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<blockquote data-quote="Living Enworld Judge" data-source="post: 2464769" data-attributes="member: 13889"><p><strong>Prestige Classes - S to Z</strong></p><p></p><p><span style="font-size: 15px">SEEKER OF THE ELEMENTAL SONG</span></p><p>The Seekers of the Elemental Song see and hear the music of the world a bit differently, and seek to learn the song that unlocks them. They believe that song mastered the chaos that helped to form and command the elements to work together. They hope to master the elements and the chaos surrounding them by learning the full Song of the Elements.</p><p><strong>Hit Die:</strong> d6</p><p><strong>Requirements</strong></p><p>To qualify to become a Seeker, a character must fulfill all the following criteria.</p><p><strong>Skills:</strong> Perform: (Strings, Woodwinds, or Singing) 13 ranks, KN: Arcane 13 Ranks, Listen 13 Ranks, and KN: Nature 10 Ranks</p><p><strong>Feats:</strong> Skill Focus: Perform: (Strings, Woodwinds, or Singing)</p><p><strong>Special:</strong> Bardic Music, Must Speak Terran, Ignan, Auran, and Aquan</p><p><strong>Special:</strong> Must have visited or at least been near one of the six towers. Close enough to hear the song eminating from it. (Line of sight)</p><p></p><p><strong>Class Skills</strong></p><p>The Seeker’s class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Handle Animal (Cha), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Speak Language (None), Spellcraft (Int), Survival (Wis), Swim (Str).</p><p><strong>Skill Points at Each Level:</strong> 4 + Int modifier.</p><p></p><p>[code][B]Table: Seeker of the Elemental Song</p><p>Level BAB Fort Wil Ref Special[/B]</p><p>1st +0 +0 +2 +2 Bardic Music, Song of the Elements part I, Inspire Music, Spell Casting</p><p>2nd +1 +0 +3 +3 Blend Music</p><p>3rd +1 +1 +3 +3 Song of the Elements part II</p><p>4th +2 +1 +4 +4 Splice Music</p><p>5th +2 +1 +4 +4 Song of the Elements part III</p><p>6th +3 +2 +5 +5 Greater Inspire Music</p><p>7th +3 +2 +5 +5 Song of the Elements part IV</p><p>8th +4 +2 +6 +6 Meld Music</p><p>9th +4 +3 +6 +6 Song of the Elements part V</p><p>10th +5 +3 +7 +7 Song of the Elements Mastery[/code]</p><p><strong>Class Features</strong></p><p>All the following are Class Features of the Outrider prestige class.</p><p></p><p><strong>Weapon and Armor Proficiency:</strong> A Seeker gains no Weapon or Armor Proficiency beyond what they already have.</p><p><strong>Bardic Music:</strong> A Seeker gains Bardic Music as if he had gained a bard level, including any new uses of Bardic Music if he has the appropriate ranks in Perform to perform them. However, this only applies for Instrumental or Singing performances. The Seeker can not use Seeker levels or abilities with any other Perform type (such as oratory or dancing).</p><p><strong>Spell Casting:</strong> A Seeker cast spells and advances on the bard spell casting table, but they instead use the Seeker spell list. All new spells learned by taking Seeker levels (or subsequent bard levels) are drawn from the Seeker's spell list. All spells learned prior to being a Seeker are kept.</p><p><strong>Song of the Elements Parts:</strong> There are 5 parts to the Song of the Elements, Each part having a melody and a finale. At each odd level, the Seeker learns one part, and can use the melody and the finale of that part. The melody can be used and sustained as per normal bardic music rules. The finally effects work like bardic music as well, except the finales end after their effects happen, and may not be maintained.</p><p><em>Song of the Earth:</em></p><p>- Lasting Melody - This song allows the Seeker to temporarily alleviate conditions. Sufferers of Poison, Disease, Curses, Addictions, and most other malicious conditions receive a new saving through, and can opt to use the Seeker's perform bonus instead of rolling the save normally. If the save is successful, the effects of the condition are alleviated for the duration of the song, and if the song is sustained for more than a minute, this continues for one hour per seeker level. When the duration expires, the effects resume as if continuing from when they last affected the character and no time has passed. Permanent conditions, such as death, amputation, damage, and such are not subject to this power, and the DM has the final say of what is and isn't affected.</p><p>- Strength of the Stone - This song can be used to heal allies within 50 feet. The Seeker takes a full round action, and makes a perform check, and the result is the amount of HP healed, with a maximum of 5 HP per Seeker level, after which the song ends.</p><p><em>Song of the Wind:</em> </p><p>- Gusting Melody - This song creates a swirling wind around the Seeker and his allies, giving all allies who are listening a 5% miss chance per Seeker level to all ranged attacks against them. This effect ends immediately upon the end of the song.