, fire, electricity, or sonic descriptor. The spell level of an energy manipulated spell depends on the energy type being utilized.
Code:
Cold, Fire, Electricity, Acid	Base spell level + 1
Sonic				Base spell level + 2
If the original spell was not subject to spell resistance then the modified spell is also not subject to spell resistance.
Examples: Burning Hands (1st level [Fire]) changed to [Cold] is a 2nd level spell. Burning Hands changed to [Acid] is a second level spell, but is still subject to spell resistance. Burning Hands changed to Sonic is a 3rd level spell.
Acid Arrow (2nd level [Acid]) changed to [Fire] is a 3rd level spell. Acid Arrow changed to sonic is a 4rd level spell. All variations of Acid Arrow are not subject to spell resistance.
-Created by SlagMortar

Merciful Spell [Metamagic]
Prerequisites:
Wis 13
Benefit: A merciful spell deals non-lethal damage rather than lethal. If that damage was typed (such as fire, divine or force), it is still of that damage type. A merciful spell uses up a spell slot of the spell’s normal level.
-Created by Kahuna Burger/Knight Otu
 
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Other Feats

Academy Graduate [Background]
You are a Graduate of the Academy of the Chromatic Order and have been taught in a rigorous curriculum by the best professors in the land. This gives you an edge in certain skills.
Prerequisites: Must be a graduate of the Academy of the Chromatic Order, and must have at least 1 level in Wizard
Benefits: You get a +2 bonus to Knowledge (arcana) and Spellcraft checks.
Special: This feat can be substituted for Skill Focus (Spellcraft) or Skill Focus (Knowledge – Arcana) for the purposes of meeting the prerequisites of the Loremaster, the Archmage, and similar arcane Prestige classes.
-Created by Manzanita

Daryne's Imagination [General]
Prerequisite: Academy Graduate, Illusionist or Evoker, not barred from Illusion or Evocation, Int 15+
Benefits: You may now select your specialist bonus spells from either Illusion or Evocation spells. You do not receive any additional bonus spells, however. Additionally, those who wish to expose your Illusions with Divination spells (where 'expose' includes using True Seeing to see them as fakes or using Detect Magic to find the aura of Illusion, etc, but does not include using Moment of Prescience to get a bonus to the save) must succeed at a Caster Level Check DC 5 + your caster level or the spell is fooled into believing the illusion is real.

Mordrue's Lore [General]
Prerequisite: Academy Graduate, Diviner or Abjurer, not barred from Divination or Abjuration, Int 15+
Benefits:You may now select your specialist bonus spells from either Divination or Abjuration spells. You do not receive any additional bonus spells, however. Additionally, you may make any Knowledge check untrained.

Omega's Innovation [General]
Prerequisite: Academy Graduate, Enchanter or Conjurer, not barred from Enchantment or Conjuration, Int 15+
Benefits: You may now select your specialist bonus spells from either Enchantment or Conjuration spells. You do not receive any additional bonus spells, however. Additionally, you have become efficient at crafting new magic items in your spare time. You spend only 75% of normal craft points when using Item Creation feats. You still pay the full gold and XP costs.

Sice's Power [General]
Prerequisite: Academy Graduate, Transmuter or Necromancer, not barred from Transmutation or Necromancy, Int 15+
Benefits: You may now select your specialist bonus spells from either Transmutation or Necromancy spells. You do not receive any additional bonus spells, however. You gain Intimidate as a class skill. Additionally, after casting an offensive Transmutation or Necromancy spell with a visible effect on your enemies other than Fear (this includes damage, ability damage, ability drain, level drain, and adverse conditions that are immediately noticable (so polymorph would be noticable but a disease would not), you may choose to immediately make an Intimidate check against all who suffered the effects of the spell as a Move Action. If you do so, add the spell's level to the Intimidate check. If the check succeeds, the targets are also Shaken, as per the Intimidate check.
- created by Rystil Arden​

Divine Mercy [Divine]
Prerequisites:
Wis 13, turn undead ability.
Benefit: As a free action, you may spend one of your turn undead attempts to have any weapon damage you deal be non-lethal damage (in addition to its other types) for 1 round per your Wisdom bonus.
-Created by Knight Otu
 
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Equipment

Weapons
Code:
[b]Weapon		Cost	Dmg (S)	Dmg (M)	Crit	Rng Inc	Weight	Type[/b]
[i]Melee Weapons[/i]
[U]Light Martial Weapons[/U]
Shortscythe	6 gp	1d3	1d4	x4	N/A	2 lb	Piercing or Slashing
[U]One-Handed Martial Weapons[/U]
Cutlass		20 gp	1d4	1d6	18-20	N/A	3 lb	Slashing
Halfscythe	12 gp	1d4	1d6	x4	N/A	4 lb	Piercing or Slashing
[U]Two-Handed Exotic Weapons[/U]
Goblin Ranseur*	50 gp	1d6/1d4	1d8/1d6	x3	N/A	10 lb	Piercing
[i]Ranged Weapons[/i]
[U]Exotic Ranged Weapons[/U]
Boomerang *	15 gp	1d3	1d4	x2	30 ft.	1 lb.	Bludgeoning
Boomerang: The boomerang is a curved wooden stick designed specifically for throwing. The boomerang returns at the end of a character's turn during which it is thrown. To catch a returning boomerang, the thrower must be in the square from which the boomerang was thrown, and must have at least one hand free (holding nothing). The thrower makes an attack roll using the attack bonus used to make the attack against AC 10. If successful, he catches the boomerang. Failure indicates that the boomerang falls to the ground nearby, using the grenade-like weapons diagram (page 138, PH) to determine the exact position.
In addition, since it is not designed for melee, you are treated as nonproficient with it and take a –4 penalty on attack rolls if you use a boomerang as a melee weapon.
A boomerang is a light weapon.
-Created by Gnomeworks

Cutlass: The cutlass is a finesse weapon, so it can be used with the Weapon Finesse feat, but it may not be used two handed for extra damage. In all other respects, it is treated as a normal One Handed Martial weapon. All classes that are proficient in all martial weapons, as well as Rogue and Bard, are proficient with the cutlass.
-Created by DerHauptman

Halfscythe: The Halfscythe has a handle the same length as one on a longsword, but with no form of guard between the haft and the blade. The blade of a halfscythe is curved like a scythe and double edged, with the interior blade often being designed with serrated edges.
-Created by Creamsteak

Ranseur, Goblin: A goblin ranseur is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon. A creature wielding a goblin ranseur in one hand can’t use it as a double weapon—only one end of the weapon can be used in any given round.
When using a goblin ranseur, you get a +2 bonus on opposed attack rolls made to disarm an opponent (including the roll to avoid being disarmed if such an attempt fails).
-Created by WizWrm

Shortscythe: A shortscythe is a small curved blade affixed to a one-handed grip similar to a kukri, however, it is curved much further at first and then the blade straightens out into a sharp point. Both sides of the blade are sharp, with the interior blade commonly being serrated like a saw blade.
-Created by Creamsteak
 
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Domains

Artifice Domain
Deities: Antonidas, Channet', Gundar
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
1
Animate Rope
2 Wood Shape
3 Stone Shape
4 Minor Creation
5 Fabricate
6 Major Creation
7 Hardening*
8 True Creation*
9 Prismatic sphere
-Derived from OGC

Blood Domain
Deities: Taurusk
Granted Ability: Once per day, you can heal wounds by drinking the blood shed by a recently slain creature. This blood must be fresh, with no more than an hour having passed since the source died. The blood can be called from any body within 20 feet with a clear line of sight, moving around any obstruction. After drinking one pint of this blood as a full-round action, the cleric converts 1d4 points of lethal damage to non-lethal damage per level.
Blood Domain Spells
1
Grease (creates blood, may confer a +2 circumstance bonus on Initmidate checks)
2 Rage
3 Neutralize Poison
4 Cure Serious Wounds
5 Blood Oath, Lesser (as Geas, Lesser)
6 Blood Tell*
7 Blood Oath, Greater (as Geas, Greater)
8 Waves of Exhaustion
9 Energy Drain
-Created by Sparky

Charm Domain
Deities: Ulura
Granted Power: The character can boost his or her Charisma by 4 points once per day. Activating this power is a free action. The Charisma increase lasts 1 minute.
Charm Domain Spells
1
Charm person
2 Calm emotions
3 Suggestion
4 Heroism
5 Charm monster
6 Geas/quest
7 Insanity
8 Demand
9 Dominate monster
-Derived from OGC

Communication Domain
Deities: Russna
Domain Power: Once per day you gain an enhancement bonus to equal to your cleric level to a single Bluff, Diplomacy, Forgery, Gather Information or Sense Motive check.
Choose to add any of the following - Bluff, Forgery, Gather Information, Sense Motive or Speak Language - to your list of cleric class skills.
Add Message to the list of Orisons.
Communication Domain Spells
1
Comprehend Languages
2 Speak with Animals
3 Tongues
4 Speak with Dead
5 Sending
6 Speak with Plants
7 Stone Tell
8 Project Image
9 Demand
-Created by Sparky

Community Domain
Deities: Sela
Granted power: +2 bonus on diplomacy checks and +1 leadership score for the purpose of accumulating followers.
Community Domain Spells
1
Bless
2 Status
3 Prayer
4 Imbue with Spell Ability
5 Telepathic Bond
6 Hero's Feast
7 Refuge
8 Mass Cure Critical Wounds
9 Miracle
-Created by Pbartender

Corruption Domain
Deities: Espranachtis, Amphousa, Disnomia
Granted Power (Corrupting Touch): The cleric's very touch can corrupt and warp anything around her that lacks a mind strong enough to resist. She may expend a rebuke undead attempt to use her corrupting touch on a docile animal, a baby, a young child (generally age 7 or younger, GM's discretion applies), or even a pregnant woman (in which case the touch affects the unborn child). If the victim fails a Will save DC 10 + 1/2 the cleric's class level + the cleric's Charisma modifier, it becomes feral or cruel, and its alignment shifts to Evil. This effect is instantaneous, but it can be reversed by a Remove Curse, Restoration, or Break Enchantment cast within 24 hours, by an Atonement cast later, or by slaying the Cleric who originally corrupted the victim in the first place. This ability may be used on 1 cubic foot per level of water or food instead, in which case the water becomes befouled and undrinkable and the food spoils and rots.
NOTE: A PC never counts as lacking a mind strong enough to resist except under extremely extraordinary circumstances (physically transformed into a baby by a powerful spell, Feebleminded, etc, in which case she's pretty much being NPCed for the moment anyway and this power is the least of her worries!).
Corruption Domain Spells
1
Doom
2 Desecrate
3 Bestow Curse
4 Taste of Evil (see below)
5 Unhallow
6 Harm
7 Insanity
8 Unholy Aura
9 Soul Bind
-Created by Rystil Arden

Creation Domain
Deities: Gundar
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
1
Create Water
2 Minor Image
3 Create Food and Water
4 Minor Creation
5 Major Creation
6 Heroes’ Feast
7 Permanent Image
8 True Creation*
9 Genesis*
-Derived from OGC

Darkness Domain
Deities: Halor, Mishtuli, Seto
Granted Power: Free Blind-Fight feat.
Darkness Domain Spells
1
Obscuring mist
2 Blindness
3 Blacklight*
4 Armor of darkness*
5 Summon monster V (only summons 1d3 shadows)
6 Prying eyes
7 Nightmare
8 Power word, blind
9 Power word, kill
-Derived from OGC

Glory Domain
Deities: Hyrag
Granted Power: Turn undead with a +2 bonus on the turning check and +1d6 to the turning damage roll.
Darkness Domain Spells
1
Distrupt Undead
2 Bless Weapon
3 Searing Light
4 Holy Smite
5 Holy Sword
6 Bolt of Glory
7 Sunbeam
8 Crown of Glory
9 Gate
-Derived from OGC

Liberation Domain
Deities: Azwan
Granted Power: The character gains a +2 morale bonus on all saving throws against enchantment spells or effects.
Liberation Domain Spells
1
Remove fear
2 Remove paralysis
3 Remove curse
4 Freedom of movement
5 Break enchantment
6 Greater dispel magic
7 Refuge
8 Mind blank
9 Freedom
-From the SRD

Madness Domain
Deities: Ahrianna
Granted Power: The character gains an Insanity score equal to half his or her class level. For spellcasting (determining bonus spells and DCs), the character uses his or her Wisdom score plus his or her Insanity score in place of Wisdom alone.
For all other purposes, such as skills and saves, use Wisdom minus Insanity in place of Wisdom.
Once per day, the character can see and act with the clarity of true madness. Use the character's Insanity score as a positive rather than a negative modifier on a single roll involving Wisdom. Choose to use this power before the roll is made.
Madness Domain Spells
1
Lesser confusion
2 Touch of madness
3 Rage
4 Confusion
5 Bolts of bedevilment
6 Phantasmal killer
7 Insanity
8 Maddening scream
9 Weird
-From the SRD

Mind Domain
Deities: Ahrianna
Granted Power: Gain a +2 bonus on Bluff, Diplomacy, and Sense Motive checks. Gain a +2 bonus on Will saves against enchantment spells and effects.
Mind Domain Spells
1
Comprehend Languages: You understand all spoken and written languages.
2 Detect Thoughts: Allows “listening” to surface thoughts.
3 Telepathic Bond, Lesser: Link with subject within 30 ft. for 10 min./level.
4 Discern Lies: Reveals deliberate falsehoods.
5 Telepathic Bond: Link lets allies communicate.
6 Probe Thoughts: Read subject's memories, one question/ round.
7 Brain Spider: Eavesdrop on thoughts of up to eight other creatures.
8 Mind Blank: Subject is immune to mental/emotional magic and scrying.
9 Weird: Fearful illusion affects all within 30 ft., either killing or dealing 3d6 damage.
-From the SRD