</p><p>- Whisper of the Wind - This song allows the Seeker to Teleport, much like the spell, with a range equal to 100 miles per rank in Perform, and the Seeker can take one additional person per Seeker level. In the event of a mishap, the Seeker simply does not teleport. Once the Seeker arrives at his destination, the song ends.</p><p><em>Song of the Sea</em></p><p>- Misty Melody - This song protects the seeker and his allies from energy attacks. The song absorbs a number of points of energy damage equal to the perform ranks of the seeker per round. All energy damage counts against the total. This effect end 5 rounds after the song ends.</p><p>- Babbling of the River - This song allows you to Control Weather, as per the spell, except that the song must be sung each time the Seeker wishes to change the weather again. The song takes one full round to perform, and ends the round after it begins.</p><p><em>Song of the Sun</em></p><p>- Radiant Melody - This Song allows the Seeker to turn (but not destroy) undead at a level equal to the number of perform ranks of the Seeker. The song requires concentration, and the effects wear off 1 round after the song ends.</p><p>- Essence of the Morning - This Song calls forth a ray of searing sunlight, scorching one opponent. The effect is a Ray that does 2d6 per Seeker level (4d6 vs. Undead and creatures vulnerable to sunlight/fire), and is a ranged touch attack using the Seeker's perform check to hit. After the strike, the song ends.</p><p><em>Song of Chaos</em></p><p>- Jarring Melody - This song clouds the minds of those who hear the song. Up to 3 opponents per level of the Seeker within that can hear the Seeker must make a Will save DC 10 + the number of ranks in Perform of the type used to enact the song or act as if under the Confusion spell. This effect requires concentration to maintain, and ends immediately upon the song ending.</p><p>- Absence of Order - This Song calls down the destructive power of Chaos. When a Seeker spends a full round action to call this song, chaotic energy rises up to strike his enemies, striking one opponent at random per seeker level within 50' of the Seeker for 1d8 points of damage per seeker level, Reflex save for Half. Save DC is 10 + the number of ranks in Perform of the type used to enact the song, and the damage energy is determined at random (Roll a D10, 1-2: Fire, 3-4: Cold, 5-6: Acid, 7-8: Sonic, 9-10: Electricity)</p><p><strong>Inspire Music:</strong> The Seeker is so musically inspiring, that he brings out the innate musical talent in those who listen to his song. When performing without bardic music, one ally per Seeker class level can use the perform skill as if they had a number of ranks equal to 1 + Seeker's class level. These ranks to not count for others using their own bardic music. This effect lasts for one hour, and does not cost a bardic music use.</p><p><strong>Blend Music:</strong> The Seeker can combine two bardic music effects (Including Song of the Elements parts). Each effect is considered a separate use of the bardic music ability as if they had been used separately. If either or both effects require concentration, the seeker can use a standard action to maintain both of them. Normal stacking rules for benefits and bonuses still apply, and if the song ends (either from loosing concentration, or other stipulations), it ends for both effects, and rules for what happens are handled normally. Concentration checks made while blending music are made at a -5.</p><p><strong>Splice Music:</strong> The Seeker can work in the beginning and ends of bardic music effects into the current performance. This means that the Seeker can begin a second bardic music effect while maintaining a current one (and only one). This is a swift action, and once done, the seeker is considered to be using the blend music effect. Also, a Seeker can end one effect without ending both when using the blend music special ability. To end one and only one effect requires a DC 15 concentration check (Without the blending penalty). Failure indicates that both effects were ended.</p><p><strong>Greater Inspire Music:</strong> As Inspire Music, except it now grants use of the perform skill as if they had a number of ranks equal to twice the Seeker's class level. All other aspects of the power remain unchanged.</p><p><strong>Meld Music:</strong> If the Seeker is only using one Bardic Music effect, a Seeker can cast a bard spell by making a concentration check vs. a DC of 15 + Spell Level of the spell trying to be cast. Failure means that the spell is expended, but does not break the bardic music effect. Ending a song using Splice Music no longer requires a concentration check, and is automatically successful.