Nobility Domain
Deities: Azwan, Naberezhnyi
Granted Power: The character has the spell-like ability to inspire allies, giving them a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls. Allies must be able to hear the character speak for 1 round. Using this ability is a standard action. It lasts a number of rounds equal to the character's Charisma bonus and can be used once per day.
Nobility Domain Spells
1
Divine favor
2 Enthrall
3 Magic vestment
4 Discern lies
5 Greater command
6 Geas/quest
7 Repulsion
8 Demand
9 Storm of vengeance
-From the SRD

Repose Domain
Deities: Zephos
The Repose domain is similar to the Death domain, but is granted by good-aligned deities whose clerics are barred from casting evil spells.
Granted Power: The character may use a death touch once per day. The death touch is a spell-like ability that is a death effect. The character must succeed at a melee touch attack against a living creature (using the rules for touch spells). When the character touches, roll 1d6 per his or her cleric level. If the total at least equals the creature's current hit points, it dies.
Repose Domain Spells
1
Deathwatch
2 Gentle repose
3 Speak with dead
4 Death ward
5 Slay living
6 Undeath to death
7 Destruction
8 Surelife
9 Wail of the banshee
-From the SRD

Rune Domain
Deities: Gliran
Granted Power: Free Scribe Scroll feat.
Repose Domain Spells
1
Erase
2 Secret Page
3 Glyph of Warding
4 Explosive Runes
5 Lesser Planar Binding
6 Greater Glyph of Warding
7 Instant Summons
8 Symbol of Death
9 Teleportation Circle
-From the SRD

Temptation Domain
Deities: Espranachtis, Amphousa, Disnomia
Granted Power (Boon of Temptation): The cleric can grant a dark boon to those who please her. She may expend a Rebuke undead attempt for the day in order to attempt to grant her boon to a willing or helpless target (but not herself) with a kiss, a hug, a pat on the back, or a similar gesture. An unwilling target receives a Will Save DC 10 + the cleric's Charisma modifier to resist the boon. So long as the cleric is pleased with the boon's recipient, the boon grants the target a +2 profane bonus to any one ability score, but if she chooses, she may transform the bonus to a -4 profane penalty as a free action, or back into a +2 profane bonus whenever she wishes. Either way, the boon's effects fade away after 1 hour per level. A cleric may only have one such boon active at any given time. If the cleric grants a boon while another of her boons is active, all boons but the most recent fade away immediately.
Temptation Domain Spells
1
Charm Person
2 Enthrall
3 Suggestion
4 Charm Monster
5 Dominate Persion
6 Mass Suggestion
7 Mass Charm Monster
8 Sympathy
9 Dominate Monster
-Created by Rystil Arden

Weather Domain
Deities: Halor, Shurassa
Granted Power: Survival is a class skill.
Weather Domain Spells
1
Obscuring Mist
2 Fog Cloud
3 Call Lightning
4 Sleet Storm
5 Ice Storm
6 Control Winds
7 Control Weather
8 Whirlwind
9 Storm of Vengeance
-Derived from OGC

*New spell detailed further down this thread
 
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Spells - A to I

Armor Of Darkness
Abjuration [Darkness]
Level:
Darkness 4
Components: V, S, DF
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The spell envelops the warded creature in a shroud of shadows. The shroud can, if the caster desires, conceal the wearer’s features. In any case, it grants the recipient a +3 deflection bonus to Armor Class plus an additional +1 for every four caster levels (maximum bonus +8). The subject can see through the armor as if it did not exist and is also afforded darkvision with a range of 60 feet. Finally, the subject gains a +2 bonus on saving throws against any holy, good, or light spells or effects. Undead creatures that are subjects of armor of darkness also gain +4 turn resistance.
-Derived from OGC

Ashnar's Athleticate Augmentation (Private Spell, not researched yet)
Transmutation
Level:
Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min./level (D)
You get an enhancement bonus on Climb, Jump checks, and Swim checks equal to your caster level, to a maximum of +10. In addition, when running, you retain your Dexterity bonus to Armor Class.
After constant reminders about his physical inadequacy, Ashnar considered creating a spell to aid with this all-too-common adventuring hurdle.
-Created by Knight Otu

Ashnar's Fiery Shackles (Private Spell, not researched yet)
Conjuration (Creation) [Fire]
Level:
Sor/Wiz 2
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round/level (D)
Saving Throw: Reflex negates
Spell Resistance: Yes
Fiery shackles enwrap the limbs of the target, preventing it from moving in any meaningful way without harming itself.
The target can take purely mental actions (such as spells without any components), actions that only involve speaking (including spells with only verbal components), and five foot steps without activating the spell. Any other action activates the spell. Also, the target cannot make a successful reflex save without activating the fiery shackles, and must remain flat-footed to prevent the spell from being activated. However, the target is not helpless.
Activating the spell deals 3d6 points of fire damage +1 point per caster level (maximum +10) to the target. The spell can be activated multiple times in its duration, but no more than once per round.
The target can attempt an Escape Artist check (DC equal to the spell's DC plus 5) to escape the shackles. An Escape Artist check that fails by 4 or less means that the target could not escape, but did not cause the shackles to activate. An Escape Artist check that fails by 5 or more activates the shackles as above.
Focus: A set of masterwork manacles (costing 50 gp).
-Created by Knight Otu

Ashnar's Mark (Now a public spell)
Abjuration
Level:
Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Permanent (D) (see text)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The caster chooses one of his spells that is currently active, and makes the target immune to that particular casting. This immunity is like an unbeatable spell resistance (similar to spell immunity), and reduces any hit point damage by the spell to 0. The immunity neither extends to other spells cast by the caster (including other instances of the same spell), nor grants any protection against spells cast by other casters. The spell must have a duration other than instantaneous, must still be active when Ashnar’s mark is cast, and, at the time of casting, may be no farther than close range (25 ft. + 5 ft./2 levels) from the caster. A caster may have no more than 1 Ashnar’s mark per caster level in existance.
When the spell that a Ashnar’s mark protects against ends in any way, that Ashnar’s mark ends, too.
-Created by Knight Otu

Ashnar's Pyromagical Enhancement, Lesser (Private Spell, not researched yet)
Transmutation [Fire]
Level:
Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round (cannot be extended)
All spells of level 3 or lower the caster casts while this spell is in effect are empowered by the destructive power of fire. This has a number of effects, depending on the nature of the spell being altered:
  • If the spell has the fire descriptor and deals energy damage, it deals an additional amount of fire damage equal to the caster level, to a maximum of 10.C
  • If the spell deals energy damage without dealing fire damage, it instead deals fire damage, and gains the fire descriptor, but loses any other energy descriptor.
  • If the spell has the fire descriptor, but deals no damage, it is instead cast at the normal caster level +1. The caster may choose to forgoe this option and deal damage instead.
  • If none of the above conditions is met, the caster may have the spell deal 1d6 points of fire damage to its target.
Note: The duration of Ashnar's Lesser Pyromagical Enhancement cannot be extended or otherwise made longer than 1 round.
-Created by Knight Otu

Ashnar's Pyromagical Enhancement (Private Spell, not researched yet)
Transmutation [Fire]
Level:
Sor/Wiz 4
Duration: 2 rounds (cannot be extended)
This spell works exactly as Ashnar's Lesser Pyromagical Enhancement, except as noted above, and as follows.
The spell affects spells of up to level 5 with one of the following effects.
  • If the spell has the fire descriptor and deals energy damage, it deals an additional amount of fire damage equal to the caster level, to a maximum of 15.
  • If the spell deals energy damage without dealing fire damage, it instead deals fire damage, and gains the fire descriptor, but loses any other energy descriptor.
  • If the spell has the fire descriptor, but deals no damage, it is instead cast at the normal caster level +2. The caster may choose to forgoe this option and deal damage instead.
  • If none of the above conditions is met, the caster may have the spell deal 3d6 points of fire damage to its target.
Note: The duration of Ashnar's Pyromagical Enhancement cannot be extended or otherwise made longer than 2 rounds.
-Created by Knight Otu

Ashnar's Pyromagical Enhancement, Greater (Private Spell, not researched yet)
Transmutation [Fire]
Level:
Sor/Wiz 8
Duration: 3 rounds (cannot be extended)
This spell works exactly as Ashnar's Lesser Pyromagical Enhancement, except as noted above, and as follows.
The spell affects spells of up to level 9 with one of the following effects.
  • If the spell has the fire descriptor and deals energy damage, it deals an additional amount of fire damage equal to the caster level, to a maximum of 20.
  • If the spell deals energy damage without dealing fire damage, it instead deals fire damage, and gains the fire descriptor, but loses any other energy descriptor.
  • If the spell has the fire descriptor, but deals no damage, it is instead cast at the normal caster level +4. The caster may choose to forgoe this option and deal damage instead.
  • If none of the above conditions is met, the caster may have the spell deal 7d6 points of fire damage to its target.
Note: The duration of Ashnar's Greater Pyromagical Enhancement cannot be extended or otherwise made longer than 3 rounds.
-Created by Knight Otu

Ashnar's Reflect Domination (Private Spell, not researched yet)
Abjuration
Level:
Sor/Wiz 5
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: Until expended or 10 min./level
Fear spells and spell-like effects and Mind-Affecting spells and spell-like effects targeted on you are turned back upon the original caster. The abjuration turns only spells that have you as a target. Effect and area spells are not affected. Ashnar's reflect domination also fails to stop touch range spells.
The next spell of 5th level or lower is affected by the turning. When you are targeted by a spell of higher level than 5th, that spell has its normal effect, but Ashnar's reflect domination is not expended. You cannot be under the effect of multiple spell turning effects (such as spell turning and Ashnar's reflect domination). When you cast a new spell turning effect, the old one immediately ends.
If you and a spellcasting attacker are both warded by spell turning effects in operation, a resonating field is created.
Code:
Roll randomly to determine the result.
d% 	Effect
01–70	Spell drains away without effect.
71–80	Spell affects both of you equally at full effect.
81–97	Both turning effects are rendered nonfunctional for 1d4 minutes.
98–100	Both of you go through a rift into another plane.
Material Component: A small silver mirror.
Ashnar's phantasmal killer were the many faces of failure. He swore that he would never have to face it again.
-Created by Knight Otu

Ashnar's Shield Swarm (Private Spell, not researched yet)
Abjuration [Force]
Level:
Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Up to 1 ally/level
Duration: 1 minute/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Small shields of force start hovering around the targets, intercepting attacks made against him or her.
You create one shield per caster level, to a maximum of 15 shields, and distribute them among you and your allies as you wish, except that no character may have more than five of these shields. Affected allies gain a shield bonus to their Armor Class equal to the number of shields distributed to them. This bonus applies against incorporeal touch attacks, since it is a force effect. The shields have no armor check penalty or arcane spell failure chance.
Shields that cannot be distributed are lost.
-Created by Knight Otu

Ashnar's Sparkstrike (Private Spell)
Evocation [Fire]
Level:
Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: One primary target, plus one secondary target/level (each of which must be within 30 ft. of the primary target)
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
The caster creates a flitting spark of fire that jolts towards the primary target, then splits and arcs to other targets.
The spark deals 1d6 points of fire damage to the primary target. After it strikes, sparks can arc to a number of secondary targets equal to your caster level (maximum 5). The secondary sparks each strike one target and deal half as much damage as the primary one did (rounded down). Each target can attempt a Reflex saving throw for half damage. You choose secondary targets as you like, but they must all be within 30 feet of the primary target, and no target can be struck more than once. You can choose to affect fewer secondary targets than the maximum.
-Created by Knight Otu

Blacklight
Evocation [Darkness]
Level:
Darkness 3, Sor/Wiz 3
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Area: A 20-ft.-radius emanation centered on a creature, object, or point in space
Duration: 1 round/level (D)
Saving Throw: Will negates or none (object)
Spell Resistance: Yes or no (object)
The caster creates an area of total darkness. The darkness is impenetrable to normal vision and darkvision, but the caster can see normally within the blacklit area. Creatures outside the spell’s area, even the caster, cannot see through it.
The spell can be cast on a point in space, but the effect is stationary cast on a mobile object. A character can cast the spell on a creature, and the effect then radiates from the creature and moves as it moves. Unattended objects and points in space do not get saving throws or benefit from spell resistance.
Blacklight counters or dispels any light spell of equal or lower level. The 3rd-level cleric spell daylight counters or dispels blacklight.
-Derived from OGC

Blood Tell
Necromancy [Language-Dependent]
Level:
Blood 6
Components: V, S, DF
Casting Time: 10 minutes
Range: Touch
Target: The blood of one creature
Duration: 1 min./level
Saving Throw: Will negates; see text
Spell Resistance: No
You grant the ability of speech to a puddle of blood from a single creature, allowing it to answer several questions that you put to it. You may ask one question per two caster levels. Unasked questions are wasted if the duration expires. The blood’s knowledge is limited to what the creature knew up to the moment of bloodshed, including the languages it spoke (if any). Answers are usually brief, cryptic, or repetitive. If the creature’s alignment was different from yours, the blood gets a Will save to resist the spell.
If the blood has been subject to Blood Tell spell within the past week, the new spell fails. You can cast this spell on blood that has been spilled for any amount of time, though there must be enough to create a puddle. Long-dried blood or small puddles may give partial answers or partially correct answers.
This spell does not let you actually speak to the creature. It instead draws on the imprinted knowledge stored in the blood. The wakened blood retains the imprint of the soul that once inhabited it, and thus it can speak with all the knowledge that the creature had when the blood was shed. Blood cannot learn new information.
Note: The cleric's divine focus must touch the blood to be questioned.
-Created by Sparky

Bolt Of Glory
Evocation [Good]
Level:
Glory 6
Components: V, S, DF
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./level)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
This spell projects a bolt of energy from the Positive Energy Plane against one creature. The caster must succeed at a ranged touch attack to strike the target. A creature struck suffers varying damage, depending on its nature and home plane of existence:
Code:
Creature's Origin/Nature				Damage	Maximum Value
Material Plane, Elemental Plane, neutral outsider	1d6/2 levels	7d6
Negative Energy Plane, evil outsider, undead creature	1d6/level	15d6
Positive Energy Plane, good outsider			-	-
-From the SRD

Bolts Of Bedevilment
Enchantment [Mind-Affecting]
Level:
Madness 5
Components: V, S
Casting Time: One action
Range: Medium (100 ft. + 10 ft./level)
Effect: Ray
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
This spell grants the caster the ability to make one ray attack per round. The ray dazes one living creature, clouding its mind so that it takes no action for 1d3 rounds. The creature is not stunned (so attackers get no special advantage against it), but it can’t move, cast spells, use mental abilities, and so on.

Brain Spider
Divination [Mind-Affecting]
Level:
Cleric 8, Mind 7
Components: V, S, M, DF
Casting Time: 1 round
Range: Long (400 ft. + 40 ft./level)
Targets: Up to eight living creatures
Duration: 1 min./level
Saving Throw: Will negates
Spell Resistance: Yes
This spell allows you to eavesdrop as a standard action on the thoughts of up to eight other creatures at once, hearing as desired:
  • Individual trains of thought in whatever order you desire.
  • Information from all minds about one particular topic, thing, or being, one nugget of information per caster level.
  • A study of the thoughts and memories of one creature of the group in detail.
Once per round, if you do not perform a detailed study of one creature’s mind, you can attempt (as a standard action) to implant a suggestion in the mind of any one of the affected creatures. The creature can make another Will saving throw to resist the suggestion, using the save DC of the brain spider spell. (Creatures with special resistance to enchantment spells can use this resistance to keep from being affected by the suggestion.) Success on this saving throw does not negate the other effects of the brain spider spell for that creature.
You can affect all intelligent beings of your choice within range (up to the limit of eight), beginning with known or named beings. Language is not a barrier, and you need not personally know the beings The spell cannot reach those who make a successful Will save.
Material Component: A spider of any size or kind. It can be dead, but must still have all eight legs.
-From the SRD

Crown Of Glory
Evocation
Level:
Glory 8
Components: V, S, M, DF
Casting Time: 1 full round
Range: Personal
Area: 120-ft.-radius emanation centered on you
Duration: 1 minute/level
Saving Throw: Will negates
Spell Resistance: Yes
The caster is imbued with an aura of celestial authority, inspiring awe in all lesser creatures.
The caster gains a +4 enhancement bonus to his or her Charisma score for the duration of the spell. All creatures with fewer than 8 HD or levels cease whatever they are doing and are compelled to pay attention to the caster. Any such creature that wants to take hostile action against the caster must make a successful Will save to do so. Any creature that does not make this saving throw the first time it attempts a hostile action is enthralled for the duration of the spell (as the enthrall spell), as long as it is in the spell’s area, nor will it try to leave the area on its own. Creatures with 8 HD or more may pay attention to the caster, but are not affected by this spell.
When the caster speaks, all listeners telepathically understand him or her, even if they do not understand the language. While the spell lasts, the caster can make up to three suggestions to creatures of fewer than 8 HD in range, as if using the mass suggestion spell (Will save negates); creatures with 8 HD or more aren’t affected by this power. Only creatures within range at the time a suggestion is given are subject to it.
Material Component: worth at least 200 gp.
-From the SRD

Disturb Equilibrium
Enchantment [Mind Affecting]
Level:
Sor/Wiz 1
Components: V, S
Casting Time: 1 Standard Action
Range: Close (25 ft. plus 5 ft./2 levels)
Area: 5' Radius Burst
Duration: One round/level
Saving Throw: Will Negates
Spell Resistance: Yes
The subject becomes dizzy, losing its dexterity bonus to AC and taking a -5 penalty on balance checks. Each round on its turn, as a move action, an effected creature may make a new saving throw to end the effect.
-Created by Patlin

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.
-Derived from OGC

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.
 
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Spells - J to R

Maddening Scream
Enchantment (Compulsion) [Mind-Affecting]
Level:
Sor/Wiz 8, Madness 8
Components: V
Casting Time: One action
Range: Touch
Target: Living creature touched
Duration: 1d4+1 rounds
Saving Throw: None
Spell Resistance: Yes
The subject cannot keep him or herself from behaving as though completely mad. This spell makes it impossible for the victim to do anything other than race about caterwauling.
The effect worsens the Armor Class of the creature by 4, makes Reflex saving throws impossible except on a roll of 20, and makes it impossible to use a shield.
-From the SRD

Mercyful Claw
Transmutation
Level:
Drd 3, Rgr 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: 10 min./level
Saving Throw: Will negates
Spell Resistance: Yes
This spell magically makes one natural weapon of the target mercyful, as the weapon quality of the same name. The weapon deals an extra 1d6 points of damage, and all damage it deals is nonlethal damage.
The effects of this spell do not stack with the mercyful weapon quality. The spell can affect a slam attack, fist, bite, or other natural weapon.
Mercyful claw can be made permanent with a permanency spell, requiring caster level 11th, and 1500 XP.
-Created by Knight Otu

Mercyful Weapon
Transmutation
Level:
Clr 3, Pal 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One weapon or fifty projectiles, all of which must be in contact with each other at the time of casting
Duration: 10 min./level
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)
This spell magically makes a weapon mercyful, as the weapon quality of the same name. The weapon deals an extra 1d6 points of damage, and all damage it deals is nonlethal damage. If cast on a bow, crossbow, or sling, the weapon bestows the merciful effect upon its ammunition. If cast on arrows or crossbow bolts, the mercyful effect on a particular projectile ends after one use, whether or not the missile strikes its intended target. (Treat shuriken as arrows, rather than as thrown weapons, for the purpose of this spell.)
The effects of this spell do not stack with the mercyful weapon quality. You can’t cast this spell on a natural weapon, such as a claw.
-Created by Knight Otu

Probe Thoughts
Divination [Mind-Affecting]
Level:
Mind 6, Wiz/Sor 6
Components: V, S
Casting Time: 1 minute
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: Concentration
Saving Throw: Fortitude negates; see text
Spell Resistance: Yes
All the subject’s memories and knowledge are accessible to you, ranging from memories deep below the surface to those still easily called to mind. You can learn the answer to one question per round, to the best of the subject’s knowledge. You can also probe a sleeping subject, though the subject may make a Will save against the DC of the probe thoughts spell to wake after each question. Subjects who do not wish to be probed can attempt to move beyond the power’s range, unless somehow hindered. You pose the questions telepathically, and the answers to those questions are imparted directly to your mind. You and the target do not need to speak the same language, though less intelligent creatures may yield up only appropriate visual images in answer to your questions.
-From the SRD

Rays of Precise Force
Evocation [Force]
Level:
Sor/Wiz 1
Components: V, S
Casting Time: 1 Standard Action
Range: Close (25 ft. plus 5 ft./2 levels)
Effect: One or more rays
Duration: One round/level
Saving Throw: None
Spell Resistance: Yes
This spell enshrouds the casters hand in a nimbus of force. As a standard action, the caster can cause the nimbus to shoot out a very weak but extremely accurate ray of force, which strikes as a ranged touch attack and deals one point of damge to any target it hits. The caster recieves a +2 bonus on his attack roll. This bonus increases by +1 for every 2 caster levels, to a maximum of +10 at level 16 or higher. The nimbus dissipates at the end of the duration, or once the character has used it to shoot 15 rays of precise force.
-Created by Patlin
 
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Spells - S to Z

Surelife
Abjuration
Level:
Repose 8
Components: V, S, M
Casting Time: 1 round
Range: Personal
Target: You
Duration: 1 minute/2 levels
This spell allows the caster to protect him or herself against some condition that would ordinarily cause certain death. The character can only protect him or herself against a natural occurrence or condition, not against a spell or the action of a creature. The character must specify the condition against which he or she wishes to protect him or herself, and the spell is effective only against that condition. Should the character be subjected to that condition during the duration of the spell, he or she feels no discomfort and takes no damage from the condition. However, the spell does not protect any items carried on the caster’s person. At the end of the spell’s duration, the condition has full normal effects if the character is still subjected to it.
-From the SRD

Taste of Evil
Enchantment (Compulsion) [Evil, Mind-Affecting]
Level:
Cleric 5, Corruption 4
Components: V,S,DF
Casting time: 1 standard action
Range: Close
Target: One creature
Duration: 1 hour / level
Saving Throw: Will negates
Spell Resistance: Yes
On a failed Will save, the affected creature becomes Evil. This does not change the target's allegiances or outlook in any other way, so they won't just randomly attack their friends, but their sudden dark epiphany may make them more amenable to doublecrossing their allies or other such shady negotiations. Because Taste of Evil is a Mind-Affecting spell, a Paladin who commits an evil act because of the spell (or any similar class that loses their abilities to due an alignment violation caused by the spell) can receive an Atonement without costing XP, as usual for the Atonement spell.
-Created by Rystil Arden

Telepathic Bond, Lesser
Divination [Mind-Affecting]
Level:
Cleric 3, Mind 3, sorcerer/wizard 3
Components: V, S
Casting Time: 1 standard action
Range: 30 ft.
Targets: You and one willing creature within 30 ft.
Duration: 10 min./level
Saving Throw: None
Spell Resistance: No
You forge a telepathic bond with another creature with an Intelligence score of 6 or higher. The bond can be established only with a willing subject. You can communicate telepathically through the bond regardless of language. No special power or influence is established as a result of the bond. Once the bond is formed, it works over any distance (although not from one plane to another).
-From the SRD

Tireless Journey
Transmutation
Level:
Drd 1, Rgr 1, Bard 1
Components: V, S
Casting Time: 1 minute
Range: Touch
Target: You plus one willing humaniod per two caster levels
Duration: 24 hours
Favored by journeyers of all types, this spell allows a traveler to move at a higher speed for an entire day without tiring. It has no effect on a character's base speed, and does not remove fatigue from other sources, nor the penalties for a forced march. However, for all overland travel, the character can move at her hustle speed for as long as she could normally walk, and her run speed for as long as she could normally hustle.
-Created by Kahuna Burger

Touch Of Madness
Enchantment [Mind-Affecting]
Level:
Madness 2
Components: V, S
Casting Time: One action
Range: Touch
Target: Creature touched
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
The caster may daze one living creature by making a successful touch attack. If the target creature does not make a successful Will save, its mind is clouded and it takes no action for 1 round per caster level. The dazed subject is not stunned (so attackers get no special advantage against it), but it can’t move, cast spells, use mental abilities, and so on.
-From the SRD

True Creation
Conjuration (Creation)
Level:
Artifice 8, 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.
-Derived from OGC
 
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Psionic Powers

Astral Servant
Metacreativity (Creation)
Level:
Shaper 1
Display: Visual; see text
Manifesting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One created astral servant
Duration: 10 minutes/level (D)
Saving Throw: None
Power Resistance: No
Power Points: 1
This power creates one 2nd level astral servant of solidified ectoplasm. It appears where you designate and acts immediately, on your turn. It performs any single task you command it to do at the best of it´s ability (follow me, clean the room, carry this, etc); if you cease to give them instructions, they continue performing their last task. Directing the astral servant is a mental free action, but you need line of sight with the servant to give him new instructions.
Astral servants can also be directed to obey the verbal commands of a particular character, and if used as mounts when the Four Legged option is chosen they´ll obey his rider as if it were a normal animal trained for war.
Astral servants are not summoned; they are created on the plane you inhabit (using ectoplasm drawn from the Astral Plane). Thus, they are not subject to effects that hedge out or otherwise affect outsiders; they are constructs, not outsiders.
Astral servants have the same stats as a astral construct of the same level, except that they have no attack modes and can´t attack except by indirect ways, have half their natural armor bonus, rounding down, and their total hit points is 5 + your manifester level, or the Construct´s hit points, whichever is lower. Astral servants don´t have the same menu options as astral constructs and have instead their own list.
Augments: For every 2 additional power points you spend, the level of the astral servant increases by one.
For every additional power point you spend, the duration is increased by 1 hour.
For every 6 additional power points you spend, you can trade one menu option for one choice in a menu one letter higher.