</p><p><strong>Song of the Elements Mastery:</strong> The Seeker can sing the Song of the Elements in it's entirety. The Seeker must start from scratch (No songs started), and beings the first part of the Song of the Elements, and the effects of melody and the finally (if desired) happen. Next Round, the Seeker starts a second part, again with melody and finally (if desired) happening, while previous melody effects remain. This continues until all 5 parts have been sung, at which point the Seeker can maintain all 5 parts at the same time. This costs two daily bardic music uses, and may not be used with Blend, or Splice Music, though Meld Music can be used once the Song of the Elements is complete. Failure of any concentration checks result in the ending of the entire song. The songs can be sung in any particular order.</p><p></p><p>[sblock=Spell List]<span style="font-size: 9px"><strong><u>Seeker's Seeker List:</u></strong></span></p><p><span style="font-size: 9px"><strong>0-Level Bard Spells (Cantrips)</strong></span></p><p><span style="font-size: 9px">Create Water: Creates 2 gallons/level of pure water. </span></p><p><span style="font-size: 9px">Daze: Humanoid creature of 4 HD or less loses next action. </span></p><p><span style="font-size: 9px">Detect Magic: Detects spells and magic items within 60 ft. </span></p><p><span style="font-size: 9px">Flare: Dazzles one creature (-1 on attack rolls). </span></p><p><span style="font-size: 9px">Ghost Sound: Figment sounds. </span></p><p><span style="font-size: 9px">Know Direction: You discern north. </span></p><p><span style="font-size: 9px">Light: Object shines like a torch. </span></p><p><span style="font-size: 9px">Mage Hand: 5-pound telekinesis. </span></p><p><span style="font-size: 9px">Mending: Makes minor repairs on an object. </span></p><p><span style="font-size: 9px">Message: Whispered conversation at distance. </span></p><p><span style="font-size: 9px">Prestidigitation: Performs minor tricks. </span></p><p><span style="font-size: 9px">Read Magic: Read scrolls and spellbooks. </span></p><p><span style="font-size: 9px">Resistance: Subject gains +1 on saving throws. </span></p><p><span style="font-size: 9px">Summon Instrument: Summons one instrument of the caster’s choice. </span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px"><strong>1st-Level Seeker Spells</strong></span></p><p><span style="font-size: 9px">Alarm: Wards an area for 2 hours/level. </span></p><p><span style="font-size: 9px">Cause Fear: One creature of 5 HD or less flees for 1d4 rounds. </span></p><p><span style="font-size: 9px">Charm Person: Makes one person your friend. </span></p><p><span style="font-size: 9px">Comprehend Languages: You understand all spoken and written languages. </span></p><p><span style="font-size: 9px">Confusion, Lesser: One creature is confused for 1 round. </span></p><p><span style="font-size: 9px">Cure Light Wounds: Cures 1d8 damage +1/level (max +5). </span></p><p><span style="font-size: 9px">Disguise Self: Changes your appearance. </span></p><p><span style="font-size: 9px">Endure Elements: Exist comfortably in hot or cold environments</span></p><p><span style="font-size: 9px">Expeditious Retreat: Your speed increases by 30 ft. </span></p><p><span style="font-size: 9px">Feather Fall: Objects or creatures fall slowly. </span></p><p><span style="font-size: 9px">Hideous Laughter: Subject loses actions for 1 round/ level. </span></p><p><span style="font-size: 9px">Hypnotism: Fascinates 2d4 HD of creatures. </span></p><p><span style="font-size: 9px">Magic Mouth: Speaks once when triggered. </span></p><p><span style="font-size: 9px">Magic Aura: Alters object’s magic aura. </span></p><p><span style="font-size: 9px">Obscuring Mist: Fog surrounds you.</span></p><p><span style="font-size: 9px">Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels. </span></p><p><span style="font-size: 9px">Sanctuary: Opponents can’t attack you, and you can’t attack.</span></p><p><span style="font-size: 9px">Speak with Animals: You can communicate with animals. </span></p><p><span style="font-size: 9px">Ventriloquism: Throws voice for 1 min./level. </span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px"><strong>2nd-Level Seeker Spells</strong></span></p><p><span style="font-size: 9px">Alter Self: Assume form of a similar creature. </span></p><p><span style="font-size: 9px">Animal Messenger: Sends a Tiny animal to a specific place. </span></p><p><span style="font-size: 9px">Animal Trance: Fascinates 2d6 HD of animals. </span></p><p><span style="font-size: 9px">Blindness/Deafness: Makes subject blind or deaf. </span></p><p><span style="font-size: 9px">Calm Emotions: Calms creatures, negating emotion effects. </span></p><p><span style="font-size: 9px">Cat’s Grace: Subject gains +4 to Dex for 1 min./level. </span></p><p><span style="font-size: 9px">Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10). </span></p><p><span style="font-size: 9px">Continual Flame: Makes a permanent, heatless torch.