Astral servant menu options:
Chosing menu option for astral servants follow the same rules as for astral constructs. The Boost Construct feat benefits Astral Servants the same way as Astral Constructs.
Menu A:
Extra speed: The servant gains +10 to one land, swim or flying existing speed mode. This choice stacks with itself.
Four legged: The servant becomes a quadruped. This increases carrying capacity accordingly and makes it be usable as a mount.
Run: The servant gains the Run feat.
Tool limb: The servant comes with a hardened limb shaped in the form of one tool of your choice: axe (1d6 damage), hammer (1d4 damage), shovel, or saw (for wood). The servant is still unable to attack creatures, but the tools can be used to damage unattended objects; for that purposes, all servants regardless of level have 1 attack with a +0 total attack bonus. The same Servant can´t have both Tool limb and Four Legged options.
Swim: The servant gains a swim speed of 30.
Menu B:
Muscle: The construct´s Strenght increases by 6.
Skilled: The servant has a number of skill ranks in a Craft skill equal to your own, to a maximum of 6. The servant spends your craft points when crafting.
Watcher: The servant has a number of skill points in Spot and Listen equal to it´s level plus three, and emits a high-pitched scream (Listen DC: -5) when he perceives any creature of Small size or bigger. You can direct the construct to not react to any number of individual creatures or races. The construct can be fooled normally by illusions or shape-altering effects.
Menu C:
Flight: The servant has wings and a Fly speed of 40 (average).
Tunneling: The servant gains a Burrow speed of 10. The Servant can leave a usable tunnel behind, but that reduces it´s speed to 5 feet as a full round action.
Very Skilled: The servant has a number of skill ranks in a Craft skill equal to your own, to a maximum of 12. The servant spends your craft points when crafting.
-Created by Someone
 
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Magic Items - A to I

Acrobat's Rod: This rod is an iron bar with a small button on each end. When one button is pushed (a move action), the rod does not move from where it is, even if staying in place defies gravity. Thus, the owner can lift or place the rod wherever he wishes, push the button, and let go. When the second button is pushed (also a move action), the rod extends in each direction, to form a 10 foot pole. These two functionalities can be used seperately or together in any order. A 'placed' acrobat's rod can support up to 8,000 pounds before falling to the ground. If a creature pushes against the center of the rod, it must make a DC 30 Strength check to move the rod up to 10 feet in a single round. An extended, placed rod can be turned up to a one quarter rotation in one round with a DC 25 strength check applied against one end.
Moderate transmutation; CL 10th; Craft Rod, levitate, shrink item; Price 7,000 gp.
-Created by Kahuna Burger

Goruksblain (Minor Artifact): +2 Cold Iron Undead Bane Warhammer
NG, Int 10, Wis 17, Cha 17 with 120' Darkvision and Hearing
Can Use Detect Magic at Will
Can Use Faerie Fire 3/day
Can use Cure Moderate Wounds on Wielder 3/day
Special Purpose: Destroy Liches
Special Purpose Power: Item Can Cast Freedom of Movement on wielder
Ego: 16
Goruksblain is good aligned for purposes of overcoming damage reduction.
Goruksblain can recognize a Lich's phylactery on sight.
Aproximate value before cursed properties: 93,200 gp
Cursed Properties
Owner is unable to get rid of item except with the item's consent, which it will normally only grant if it is given to a more powerful warrior of the correct alignment.
Owner recieves a -5 luck penalty on melee weapon attack rolls when Goruksblain is not in use. For the purpose of this penalty, neither unarmed attacks nor spells count as weapons.
Owner recieves a -3 circumstance penalty on charisma based skill checks.
Undead within 90' can sense the hammer, but can't tell it's precise location. This effect cannot be masked by magic such as Hide from Undead, and works across dimensional boundaries so etherealness or sticking it inside a portable hole won't help either.
Item requires "magical fuel" -- If at least 5 levels worth of spells are not cast into the item each day, it "feeds" off of the owner's life force instead. This effect imposes a -5 penalty on all saving throws, skill checks, and attack rolls on the owner until the warhammer is properly "fed." Any spell or spell like ability can be used to feed the item, 0th level spells counting as 1/2 a spell level. For each level of spell fed to the item, the item is repaired 5 hp if it was damaged.
Fluctuating power -- Goruksblain tends to occasionally "sleep." When sleeping, it's game statistics become those of +2 Cold Iron Warhammer, cursed so as to be impossible to get rid of. All other properties become dormant. Any DM may decide whether or not the hammer is awake or asleep during his module. (Though I would sort of hope it would at least wake up if the wielder was confronting a lich! By the time that becomes a likely encounter, though, the warhammer will not be quite as obnoxiously outside the wealth guidelines.)
The current wielder of Goruksblain is Charlarn of Phyrah.
-Created by Patlin
 
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Magic Items - S to Z

The Wanderlust Inn (Minor Artifact): The Wanderlust Inn appears as a simple gypsy's wagon, always painted brightly in a rainbow of clashing colors. Two large draft horses are always tethered to the outside of the wagon, cropping whatever vegetation happens to be nearby, though the actual yokes of the wagon are forever empty. A small stove pipe on the wagon's roof is always trailing a thin wisp of smoke. Above the door at the rear of the wagon hangs a sign depicting the silhouettes of a young girl and a dog walking into the welcoming arms of a large, pot-bellied man.
Inside the wagon, however, is an entire homey inn. A large tap room never has a lack of seating, no matter how many patrons enter, and immense quantities of food and droink are always on hand. The guest rooms are exceedingly comfortable and cozy without being lavish, and there are always vacancies regardless of the number of guests staying the night.
In the entryway, next to the cloakroom (which always has enough hangers for everyone's cloak, cape, jacket or hat), there are two large notice boards. One is a public board made available to anyone who wishes to solicit adventurers for empoyment or employees, and the second always carries a list of the Inn's itinerary of destinations.
On occasion, the Inn will change its location. When it does so, it is never seen to move, it simply vanishes with the evening mists, reappearing elsewhere with the morning dew. Where the Inn is, it seems to have there as long as anyone can remember, and where ever it had been, it seems to have never been there at all.
Strong conjuration; CL 20th.
-Created by Pbartender
 
Prestige and Paragon Classes - A to I

Anointed Hunter
Anointed Hunters are often warriors dedicated to Halina, Verdante, or other nature deities, or nature focused mortalists. They are holy hunters and trackers, that hunt the enemies of their deities and churches. Anointed Hunters are comfortable in the wild, as well as in polite company, and are noble knights and warriors
Hit Die: d8
Requirements
To qualify to become an Anointed Hunter, a character must fulfill all the following criteria.
Alignment: Lawful Good
Skills: KN: Nature 10, KN: Religion 10, Survival 10
Feats: Tracking, Dedicated Hunter, Endurance, Skill Focus: Survival
Special: Must still be ellegable to advance in Paladin, have the Lay hands, Smite, and Special mount abilities.

Class Skills
The Seeker’s class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Handle Animal (Cha), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).
Skill Points at Each Level: 4 + Int modifier.

Code:
[B]Table: Anointed Hunter
Level	BAB	Fort	Wil	Ref	Special[/B]
1st	+1	+2	+0	+2	Special Mount, Spellcasting
2nd	+2	+3	+0	+3	Holy Enemy, Lay on Hands
3rd	+3	+3	+1	+3	Bonus Feat
4th	+4	+4	+1	+4	2nd Holy Enemy
5th	+5	+4	+1	+4	Mounted Tracking
6th	+6	+5	+2	+5	3rd Holy Enemy
7th	+7	+5	+2	+5	Swift Tracking
8th	+8	+6	+2	+6	4th Holy Enemy
9th	+9	+6	+3	+6	Bonus Feat
10th	+10	+7	+3	+7	5th Holy Enemy
Code:
[B]Table: Anointed Hunter Spellcasting
Level	Caster	1st	2nd	3rd	4th[/B]
1st	1st	0	-	-	-
2nd	2nd	1	-	-	-
3rd	3rd	1	0	-	-
4th	4th	1	1	-	-
5th	5th	2	1	0	-
6th	6th	2	1	1	-
7th	7th	2	2	1	0
8th	8th	3	2	1	1
9th	9th	3	2	2	1
10th	10th	3	3	2	2
Class Features
All the following are Class Features of the Anointed Hunter prestige class.

Weapon and Armor Proficiency: A Anointed Hunter gains no Weapon or Armor Proficiency beyond what they already have.

Special Mount(SU): Anointed Hunter Levels stack with the Paladin's for purposes of determining the special mount's abilities

Spell Casting: The Anointed Hunter can cast Divine spells using Wisdom as the stat for casting, bonus spells, and chance to resist. They may cast a number of spells per day as indicated on the chart, and may select spells from either the Ranger or Paladin's spell lists.

Lay Hands(SU): Half (rounded down) of the Anointed Hunter Levels stack with the Paladin's for purposes of determining the Lay Hands ability.

Holy Enemy(SU): At 2nd level, a Anointed Hunter may select a type of creature from among those given on Table: Ranger Favored Enemies. The Anointed Hunter gains a +1 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against evil creatures of this type. Likewise, he gets a +1 bonus on weapon damage rolls against such creatures, and weapons used agains a Holy Enemy are considered Good Alligned for purposes of overcoming damage resistance.

At every two levels thereafter (4th, 6th, 8th and 10th level), the Anointed Hunter may select an additional holy enemy from those given on the table. In addition, at each such interval, the bonus against any one holy enemy (including the one just selected, if so desired) increases by 1.

If the Anointed Hunter chooses humanoids or outsiders as a holy enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of holy enemy, the Anointed Hunter’s bonuses do not stack; he simply uses whichever bonus is higher.

This bonus stacks with any favored enemy bonuses from the Ranger class, as well as smite damage from the Paladin ability.

Bonus Feat: At 3rd level, and again at 9th level, the Anointed Hunter gains a bonus feat. This feat may be selected from the following feats, and the Anointed Hunter must qualify for the feats normaly.
Animal Affinity, Endurance, Diehard, Exotic Weapon Proficiency, Extra Turning, Great Fortitude, Improved Turning, Iron Will, Lightning Reflexes, Mounted Combat, Mounted Archery, Ride-By Attack, Spirited Charge, Trample, Point Blank Shot, Precise Shot, Improved Precise Shot, Rapid Shot, Manyshot, Greater Manyshot, Rapid Reload, Self-Sufficient, Two-Weapon Fighting, Two-weapon Defense, Improved Two-Weapon Fighting, Greater Two-Weapon Fighting, Toughness.

Mounted Tracking(EX): A Anointed Hunter may track while mounted as if he was on the ground at no penalties. All other normal rules for tracking still apply (regarding movement speed, penalties, etc.)

Swift Tracker(EX): As Ranger ability of the same name

Special: An Anointed Hunter may return and switch between Paladin and Anointed Hunter levels (as well as any other class allowed). However, if they ever leave and take a level in another (disallowed) class, they may no longer advance as either a Paladin, or an Anointed Hunter. Anointed Hunters face the same problem as Ex-Paladins, and loose all class abilities other than the bonus feats if they become Ex-Paladins (and regain them if the Paladin abilities are regained)
-Created by Bront

BRIGHTSTRIKER
Brightstrikers are the favored of Hyrag, his enforcers among the mortal races of Orussus. They embody his hatred for undead, dispensing his martial will whenever and wherever they are found.

Hit die: d8

Requirements
to qualify to become a Brightstriker, a character must fulfill all the following criteria.
Alignment: any good
Diety: Hyrag
Base Attack Bonus: +4
Skills: Knowledge (religion) 8 ranks
Feats: Weapon Focus (heavy mace)
Special: Able to turn undead
Special: Death Taint. The character must have lost at least one level or had at least one ability score drained due to an undead attack, even if this loss is later offset by magic.

Class Skills
The Brightstriker's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Knowledge[religion] (Int), Ride (Dex), Search (Int), Spot (Wis).
Skill Points at Each Level: 2 + Int modifier
Code:
lvl  BAB    Fort  Ref  Will  Special
1    +1     +2     0    0     detect undead
2    +2     +3     0    0     Lifetouch 1/day
3    +3     +3    +1   +1     Weapon Specialization (heavy mace)
4    +4     +4    +1   +1     Lifetouch 2/day
5    +5     +4    +1   +1     Extra Turning
6    +6/+1  +5    +2   +2     Smite Undead
7    +7/+2  +5    +2   +2     Lifetouch 3/day
8    +8/+3  +6    +2   +2     Lifeflare
9    +9/+4  +6    +3   +3     Lifetouch 4/day
10   +10/+5 +7    +3   +3     Lifeshield
CLASS FEATURES
Weapon and Armor Proficiency: Brightstrikers gain no additional proficiency with any weapon or armor.

Turn Undead: Brightstriker levels stack with existing Cleric/Paladin levels for the purpose of turning undead.

Detect Undead (Sp): At will, a Brightstriker can utilize detect undead as a spell-like ability.

Lifetouch (Su): Starting at 2nd level, Brightstrikers can, once per day, make a touch attack that channels positive energy into the target, inflicting 3d6 + 1/level damage to undead, or healing 3d6 +1/level points of damage to a living target. This increases to 2/day at 4th level, 3/day at 7th level, and 4/day at 9th level.

Weapon Specialization (Heavy Mace): At 3rd level, Brightstrikers receive Weapon Specialization (heavy mace) as a bonus feat, even if they don't meet the fighter level prerequisite.

Extra Turning: at 5th level, Brightstrikers receive Extra Turning as a bonus feat.

Smite Undead (Su): Once per day, a Brightstriker of 6th level or higher can attempt to smite undead with one normal melee attack. He adds his Wisdom modifier (if possible) to his attack roll and deals 1 extra point of damage per level. For example, and 8th-level Brightstriker armed with a heavy mace would deal 1d8+8 points of damage, plus any additional bonuses for Strength and magical effects that normally apply. If a Brightstriker accidentally smites a creature that is not undead, the smite has no effect but it is still used up for that day. Note: A paladin/Brightstriker can both smite evil and smite undead in the same day, potentially against the same target (if it's an evil undead).

Lifeflare (Su): At the cost of two normal turning attempts, a Brightstriker of at least 8th level can use a standard action to create a positive energy burst that deals 1d6 points of damage per class level to all undead creatures in a 20' radius. Undead are allowed a Reflex save (DC 10 + the striker's class level + the striker's Cha modifier) for half damage.
Lifeshield (Su): at 10th level, Brightstrikers can no longer lose levels due to energy drain effects (although death still results in level loss, as do other level or experience draining effects).
-Created by Dungannon

Dervish of Sairundan, v. 2[/b]
Be as the wind, listen to the storm, and care for the whims of your spirits as well as others. This is the the Path of the Dervish.
Sairundan, a land ruled by a loose federation of tribes, was supposedly founded by several djinn, who passed their knowledge and their blood to the mortals under their care. The legends of these times tell that many Sairundani forged alliances with the very winds, granting them great magical powers, tremendous speed, or enormous strength. However, as the era of the djinn ended, many of its secrets faded from the common knowledge of the tribes.
One of the few bits that still remind of that era is the Path of the Dervish. Taking the nomadic nature of their tribes to the extreme, dervishes strive to attain unity with the winds and the storms in the Dance of the Winds. They no longer are considered part of a single tribe, and they travel far and wide to aid all the tribes in need. Many take this a step further and travel all of the world, seeking new steps for their dances in exchange for their aid. The dervishes of Sairundan learn to follow their whims without harming their surroundings, and shape the winds as the winds shape the dervish, expressing their soul in songs. When two dervishes meet, they are as likely to start a training fight/dance as to start singing together to share their stories.
Most tribes send the young people who seem to be promising dervishes to meet several other tribes, but a few actually send them into distant lands, where they are supposed to pick up new knowledge and as a preparation for their new life as a dervish.
Fighters and rangers are the most common classes to live the path of the dervish. A few ex-monks, bards or rogues might also follow this path, but the martial requirements often discourage them. Other classes usually lack either the martial or the artistic aptitude required for the dervishes.
Hit Dice: d8
Requirements
To qualify to become a dervish of Sairundan, a character must fulfill all the following criteria.
Base Attack Bonus: +6.
Skills: Perform (Dance) 5 ranks, Perfom (Sing) 5 ranks, Tumble 5 ranks.
Feats: Skill Focus (any two of Perform (Dance), Perfom (Sing) or Tumble), Two-Weapon-Fighting, Weapon Finesse, Weapon Focus (scimitar).
Alignment: Neutral good, chaotic good or chaotic neutral.
Special: Must be from Sairundan, or be accepted by a Sairundan tribe as one of their own. Must pass the Test of the Fifteen Winds.
Test of the Fifteen Winds: To be accepted as a dervish, the aspiring character must impress a number of existing dervishes of his talents as a dancer, singer and athlete. Five dervishes gather, and the character must perform seperately his skills Perform (Dance), Perform (Sing) and Tumble. If at least three of the dervishes are impressed, the character can join the ranks of the dervishes, otherwise he must wait a month before he can take the test again. While dervishes normally travel far and wide, the best chance to gather the five dervishes needed for this test is in Sairundan.
Class Skills
The dervish of Sairundan’s class skills (and the key ability for each skill) are Balance (Dex), Craft (Int), Escape Artist (Dex), Jump (Str), Listen (Wis), Perform (Cha), Profession (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).
Skill Points at each level: 4 + Int modifier.
Code:
Level	Base	Fort Ref	Will	AC Special
	Attack	Save	Save	Save	Bonus
   	Bonus
1st	+1	+0 +2	+0	+1    Slashing blades, song of the storms united, songs of the blade
2nd	+2	+0 +3	+0	+1	Fast movement +5 ft.
3rd	+3	+1 +3	+1	+1	Spring Attack, dervish dance 1
4th	+4	+1 +4	+1	+1	Djinni’s grace, movement mastery
5th	+5	+1 +4	+1	+2	Fast movement +10 ft.
6th	+6	+2 +5	+2	+2	Wind’s fury, dervish dance 2
7th	+7	+2 +5	+2	+2	Djinni’s boon
8th	+8	+2 +6	+2	+2	Fast movement +15 ft.
9th	+9	+3 +6	+3	+3	Dervish dance 3
10th	+10	+3 +7	+3	+3	Djinni’s gift, storm’s fury
Class Features
All of the following are class features of the dervish of Sairundan prestige class.
Weapon and Armor Proficiency: Dervishes of Sairundan gain no proficiency with any weapon or armor.
AC Bonus (Ex): A dervish of Sairundan gains this bonus to Armor Class as long as he is wearing no armor or light armor and not carrying a shield. This bonus to AC applies even against touch attacks or when the dervish is flat-footed. He loses this bonus when he is immobilized or helpless, when he wears any armor heavier than light, when he carries a shield, or when he carries a medium or heavy load.
Song of the Storms United (Su): When a dervish is affected by a bardic music effect or a similar ability, the dervish may attempt a Perform (Sing) check (DC 15 + required ranks in Perform for that ability). If he succeeds, he picks up the song, duplicating its effects, and can affect other allies just like the bard, but using his dervish levels and bard levels for level-based effects. The dervish can only relay a song if he has enough ranks in Perform to use the ability if he were a bard. For example, a 10th level dervish affected by an inspire greatness effect could inspire greatness in one of his allies with asuccessful Perform check (DC 27). If the dervish also has 2 levels of bard, he can inspire greatness in two allies instead.
For bardic music where the bard's Perform check result affects the effectiveness (such as countersong), the Perform check result of the dervish can be no higher than that of the bard.
The following bardic abilities can be used with this ability: Countersong, Inspire Courage, Inspire Competence, Inspire Greatness, Inspire Heroics. Other, similar abilities might be added to that list by the GM.
Slashing Blades: A dervish treats the scimitar as a light weapon (rather than a one-handed weapon) for all purposes, including fighting with two weapons.
Songs of the Blade (Sp): At 1st level, the dervish gains the ability to dance with any slashing melee weapon and listen to its song once per day. From the song of the blade, the dervish can attempt to find out about any special abilities that the weapon possesses, as per the spell identify cast by a caster of the dervish’s class level. To use this ability, the dervish dances for 1 hour with the blade, and then must succeed at a Perform (Dance) check with a DC of 10 + the weapon’s caster level. If he succeeds, he gains insight into all magic properties of the weapon, including how to activate those functions (if appropriate), and how many charges are left (if any). If he fails by 9 or less, he receives no insight. If he fails by 10 or more, he receives false insight.
Just like identify, songs of the blade does not function when used on an artifact. Songs of the Blade is the equivalent of a 1st level spell.
The dervish cannot take 10 on the Perform check for this ability.
Fast Movement (Ex): At 2nd level and higher, a dervish gains an enhancement bonus to his speed. A dervish in any armor heavier than light or carrying a medium or heavy load loses this bonus.
Spring Attack: At 3rd level, a dervish gains the Spring Attack feat, even if he does not meet the prerequisites.
Dervish Dance (Ex): Beginning at third level, the dervish, may attempt to take an additional 5 foot step during a full attack by succeeding at a Perform (dance) check with a DC of 20. The dervish may not take two 5 ft steps in succession – they must be seperated by at least one attack.
Every three levels thereafter, the number of 5 foot steps the dervish can attempt to take increases by one, but the DC to succeed increases by 10. For example, a 6th level dervish could attempt to take two additional 5 foot steps during a full attack, the first requiring a DC 20 Perform check, the second requiring a DC 30 Perform check.
The dervish can not take 10 on the Perform check for this ability.
Djinni’s Grace: At 4th level, the dervish’s bond with the winds strengthens, granting him a +2 enhancement bonus to Dexterity.
Movement Mastery (Ex): Starting at 4th level, the dervish is so certain of his movements that he is unaffected by adverse conditions. When making a Jump, Perform (dance), or Tumble check, he may take 10 even if stress and distraction would normally prevent him from doing so.
Wind’s Fury (Su): At 6th level, the dervish becomes one with the winds that guide his movements. He may add 1/2 his Dexterity bonus, rounded down, to the damage dealt by his melee attacks.
Djinni’s Boon: At 7th level, the dervish’s bond with the winds strengthens, granting him a +2 enhancement bonus to Charisma.
Djinni’s Gift: At 10th level, the dervish’s bond with the winds strengthens, granting him a +2 enhancement bonus to Strength.
Storm’s Fury (Su): At 10th level, the dervish literally becomes the winds that guide his movements. He may add his Dexterity bonus to the damage dealt by his melee attacks. This ability replaces Wind’s Fury.

DROW PARAGON
Separated from the rest of the elven people by a legacy of deceit, betrayal, and evil, the drow are easily one of the most dangerous of the humanoid races. Most drow paragons embody all their race's evil nature and delight in calculated cruelty, but some manage to pull away from this dark path, instead embodying the potential that all elves share for beauty, grace, and martial skill.
Drow society is full of intrigue and fierce competition. Even the most able drow paragons can do little more to advance their race than to strive against the machinations of other powerful drow. When they succeed in breaking away from drow culture and its cruel influence, however, good-aligned drow paragons can be the most able and successful members of their race.

Adventures: Drow paragons adventure for one of two reasons. Those of an evil bent adventure to increase their own personal power, by acquiring wealth and powerful magic items or by improving their combat skills. Those few drow paragons with less selfish motives adventure to remove themselves from the influence of their race's harsh and cruel society. These latter drow paragons are the ones most likely to be seen in the company of other races.

Characteristics: Drow paragons are typically more reserved than other members of their race. Drow paragons consider themselves the elite of drow society, although they are careful about sharing these viewpoints with the powerful priestesses that hold sway over most aspects of drow culture. If anything, drow paragons are even more secretive and devious than average members of their race, and their success in such dangerous society emphasizes their ability to navigate treacherous social environments and manipulate the actions of others. It is said that the day a drow stops scheming is the day of her death.

Alignment: The vast majority of drow, including most drow paragons, are unrelentingly evil. However, the few good-aligned drow who survive their formative years are actually quite likely to gain levels in the drow paragon class. This makes good-aligned drow paragons more frequent than good drow of other classes, but still nowhere near as common as evil-aligned drow paragons.

Religion: Much of drow culture is dominated by religion, and the powerful priestesses who rule drow society see drow paragons as tools—more skilled than other ambitious drow, perhaps, but no more inherently valuable. This outlook chafes against the drow paragons own belief that she is the elite of her race. As a result, drow paragons are unlikely to follow religion of any kind when removed from the direct influence of the drow priestesses.

Background: Drow paragons learn their skills just as other drow do: by succeeding where weaker drow fail. Drow paragons build their skills among the hidden dangers of the subterranean realms and in a society where the powerful freely prey upon the weak. Regardless of alignment or other abilities, drow paragons are all forced at some point to make a decision about their race's cruel and everpresent religion. Those drow paragons who choose to follow the tenets of the evil priestesses often rise to become deadly lieutenants, carrying out the will of the matriarchs. The few who reject the priestesses' teachings must do so quietly and covertly, biding their time until they can escape the influence of other drow.

Races: Most drow paragons have little use for members of the other races, viewing them only as potential prey or slaves. Good-aligned drow paragons, however, see the merits of interracial cooperation. These paragons seek out adventurers of other races, often coming to relate more to the societies of their adventuring companions than to their own culture.

Other Classes: Drow paragons see members of other classes as tools. They value a broad skill set in those with whom they associate, provided they can control the actions of these associates when the need arises. Drow paragons are willing to work with anyone they can manipulate to their own ends.
That said, drow paragons often see fighters as ideal companions because they combine great martial proficiency with physical prowess, while at the same time they are typically incapable of matching the drow's stealth and subtlety—ensuring that the drow paragon can gain the upper hand whenever desired.

Game Rule Information
Code:
	Base
Level	Attack	Fort	Ref	Will	Special							Spells per Day
	Bonus	Save	Save	Save


1st	+0	+0	+2	+0	improved spell-like abilities				+1 level of cleric or wizard
2nd	+1	+0	+3	+0	Improved darkvision (+30 ft.), light sensitivity	—
3rd	+2	+1	+3	+1	Ability boost (Dex +2)					+1 level of cleric or wizard
Drow paragons have the following game statistics.
Abilities: Drow paragons favor fighting from ambush, making Dexterity important for its role in sneaking and striking with ranged weapons. Wisdom helps in detecting a potential foe before the foe detects the drow in turn. Strength is also important due to its obvious role in melee combat.

Alignment: Any.
Hit Die: d6.
Class Skills: The drow paragon's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Hide (Dex), intimidate (Cha), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str).
Skill Points at Each Level: 4 + Int modifier.

CLASS FEATURES
All of the following are class features of the drow paragon class.

Weapon and Armor Proficiency: Drow paragons are proficient with all simple weapons, rapiers, longswords, and hand crossbows, and with light armor.

Spells per Day: At 1st and 3rd level, a female drow paragon gains new spells per day as if she had also gained a level in cleric. A male drow paragon instead gains new spells per day as if he had gained a level of wizard. The paragon does not, however, gain any other benefit a character of that class would have gained (bonus metamagic feats, and so on). This essentially means that the character adds the level of drow paragon to her level in cleric or wizard, then determines spells per day and caster level accordingly.
If the drow paragon is female and has no levels in cleric, or is male and has no levels in wizard, this class feature has no effect.

Improved Spell-Like Abilities: At 1st level, a drow paragon gains one additional daily use of each of her innate spell-like abilities.

Improved Darkvision (Ex): At 2nd level, a drow paragon's darkvision range increases by 30 feet.

Light Sensitivity (Ex): A 2nd-level drow paragon's light blindness is lessened to light sensitivity. Instead of being blinded by bright light, she is merely dazzled in bright sunlight or within the radius of a daylight spell.

Ability Boost (Ex): At 3rd level, a drow paragon's Dexterity score increases by 2 points.
-Derived from OGC
 
Last edited by a moderator:
Prestige Classes - J to R

LEARNER
The profession of learner is perhaps one of the most eccentric ones available. Unlike any other group, the learners gain their abilities not from training or knowledge, but through directly experiencing them at the claws of monsters.

Though it is easy enough to define what it is that a learner does, it is not so easy to classify them as a group. Each learner has come across different monsters in their individual careers, leading to an array of abilities that are unique for each learner. Some learners are generalists, learning abilities from a wide variety of monsters, while others focus on a very small subset of creatures and emulate their abilities to the fullest, while still others most focus on a specific type of creature and learn abilities only from them. It is for this reason, as well, that trying to recruit a learner for a task is difficult and sometimes frustrating: you never know what you'll get.

As NPCs, learners are usually not encountered in peaceful settings. They are often found in the wilderness, hunting down and researching monsters.

Hit Die: d6.

REQUIREMENTS
To qualify to become a learner, a character must fulfill the following requirements.
BAB: +4.
Skills: Knowledge (arcana) 6 ranks, Knowledge (nature) 6 ranks.
Feats: Endurance.
Spells: Able to spontaneously cast at least 3rd-level arcane spells.

CLASS SKILLS
The learner’s class skills are Concentration (Con), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (Dungeoneering) (Int), Knowledge (Nature) (Int), Knowledge (Religion), Knowlege (The Planes) (Int), Profession (Wis), Ride (Dex), Spot (Wis), Sense Motive (Wis), and Spellcraft (Int).

Skill Points at Each Additional Level: 4 + Intelligence modifier

Code:
[color=white][b]TABLE L-1: THE LEARNER

		Fort 	Will 	Ref
Lvl	BAB 	Save 	Save 	Save 	Special[/b]
1 	+0 	+0 	+2 	+0 	Observation, Lore, Self-Study
2 	+1 	+0 	+3 	+0 	Examine
3 	+2 	+1 	+3 	+1
4 	+3 	+1 	+4 	+1 	Conversion
5 	+3 	+1 	+4 	+1
6 	+4 	+2 	+5 	+2 	Analyze
7 	+5 	+2 	+5 	+2
8 	+6 	+2 	+6 	+2	Resistance
9 	+6 	+3 	+6 	+3
10	+7 	+3 	+7 	+3 	Continual Learning[/color]
CLASS FEATURES
All the following are class features of the learner prestige class.

Weapon and Armor Proficiency: Learners gain no new proficiencies.

When in light armor, a learner does not suffer from arcane spell failure when using her talents (see below).

Talents (Sp): Learners do not prepare or cast spells as more standard users of magic do. Instead, they utilize the abilities of monsters that they have learned through direct interaction with creatures; these abilities are known simply as talents. A learner can use any talent she knows at will (though she is limited to a set number per day), with the following qualifications:

A learner's talents are spell-like abilities, even if the ability they mimic are supernatural; using a talent is therefore at least a standard action (if the ability the talent was learned from took longer, then it takes that long instead) and provokes an attack of opportunity. A talent can be disrupted, just as a spell can be ruined during casting. A learner is entitled to a Concentration check to successfully use a talent if she is hit by an attack while concentrating, just as a spellcaster would be. A learner can choose to use a talent defensively, by making a successful Concentration check, to avoid provoking attacks of opportunity. A learner's talents are subject to spell resistance unless a talent's description specifically states otherwise. A learner's caster level with her talents is equal to her learner level + her caster level in her previous arcane spellcasting class (if she had more than one, she uses to meet the prerequisites of the learner class; if more than one fulfill this criteria, then she may choose which class to use). All of a learner's talents have an equivalent spell level equal the minimum learner level to use them.

The save DC for a talent (if it allows a save) is 10 + equivalent spell level + the learner's Charisma modifier. Since spell-like abilities are not spells, a learner cannot benefit from the Spell Focus feat. She can, however, benefit from the Ability Focus feat (note that the learner must choose a specific talent this feat applies to, rather than her talents as a whole). Also, she can learn the feats Empower Spell-Like Ability and Quicken Spell-Like Ability; when she takes one of these feats, she chooses one of her talents to apply them to. The learner must obey the restrictions on spell level regarding which talent she may choose (using her learner level as her caster level and the talent's effective spell level as its spell level), and retains the restriction on uses per day (she can only use the empowered or quickened version of the talent three times per day).

As the learner progresses, she gains the ability to learn more talents, as shown on Table L-2: Learner Talents.

A learner's talents work exactly as specified in the description of the monster ability. If the monster would require a specific item to use the ability, the learner must have that item to utilize the talent; the item works as a spell focus and is not consumed, unless otherwise stated in the monster ability's description. All talents also have a somatic component, and some may have a verbal component dependent on the talent in question (usually specified in the monster ability's description). If the ability does not have a duration listed, or is a continuous ability, the learner's talent lasts for 1 round/learner level.

To use a talent, the learner has only to expend a single use of her talents/day. This is true for any talent she knows.

A learner can only use talents whose minimum learner level she meets. She can still learn any ability on the learner ability list (see below), but she cannot use an ability without having the minimum learner level listed.

In addition, certain talents require a focus; these abilities make note of a specific item the creature the ability was learned from must have, and the learner must attain the noted item from the creature the ability was learned from. The item does not have to necessarily be taken from that specific creature, but it must be a creature of the same kind (for example, to use a trumpet archon's trumpet ability, a learner must have a trumpet archon's trumpet).

Note that a learner can only learn talents from monster abilities that are inherent. An ability gained from class levels or feats cannot be learned as a talent. An ability that is part of a set of abilities listed under "Spell-like Abilities" cannot be learned; only abilities listed as "Ability Name (Sp or Su)" can be learned. Multiple abilities listed under (Su) can be learned, however.

Finally, unlike other spell-like abilities, talents are subject to arcane spell failure.

Code:
[color=white][b]TABLE L-2: LEARNER TALENTS

Lvl 	Talents/Day 	Talents Known[/b]
1 	2 + Wis mod 	3 + Int mod
2 	3 + Wis mod 	5 + Int mod
3 	5 + Wis mod 	7 + Int mod
4 	6 + Wis mod 	9 + Int mod
5 	8 + Wis mod 	11 + Int mod
6 	9 + Wis mod 	13 + Int mod
7 	10 + Wis mod 	15 + Int mod
8 	12 + Wis mod 	17 + Int mod
9 	13 + Wis mod 	19 + Int mod
10 	15 + Wis mod 	21 + Int mod[/color]
Restricted Talents: Not all monster abilities can be used as talents - the energy used by the creature is too foreign even for a learner to replicate, or learners have yet to formulate methodology to deal with a new creature's abilities. As such, learners cannot learn the following monster abilities as talents.

TABLE L-3: RESTRICTED TALENTS
[sblock]
Code:
[color=white][b]TABLE L-3: RESTRICTED TALENTS

Monster 	Ability[/b]
Barghest 	Feed
Choker 		Quickness
Demon
--Vrock 	Dance of Ruin
Devourer 	Trap Essence
		Spell Deflection
Ghost 		Rejuvenation
Mohrg 		Create Spawn
Nightshade
--Nightcrawler 	Summon Undead
--Nightwalker 	Summon Undead
--Nightwing 	Summon Undead
Shadow 		Create Spawn
Shocker Lizard 	Stunning Shock
Spectre 	Create Spawn
Vampire 	Create Spawn
Wight 		Create Spawn[/color]
[/sblock]
TABLE L-4: RESTRICTED TALENTS - PSIONIC CREATURES[sblock]
Code:
[color=white][b]TABLE L-4: RESTRICTED TALENTS - PSIONIC CREATURES

Monster 		Ability[/b]
Caller in Darkness 	Steal Essence
Cerebrilith 		Summon Demon
Intellect 		Devourer Body Thief[/color]
[/sblock]
In addition, a learner can only learn abilities from monsters from the SRD, and cannot learn abilities from a monster introduced in a Proposal thread in LEW unless the ability is approved for use in conjunction with the learner prestige class.

The following lists are abilities that a learner can learn as talents.

TABLE L-5: LEARNER TALENT LIST[sblock]
Code:
[color=white][b]TABLE L-0: LEARNABLE ABILITY LIST
								Minimum
Creature		Ability	(Type) 				Learner Level	Focus[/b]
Allip			Babble (Su) 				2nd
			Madness (Su)				1st
			Wisdom Drain (Su)			1st
Angel
--Astral Deva		Stun (Su) 				2nd		Astral Deva's Mace
Aranea			Change Shape (Su)			4th
Archon			Aura of Menace (Su)			2nd
			Magic Circle Against Evil (Su)		3rd
			Teleport (Su)				7th
			Tongues (Su)				3rd
--Hound			Change Shape (Su)			4th
--Trumpet		Trumpet (Su)				5th		Trumpet Archon's Horn
Arrowhawk		
--Juvenile		Electricity Ray (Su)			2nd
--Adult			Electricity Ray (Su)			3rd
Assassin Vine		Entangle (Su)				1st
Barghest		Change Shape (Su)			4th
Basilisk		Petrifying Gaze (Su)			5th
Behir			Breath Weapon (Su)			8th
Belker			Smoke Form (Su)				3rd
Blink Dog		Blink (Su)				3rd
			Dimension Door (Su)			4th
Bodak			Death Gaze (Su)				7th
Celestial		Smite Evil (Su)				2nd
Chaos Beast		Corporeal Instability (Su)		7th
Chimera			Breath Weapon (Su)			3rd
Cloaker			Shadow Shift (Su)			4th
Cockatrice		Petrification (Su)			5th
Couatl			Ethereal Jaunt (Su)			7th
			Telepathy (Su)				3rd
Darkmantle		Darkness (Su)				2nd
Demon								
--Babau			Protective Slime (Su)			5th
--Balor			Flaming Body (Su)			8th
--Bebilith		Plane Shift (Su)			7th
--Dretch		Telepathy (Su)				2nd
--Glabrezu		True Seeing (Su)			6th
--Marilith		True Seeing (Su)			6th
--Nalfeshnee		Smite (Su)				6th
			True Seeing (Su)			6th
--Quasit		Alternate Form (Su)			3rd
--Retriever		Eye Ray: Fire (Su)			6th
			Eye Ray: Cold (Su)			6th
			Eye Ray: Electricity (Su)		6th
			Eye Ray: Petrification (Su)		5th
			Find Target (Sp)			8th
--Succubus		Energy Drain (Su)			3rd
			Tongues (Su)				3rd
--Vrock			Stunning Screech (Su)			2nd
Destrachan		Destructive Harmonics (Su)		4th
Devil			See in Darkness (Su)			3rd
			Telepathy (Su)				2nd
--Barbed		Fear (Su)				4th
			Barbed Defense (Su)			2nd
--Bearded		Infernal Wound (Su)			3rd
--Bone			Fear Aura (Su)				4th
--Chain			Dancing Chains (Su)			5th
			Unnerving Gaze (Su)			2nd
--Erinyes		True Seeing (Su)			6th
--Horned		Fear Aura (Su)				4th
			Stun (Su)				2nd
			Infernal Wound (Su)			3rd
--Ice			Fear Aura (Su)				4th
			Slow (Su)				3rd
--Imp			Alternate Form (Su)			3rd
--Pit Fiend		Disease (Su)				4th
			Fear Aura (Su)				5th
Devourer		Energy Drain (Su)			3rd
Displacer Beast		Displacement (Su)			4th
			Resist Ranged Attacks (Su)		1st
Doppelganger		Detect Thoughts (Su)			4th
			Change Shape (Su)			4th
Dragon Turtle		Breath Weapon (Su)			4th
Dragonne		Roar (Su)				2nd
Elemental (Air)		
--Small			Whirlwind (Su)				1st
--Medium		Whirlwind (Su)				3rd
--Large			Whirlwind (Su)				5th
--Huge			Whirlwind (Su)				7th
Elemental (Water)	
--Small			Vortex (Su)				1st
--Medium		Vortex (Su)				3rd
--Large			Vortex (Su)				5th
--Huge			Vortex (Su)				7th
Ethereal Filcher	Detect Magic (Su)			1st
			Ethereal Jaunt (Su)			7th
Ethereal Marauder	Ethereal Jaunt (Su)			7th
Fiendish		Smite Good (Su)				2nd
Formian								
--Worker		Cure Serious Wounds (Sp)		3rd
			Make Whole (Sp)				2nd
--Taskmaster		Dominate Monster (Su)			9th
--Queen			Telepathy (Su)				2nd
Frost Worm		Trill (Su)				2nd
			Breath Weapon (Su)			5th
Genie			Plane Shift [Limited] (Su)		7th
--Djinn			Whirlwind (Su)				5th
--Noble Djinn		Wish (Sp)				10th
--Efreet		Change Size (Su)			2nd
--Janni			Change Size (Su)			2nd
Gaele			Gaze (Su)				5th
			Alternate Form (Su)			7th
			Protective Aura (Su)			5th
			Tongues (Su)				3rd
Ghost			Corrupting Gaze (Su)			5th
			Corrupting Touch (Su)			1st
			Draining Touch (Su)			4th
			Frightful Moan (Su)			3rd
			Horrific Appearance (Su)		5th
			Malevolence (Su)			6th
			Manifestation (Su)			3rd
			Telekinesis (Su)			5th
Ghoul			Ghoul Fever (Su)			3rd
Gibbering Mouther	Gibbering (Su)				4th
			Ground Manipulation (Su)		1st
Golem (Clay)		Haste (Su)				3rd
Golem (Stone)		Slow (Su)				3rd
Gorgon			Breath Weapon (Su)			7th
Hag (Green)		Weakness (Su)				5th
Hag (Sea)		Horrific Appearance (Su)		5th
			Evil Eye (Su)				5th
Half-Celestial		Daylight (Su)				3rd
			Smite Evil (Su)				2nd
Half-Dragon		Breath Weapon (Su)			3rd
Half-Fiend		Smite Good (Su)				2nd
Harpy			Captivating Song (Su)			4th
Hell Hound		Breath Weapon (Su)			2nd
			Fiery Bite (Su)				1st
Inevitables							
--Kolyarut		Enervation Ray (Su)			4th
			Vampiric Touch (Su)			3rd
--Marut			Fists of Thunder and Lightning (Su)	5th
Invisible Stalker	Natural Invisibility (Su)		4th
Krenshar		Scare (Su)				2nd
Lamia			Wisdom Drain (Su)			3rd
Lamasu			Magic Circle Against Evil (Su)		3rd
Leonal			Roar (Su)				7th
			Lay on Hands (Su)			6th
			Protective Aura (Su)			5th
			Speak with Animals (Su)			1st
Lich			Fear Aura (Su)				3rd
			Paralyzing Touch (Su)			6th
			Damage Reduction (Su)			4th
Lycanthrope		Alternate Form (Su)			3rd
			Curse of Lycanthropy (Su)		4th
Medusa			Petrifying Gaze (Su)			7th
Mephit								
--Air			Breath Weapon (Su)			2nd
--Dust			Breath Weapon (Su)			2nd
--Earth			Breath Weapon (Su)			2nd
			Change Size (Su)			2nd
--Fire			Breath Weapon (Su)			2nd
--Ice			Breath Weapon (Su)			2nd
--Magma			Breath Weapon (Su)			2nd
--Ooze			Breath Weapon (Su)			2nd
--Salt			Breath Weapon (Su)			2nd
--Steam			Breath Weapon (Su)			2nd
--Water			Breath Weapon (Su)			2nd
Mohrg			Paralyzing Touch (Su)			4th
Mummy			Despair (Su)				4th
			Mummy Rot (Su)				6th
Naga								
--Dark Naga		Detect Thoughts (Su)			2nd
--Spirit Naga		Charming Gaze (Su)			3rd
Night Hag		Dream Haunting (Su)			9th		Night Hag's Heartstone
Nightmare		Flaming Hooves (Su)			1st
			Smoke (Su)				1st
			Etherealness (Su)			9th
			Astral Projection (Su)			10th
Nightshade		Desecrating Aura (Su)			3rd
--Nightcrawler		Energy Drain (Su)			4th
--Nightwalker		Crush Item (Su)				2nd
			Evil Gaze (Su)				4th
--Nightwing		Magic Drain (Su)			6th
Nymph			Blinding Beauty (Su)			5th
			Stunning Glance (Su)			3rd
			Unearthly Grace (Su)			2nd
Ogre Mage		Flight (Su)				3rd
Phantom Fungus		Greater Invisibility (Su)		4th
Phase Spider		Ethereal Jaunt (Su)			7th
Phasm			Alternate Form (Su)			4th
Planetouched							
--Aasimar		Daylight (Sp)				3rd
--Tiefling		Darkness (Sp)				2nd
Pseudodragon		Telepathy (Su)				5th
Rakshasa		Detect Thoughts (Su)			2nd
			Change Form (Su)			2nd
Rast			Paralyzing Gaze (Su)			4th
			Flight (Su)				3rd
Ravid			Positive Energy Lash (Su)		3rd
			Animate Objects (Su)			6th
			Flight (Su)				3rd
Satyr			Pipes (Su)				4th		Satyr's Pipes
Shadow			Strength Damage (Su)			2nd
Shadow Mastiff		Bay (Su)				6th
			Shadow Blend (Su)			3rd
Shield Guardian		Find Master (Su)			2nd		Shield Guardian's Amulet
			Shield Other (Sp)			2nd		Shield Guardian's Amulet
			Spell Storing (Sp)			4th
Shocker Lizard		Lethal Shock (Su)			3rd
Spectre			Energy Drain (Su)			4th
			Unnatural Aura (Su)			2nd
Sphinx								
--Androsphinx		Roar (Su)				7th
Spider Eater		Freedom of Movement (Su)		4th
Sprite								
--Grig			Fiddle (Su)				6th		Grig's Fiddle
--Nixie			Charm Person (Sp)			1st
			Water Breathing (Sp)			3rd
--Pixie			Greater Invisibility (Su)		4th
Tarrasque		Frightful Presence (Su)			4th
Treant			Animate Trees (Sp)			6th
Umber Hulk		Confusing Gaze (Sp)			4th
Unicorn			Magic Circle Against Evil (Su)		3rd
Vampire			Children of the Night (Su)		2nd
			Dominate (Su)				5th
			Energy Drain (Su)			5th
			Alternate Form (Su)			4th
			Damage Reduction (Su)			4th
			Gaseous Form (Su)			3rd
Vampire Spawn		Domination (Su)				5th
			Energy Drain (Su)			4th
			Gaseous Form (Su)			3rd
Vargouille		Shriek (Su)				6th
			Kiss (Su)				6th
Wight			Energy Drain (Su)			4th
Winter Wolf		Breath Weapon (Su)			3rd
			Freezing Bite (Su)			2nd
Wraith			Unnatural Aura (Su)			1st
			Constitution Drain (Su)			4th
--Dread			Lifesense (Su)				3rd
			Constitution Drain (Su)			5th
Xill			Planewalk (Su)				7th
Yeth Hound		Bay (Su)				2nd
			Flight (Su)				4th
Yrthak			Sonic Lance (Su)			4th
Yuan-ti								
--Halfblood		Produce Acid (Sp)			2nd
			Chameleon Power (Sp)			1st
--Abomination		Aversion (Sp)				6th
			Produce Acid (Sp)			2nd
			Chameleon Power (Sp)			1st[/color]
[/sblock]
Abilities of true dragons may be dependent upon their age category or set their saving throw DCs based upon their Frightful Presence DC. When a learner uses a talent learned from a true dragon, use her learner level as her age category, and set the saving throws of abilities that reference the dragon's Frightful Presence using the normal method of setting an ability's saving throw DC (10 + talent's spell level + learner's Cha modifier).

For dragons, all references to frightful presence are ignored; the DCs set by these abilities are set just as they are for other talents.

TABLE L-6: LEARNER TALENT LIST - TRUE DRAGONS[sblock]
Code:
[color=white][b]TABLE L-6: LEARNABLE ABILITY LIST - TRUE DRAGONS

							Minimum
Creature	Ability	(Type) 				Learner Level	Focus[/b]
Black Dragon		
--Wyrmling	Breath Weapon (Su)			1st
--Very Young	Breath Weapon (Su)			2nd
--Young		Breath Weapon (Su)			3rd
--Juvenile	Breath Weapon (Su)			4th
		Darkness (Sp)				3rd
--Young Adult	Breath Weapon (Su)			5th
--Adult		Breath Weapon (Su)			6th
		Corrupt Water (Sp)			1st
--Mature Adult	Breath Weapon (Su)			7th
--Old		Breath Weapon (Su)			8th
		Plant Growth (Sp)			3rd
--Very Old	Breath Weapon (Su)			9th
--Ancient	Breath Weapon (Su)			10th
		Insect Plague (Sp)			5th
--Wyrm		Breath Weapon (Su)			10th
--Great Wyrm	Breath Weapon (Su)			10th
		Charm Reptiles (Sp)			2nd

Blue Dragon	Create/Destroy Water (Sp)		1st
--Wyrmling	Breath Weapon (Su)			1st
--Very Young	Breath Weapon (Su)			2nd
--Young		Breath Weapon (Su)			3rd
--Juvenile	Breath Weapon (Su)			4th
--Young Adult	Breath Weapon (Su)			5th
--Adult		Breath Weapon (Su)			6th
		Ventriloquism (Sp)			1st
--Mature Adult	Breath Weapon (Su)			7th
--Old		Breath Weapon (Su)			8th
		Hallucinatory Terrain (Sp)		4th
--Very Old	Breath Weapon (Su)			9th
--Ancient	Breath Weapon (Su)			10th
		Veil (Sp)				6th
--Wyrm		Breath Weapon (Su)			10th
--Great Wyrm	Breath Weapon (Su)			10th
		Mirage Arcana (Sp)			5th

Green Dragon							
--Wyrmling	Breath Weapon (Su)			1st
--Very Young	Breath Weapon (Su)			2nd
--Young		Breath Weapon (Su)			3rd
--Juvenile	Breath Weapon (Su)			4th
--Young Adult	Breath Weapon (Su)			5th
--Adult		Breath Weapon (Su)			6th
		Suggestion (Sp)				3rd
--Mature Adult	Breath Weapon (Su)			7th
--Old		Breath Weapon (Su)			8th
		Plant Growth (Sp)			3rd
--Very Old	Breath Weapon (Su)			9th
--Ancient	Breath Weapon (Su)			10th
		Dominate Person (Sp)			5th
--Wyrm		Breath Weapon (Su)			10th
--Great Wyrm	Breath Weapon (Su)			10th

Red Dragon							
--Wyrmling	Breath Weapon (Su)			1st
--Very Young	Breath Weapon (Su)			2nd
--Young		Breath Weapon (Su)			3rd
--Juvenile	Breath Weapon (Su)			4th
		Locate Object (Sp)			2nd
--Young Adult	Breath Weapon (Su)			5th
--Adult		Breath Weapon (Su)			6th
--Mature Adult	Breath Weapon (Su)			7th
--Old		Breath Weapon (Su)			8th
		Suggestion (Sp)				3rd
--Very Old	Breath Weapon (Su)			9th
--Ancient	Breath Weapon (Su)			10th
		Find the Path (Sp)			6th
--Wyrm		Breath Weapon (Su)			10th
--Great Wyrm	Breath Weapon (Su)			10th
		Discern Location (Sp)			8th

White Dragon							
--Wyrmling	Breath Weapon (Su)			1st
--Very Young	Breath Weapon (Su)			2nd
--Young		Breath Weapon (Su)			3rd
--Juvenile	Breath Weapon (Su)			4th
		Fog Cloud (Sp)				2nd
--Young Adult	Breath Weapon (Su)			5th
--Adult		Breath Weapon (Su)			6th
		Gust of Wind (Sp)			2nd
--Mature Adult	Breath Weapon (Su)			7th
--Old		Breath Weapon (Su)			8th
		Freezing Fog (Sp)			4th
--Very Old	Breath Weapon (Su)			9th
--Ancient	Breath Weapon (Su)			10th
		Wall of Ice (Sp)			4th
--Wyrm		Breath Weapon (Su)			10th
--Great Wyrm	Breath Weapon (Su)			10th
		Control Weather (Sp)			7th

Bronze Dragon	Speak with Animals (Sp)			2nd
--Wyrmling	Breath Weapon (Su)			1st
--Very Young	Breath Weapon (Su)			2nd
--Young		Breath Weapon (Su)			3rd
--Juvenile	Breath Weapon (Su)			4th
		Endure Elements (Sp)			1st
--Young Adult	Breath Weapon (Su)			5th
--Adult		Breath Weapon (Su)			6th
		Suggestion (Sp)				3rd
--Mature Adult	Breath Weapon (Su)			7th
--Old		Breath Weapon (Su)			8th
		Control Winds (Sp)			5th
--Very Old	Breath Weapon (Su)			9th
--Ancient	Breath Weapon (Su)			10th
		Control Weather (Sp)			7th
--Wyrm		Breath Weapon (Su)			10th
--Great Wyrm	Breath Weapon (Su)			10th
		Summon Djinni (Sp)			9th

Brass Dragon	Speak with Animals (Sp)			2nd
--Wyrmling	Breath Weapon (Su)			1st
--Very Young	Breath Weapon (Su)			2nd
--Young		Breath Weapon (Su)			3rd
		Alternate Form (Su)			4th
--Juvenile	Breath Weapon (Su)			4th
--Young Adult	Breath Weapon (Su)			5th
--Adult		Breath Weapon (Su)			6th
		Create Food and Water (Sp)		3rd
		Fog Cloud (Sp)				2nd
--Mature Adult	Breath Weapon (Su)			7th
--Old		Breath Weapon (Su)			8th
		Detect Thoughts (Sp)			2nd
--Very Old	Breath Weapon (Su)			9th
--Ancient	Breath Weapon (Su)			10th
		Control Water (Sp)			4th
--Wyrm		Breath Weapon (Su)			10th
--Great Wyrm	Breath Weapon (Su)			10th
		Control Weather (Sp)			7th

Copper Dragon		
--Wyrmling	Breath Weapon (Su)			1st
--Very Young	Breath Weapon (Su)			2nd
--Young		Breath Weapon (Su)			3rd
--Juvenile	Breath Weapon (Su)			4th
--Young Adult	Breath Weapon (Su)			5th
--Adult		Breath Weapon (Su)			6th
		Stone Shape (Sp)			3rd
--Mature Adult	Breath Weapon (Su)			7th
--Old		Breath Weapon (Su)			8th
		Transmute Rock to Mud/Mud to Rock (Sp)	5th
--Very Old	Breath Weapon (Su)			9th
--Ancient	Breath Weapon (Su)			10th
		Wall of Stone (Sp)			5th
--Wyrm		Breath Weapon (Su)			10th
--Great Wyrm	Breath Weapon (Su)			10th
		Move Earth (Sp)				6th

Gold Dragon	Alternate Form (Su)			4th
--Wyrmling	Breath Weapon (Su)			1st
--Very Young	Breath Weapon (Su)			2nd
--Young		Breath Weapon (Su)			3rd
--Juvenile	Breath Weapon (Su)			4th
		Bless (Sp)				1st
--Young Adult	Breath Weapon (Su)			5th
--Adult		Breath Weapon (Su)			6th
		Luck Bonus (Sp)				2nd
--Mature Adult	Breath Weapon (Su)			7th
--Old		Breath Weapon (Su)			8th
		Geas/Quest (Sp)				7th
		Detect Gems (Sp)			2nd
--Very Old	Breath Weapon (Su)			9th
--Ancient	Breath Weapon (Su)			10th
		Sunburst (Sp)				8th
--Wyrm		Breath Weapon (Su)			10th
--Great Wyrm	Breath Weapon (Su)			10th
		Foresight (Sp)				9th

Silver Dragon	Alternate Form (Su)			4th
		Cloudwalking (Su)			6th
--Wyrmling	Breath Weapon (Su)			1st
--Very Young	Breath Weapon (Su)			2nd
--Young		Breath Weapon (Su)			3rd
--Juvenile	Breath Weapon (Su)			4th
		Feather Fall (Sp)			1st
--Young Adult	Breath Weapon (Su)			5th
--Adult		Breath Weapon (Su)			6th
		Fog Cloud (Sp)				2nd
--Mature Adult	Breath Weapon (Su)			7th
--Old		Breath Weapon (Su)			8th
		Control Winds (Sp)			5th
--Very Old	Breath Weapon (Su)			9th
--Ancient	Breath Weapon (Su)			10th
		Control Weather (Sp)			7th
--Wyrm		Breath Weapon (Su)			10th
--Great Wyrm	Breath Weapon (Su)			10th
		Reverse Gravity (Sp)			7th[/color]
[/sblock]
The abilities of some psionic creatures may mention the expenditure of psionic power points; a learner may ignore such requirements.

TABLE L-7: LEARNER TALENT LIST - PSIONIC CREATURES[sblock]
Code:
[color=white][b]TABLE L-7: LEARNER TALENT LIST - PSIONIC CREATURES

							Minimum
Creature		Ability (Type)			Learner Level	[/b]
Astral Construct	Smite (Su)			1st
			Concussion (Ps)			4th
			Dimension Slide (Ps)		3rd
			Energy Bolt (Ps)		5th
			Natural Invisibility (Su)	4th	
Brain Mole		Hide Mind (Su)			1st
			Power Conversion (Su)		2nd
Caller in Darkness	Unnatural Aura (Su)		2nd
Elan			Repletion (Su)			3rd
			Resilience (Su)			2nd
			Resistance (Su)			1st
Gray Glutton		Null Psionic Exhalation (Su)	4th	
Neothelid		Breath Weapon (Su)		7th
Psion-Killer		Dispel Psionics (Su)		3rd
Puppeteer		Hide Mind (Su)			1st
			Telepathy (Su)			4th
Temporal Filcher	Time Filch (Su)			5th
Thought Eater		Eat Thoughts (Su)		3rd
			Ethereal Jaunt (Su)		7th
Thought Slayer		Mind Consuming Gaze (Su)	6th
			Ethereal Jaunt (Su)		7th
Unbodied		Telekinetic Force (Su)		3rd
			Assume Likeness (Su)		3rd
			Hide Mind (Su)			1st
Xeph			Burst (Su)			1st[/color]
[/sblock]
Observation (Su): The primary way that a learner learns her talents is through observation. As a standard action, a learner can watch monsters present within 60 feet. If any of them should use an Su or Sp ability until the learner’s next action, the learner may attempt to learn the talent associated with that ability.

In order to learn the talent, the learner must make a Knowledge check against the Su or Sp ability’s saving throw DC. If it doesn’t have one, the DC to learn the ability is 10 + one-half the monster’s HD + the monster’s Charisma modifier (if the modifier is less than +0, it is considered +0 for purposes of learning). If the learner succeeds, she learns the talent associated with that ability, so long as she has not learned her maximum number of talents.

The specific Knowledge check depends upon the type of the monster the ability is being learned from.
Code:
[color=white][b]TABLE L-8: KNOWLEDGE SKILLS USED FOR OBSERVATION

Knowledge (...) 	Monster Types[/b]
Arcana 			constructs, dragons, magical beasts
Dungeoneering 		aberrations, oozes
Nature 			animals, fey, giants, humanoids, monstrous humanoids,
			plants, vermin
Religion 		undead
The Planes 		elementals, outsiders[/color]
If he does not have an available talent slot, she can still learn the talent, though she must switch out a talent she already knows to do so. The learner can do this as a move action; however, she must choose to do so within a number of rounds after she would have normally learned the talent equal to her Wisdom modifier. The learner permanently loses the swapped-out talent, but she can attempt to relearn it normally.

Example: A learner with a Wisdom of 14 has no open talent slots, and is subjected to a basilisk's gaze. Surviving, she wants to try to learn the talent. To do so, she must take a move action within 2 rounds of being subjected to the basilisk's gaze to learn that talent, and she must lose another talent to make room for the new one.

If the learner fails, she does not learn the talent. However, the next time she attempts to learn that talent in the same combat, she gets a +1 competence bonus on her Knowledge check to learn the talent for each time she has failed.

If the learner is attacked with an Su or Sp ability while observing, she gets a +4 bonus on the Knowledge check to learn that talent.

Observation requires that the learner have a line of effect and line of sight to the creature being observed. If the ability also has a vocal or sonic component, the learner must also be able to clearly hear the creature.

Lore: Learners are well-versed in the nature of monstrosities. As such, she may make a special knowledge check with a bonus equal to her learner level + her Intelligence modifier to see whether she knows some relevant information concerning a monster or learner talent.
Code:
[color=white][b]TABLE L-9: LEARNER LORE

DC 	Type of Knowledge Examples[/b]
10 	Common, known by at least a The weaknesses of lycanthropes; more
	substantial minority of the local common learner talents.
	population.
20 	Uncommon but available, known The names of specific types of angels
	by only a few people in the area. and eladrins; unusual learner talents.
25 	Obscure, known by few, hard to The history of a race of monsters;
	come by. powerful learner talents.
30 	Extremely obscure, known by The history of an ancient, lost race;
	very few. talents learned from extinct species.[/color]
A successful lore check will not reveal the powers of a magic item related to learner talents but may given a hint as to its general function. A learner may not take 10 or take 20 on this check; this sort of knowledge is essentially random.

A learner can make a Lore check to determine what learner talents can be learned from a given monster; the DC is equal to 10 + the monster’s HD.

Self-Study: At first level, the learner may choose one of her spells known from one of her previous arcane spellcasting class. The spell chosen can be of a spell level up to one less than her maximum spell level known for that class.

The spell chosen permanently becomes one of the learner's talents, and she loses the spell from her spells known for the class she took it from (the spell cannot be replaced until she gains a level in that class that would allow her to switch out spells, at which point she may choose to gain a new spell in place of the lost spell known).

The talent gained this way has a minimum learner level equal to its equivalent spell level.

If the learner switches out the talent she learns in this manner in order to learn a new talent, she may later spend an hour in meditation to relearn it at any time. However, if she has no available talents known, she must switch out another talent, just as though she were learning the talent normally (see Observation, above).

Examine (Ex): At 2nd level, the learner gains the ability to judge an opponent’s or monster’s capabilities. As a standard action, the learner makes a Lore check, opposed by the opponent's Will save. If the learner succeeds, she determines the target’s current hit points, creature type, and what will penetrate its DR (if any). If the learner fails, she cannot attempt to use this ability on that opponent again for the rest of that day.

Effects that prevent the creature from being scryed also prevent the learner from using Examine on it.

Conversion (Su): At 4th level, the learner has mastered the art of converting her arcane energy into a shield to enable her to survive the abilities of monsters. In effect, she gains a DR equal to her Wisdom modifier. Each time this DR prevents damage, she loses one use of a talent. Each time she is dealt damage, the learner chooses whether or not to activate this ability.

A learner suffers no adverse effects from losing talent slots in this way.

Analyze (Ex): At 6th level, the learner has become adept at judging her opponents and monsters. As a standard action, the learner makes a Lore check, opposed by the opponent's Will save. If the learner succeeds, she determines the target’s current and max hit points, creature type and subtypes, how powerful its DR is and what will penetrate it (if any), and any immunities or vulnerabilities it has (if any). If the learner fails, she cannot attempt to use this ability or Examine on that opponent again for the rest of that day.

Effects that prevent the creature from being scryed also prevent the learner from using Analyze on it.

Resistance (Ex): At eighth level, the learner begins to become more resistant to conditions that would impede him and his ability to learn. He gains a +2 resistance bonus on saving throws against effects that would cause the following conditions: ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, sickened, stunned, and poisoned.

Continual Observation (Su): At 10th level, the learner has mastered the art of being continually alert. She is now considered observing at all times, and she does not need to take a standard action to observe; however, the maximum range for continual observation is 5 feet/2 learner levels.

The learner can still observe as a standard action.

LITTLE SNEAK
Hit Die: d6.

Requirements
To qualify to become a little sneak, a character must fulfill all the following criteria.
Race: Any Small or smaller race.
Feats: Alertness, Stealthy.
Skills: Hide 8 ranks, Listen 4 ranks, Move Silently 8 ranks, Search 4 ranks, Spot 4 ranks.

Class Skills
The little sneak’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).

Skill Points at Each Level: 4 + Int modifier.

Code:
[b]Table: Little Sneak[/b]

[b]Level   BAB  Fort  Refl  Will  Special[/b]

 1st    +0    +0    +2    +0   Stealth Mastery, Blind Sense 10 ft.
 2nd    +1    +0    +3    +0   Fast Movement +10 ft. 
 3rd    +2    +1    +3    +1   Sneak Attack +1d6, Blind Sight 5 ft. 
 4th    +3    +1    +4    +1   Traceless
 5th    +3    +1    +4    +1   Blind Sense 20 ft. 
 6th    +4    +2    +5    +2   Sneak Attack +2d6
 7th    +5    +2    +5    +2   Hide in Plain Sight, Blind Sight 10 ft.
 8th    +6    +2    +6    +2   Fast Movement +20 ft.
 9th    +6    +3    +6    +3   Sneak Attack +3d6, Blind Sense 30 ft. 
10th    +7    +3    +7    +3   Obscure Presence
Class Features
All of the following are Class Features of the little sneak prestige class.

Weapon and Armor Proficiency: Little sneaks gain no proficiency with any weapon or armor.

Stealth Mastery: The arts of stealth are so ingrained in his way of life, that a little sneak constantly and consistantly moves stealthily without having to think about it. A little sneak may take 10 on hide and Move Silently checks even if stress and distractions would normally prevent him from doing so.

Blindsense (Su): In order to avoid detection, a little sneak must often get along without light sources. He develops keen senses to find his way even in the dark. At 1st level little sneaks gain blindsense with a range of 10 feet. At 5th level the range increases to 20 feet and at 9th level to 30 feet.

Fast Movement (Ex): When things go wrong, a little sneak must be able to escape as quickly and silently as possible. At 2nd level a sneak’s base land speed increases by +10 feet. At 8th level this bonus increases to +20 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the little sneak’s speed because of any load carried or armor worn.

Blindsight (Su): A little sneak's heightened senses become so sharp as to develop almost into a sixth sense, allowing him to pinpoint nearby objects and creatures, even if he cannot see them. At 3rd level little sneaks gain blindsight with a range of 5 feet. At 7th level the range increases to 10 feet.

Sneak Attack: This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 at 3rd level and every third level thereafter (3rd, 6th, and 9th). If a little sneak gets a sneak attack bonus from another source the bonuses on damage stack.

Traceless (Ex): Little sneaks that can be easily tracked down rarely survive for long. Starting at 4th level a little sneak leaves no trail when moving at his base movement rate or less and cannot be tracked. He may choose to leave a trail if so desired.

Hide in Plain Sight (Ex): For an expert little sneak, a blink of an eye is the only opportunity he needs to find a hiding place. A little sneak of 8th level or higher can use the Hide skill even while being observed, as long as he is within 10' of any cover or concealment.

Obscure Presence (Su): Masterful little sneaks are so inconspicuous, that they have a knack of blending into any setting. A 10th level little sneak can use the Hide skill, even if the terrain doesn’t grant cover or concealment, as long as he is not being directly observed.
-Created by Pbartender


OUTRIDER
The Outriders are renowned warriors, masters of mounted combat. Originally a Halfling tradition, other races have learned the skills of the outrider and have formed their own ranks. Outriders are valued as cavalry, as well as lone scouts who can ride quickly to and from enemy lines. Many villages value an outrider as a necessary part of the town guard.

Hit Die: d10.
Requirements
To qualify to become an Outrider, a character must fulfill all the following criteria.
Base Attack Bonus: +5
Skills: Handle Animal 8 ranks, Ride 8 Ranks
Feats: Mounted Combat, Ride by Attack

Class Skills
The Outrider’s class skills (and the key ability for each skill) are Balance (Dex), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Ride (Dex), and Survival (Wis).
Skill Points at Each Level: 2 + Int modifier.

Code:
[B]Table: The Outrider
Level	BAB	Fort	Wil	Ref	Special[/B]
1st	+1	+2	+0	+0	Mount Bonding
2nd	+2	+3	+0	+0	Ride Proficiency
3rd	+3	+3	+1	+1	Sturdy in the Saddle
4th	+4	+4	+1	+1	Mounted Full Attack
5th	+5	+4	+1	+1	Improved Mount Control
Class Features
All the following are Class Features of the Outrider prestige class.

Weapon and Armor Proficiency: An Outrider is proficient with all simple and martial weapons, light armor, medium armor, and heavy armor, and all shields(Except Tower).
Mount Bonding (Su): An Outrider forms a tight bond with their mounts that becomes almost supernatural or spiritual. If the Outrider has the Special Mount class feature, or uses an Animal Companion as a mount, their outrider levels add to their effective level for any special bonuses that these animals may get. (So, an 8th level Ranger/ 3rd level Outrider is considered 7th level for their animal companion if it is their mount) Otherwise, the mount can be any mount the Outrider can use. This special bond takes one month to form, and lasts until the mount dies, or the Outrider is without the mount for 6 months, though the bond with an ex-mount can be recovered in only a week instead of the usual month.
Code:
[B] 	Bonus 	NA 	Str 	Int 	
Level	HD	Adj.	Adj.	Adj.	Special[/B]
1st 	+1 	+1 	+1 	+1	Empathic link, Share Spells
2nd 	+2 	+2 	+1 	+1 	Evasion
3rd 	+3 	+3 	+2 	+2 	Iron Will
4th 	+4 	+4 	+2 	+2 	Improved Speed
5th	+5	+5	+3	+3	Improved Evasion
Empathic Link (Ex): A Outrider can handle her mount as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The Outrider gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding a mount.
Share Spells (Ex): At the Outrider’s option, she may have any spell (but not any spell-like ability) she casts upon herself also affect her animal companion. The animal companion must be within 5 feet of her at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the mount if the mount moves farther than 5 feet away and will not affect the mount again, even if it returns to the Outrider before the duration expires.
Additionally, the Outrider may cast a spell with a target of “You” on her mount (as a touch range spell) instead of on herself. An Outrider and her mount can share spells even if the spells normally do not affect creatures of the companion’s type (animal).
Evasion (Ex): If a mount is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.
Iron Will: A mount gains the feat Iron Will. If the mount already has Iron Will, the mount then gains a feat of his or her choice
Improved Speed (Ex): A mount gains a +10 bonus to it’s base speed.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a mount takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.

Ride Proficiency (Ex): An outrider may add his outrider level as a competence bonus to any ride checks.
Sturdy in the Saddle (Ex): The outrider learns to maintain his balance and composure while in the saddle. Any penalties for being in the saddle are cut in half. This is cumulitive with any feats that reduce the effect as well (IE, cuts penalties by half after other feats, resulting in 1/4 for the Mounted Archery penalties for example). Also, the Outrider gains a +5 compitence bonus to Balance while mounted, and can take a 10 when mounting or dismounting.
Mounted Full Attack (Ex): An outrider may make a full attack from the back of their mount even if their mount moved up to one full move. This may not be done when charging or making a double move.
Improved Mount Control (Ex): An Outrider may make a single turn of up to 90 degrees while charging, though the mount must move at least 10 feet after the turn for it to be considered a charge. To do this, the rider must make a ride check with a DC of 30. If the check fails, the mount continues on for 10 feet beyond where it tried to turn and stops, loosing the rest of its actions.
- Created by Bront
 
Last edited by a moderator:

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