</span></p><p><span style="font-size: 9px">Darkness: 20-ft. radius of supernatural shadow. </span></p><p><span style="font-size: 9px">Daze Monster: Living creature of 6 HD or less loses next action. </span></p><p><span style="font-size: 9px">Delay Poison: Stops poison from harming subject for 1 hour/ level. </span></p><p><span style="font-size: 9px">Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level. </span></p><p><span style="font-size: 9px">Enthrall: Captivates all within 100 ft. + 10 ft./level. </span></p><p><span style="font-size: 9px">Fog Cloud: Fog obscures vision. </span></p><p><span style="font-size: 9px">Fox’s Cunning: Subject gains +4 to Int for 1 min./level. </span></p><p><span style="font-size: 9px">Gust of Wind: Blows away or knocks down smaller creatures.</span></p><p><span style="font-size: 9px">Glitterdust: Blinds creatures, outlines invisible creatures. </span></p><p><span style="font-size: 9px">Heroism: Gives +2 on attack rolls, saves, skill checks. </span></p><p><span style="font-size: 9px">Hold Person: Paralyzes one humanoid for 1 round/level. </span></p><p><span style="font-size: 9px">Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures. </span></p><p><span style="font-size: 9px">Make Whole: Repairs an object.</span></p><p><span style="font-size: 9px">Pyrotechnics: Turns fire into blinding light or choking smoke. </span></p><p><span style="font-size: 9px">Rage: Gives +2 to Str and Con, +1 on Will saves, -2 to AC. </span></p><p><span style="font-size: 9px">Scare: Panics creatures of less than 6 HD. </span></p><p><span style="font-size: 9px">Shatter: Sonic vibration damages objects or crystalline creatures. </span></p><p><span style="font-size: 9px">Silence: Negates sound in 20-ft. radius. </span></p><p><span style="font-size: 9px">Sound Burst: Deals 1d8 sonic damage to subjects; may stun them. </span></p><p><span style="font-size: 9px">Suggestion: Compels subject to follow stated course of action. </span></p><p><span style="font-size: 9px">Tongues: Speak any language. </span></p><p><span style="font-size: 9px">Whispering Wind: Sends a short message 1 mile/level. </span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px"><strong>3rd-Level Seeker Spells</strong></span></p><p><span style="font-size: 9px">Blink: You randomly vanish and reappear for 1 round/level. </span></p><p><span style="font-size: 9px">Charm Monster: Makes monster believe it is your ally. </span></p><p><span style="font-size: 9px">Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level. </span></p><p><span style="font-size: 9px">Confusion: Subjects behave oddly for 1 round/level. </span></p><p><span style="font-size: 9px">Crushing Despair: Subjects take -2 on attack rolls, damage rolls, saves, and checks. </span></p><p><span style="font-size: 9px">Cure Serious Wounds: Cures 3d8 damage +1/level (max +15). </span></p><p><span style="font-size: 9px">Daylight: 60-ft. radius of bright light. </span></p><p><span style="font-size: 9px">Dispel Magic: Cancels magical spells and effects. </span></p><p><span style="font-size: 9px">Fear: Subjects within cone flee for 1 round/level. </span></p><p><span style="font-size: 9px">Gaseous Form: Subject becomes insubstantial and can fly slowly. </span></p><p><span style="font-size: 9px">Geas, Lesser: Commands subject of 7 HD or less. </span></p><p><span style="font-size: 9px">Good Hope: Subjects gain +2 on attack rolls, damage rolls, saves, and checks. </span></p><p><span style="font-size: 9px">Meld into Stone: You and your gear merge with stone.</span></p><p><span style="font-size: 9px">Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.</span></p><p><span style="font-size: 9px">Protection from Energy: Absorb 12 points/level of damage from one kind of energy. </span></p><p><span style="font-size: 9px">Quench: Extinguishes nonmagical fires or one magic item. </span></p><p><span style="font-size: 9px">Remove Blindness/Deafness: Cures normal or magical conditions.</span></p><p><span style="font-size: 9px">Remove Curse: Frees object or person from curse. </span></p><p><span style="font-size: 9px">Remove Disease: Cures all diseases affecting subject.</span></p><p><span style="font-size: 9px">Scrying: Spies on subject from a distance. </span></p><p><span style="font-size: 9px">Sculpt Sound: Creates new sounds or changes existing ones. </span></p><p><span style="font-size: 9px">Searing Light: Ray deals 1d8/two levels damage, more against undead.</span></p><p><span style="font-size: 9px">Sending: Delivers short message anywhere, instantly.</span></p><p><span style="font-size: 9px">Sleet Storm: Hampers vision and movement</span></p><p><span style="font-size: 9px">Speak with Plants: You can talk to normal plants and plant creatures. </span></p><p><span style="font-size: 9px">Stone Shape: Sculpts stone into any shape.</span></p><p><span style="font-size: 9px">Water Breathing: Subjects can breathe underwater. </span></p><p><span style="font-size: 9px">Wind Wall: Deflects arrows, smaller creatures, and gases. </span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px"><strong>4th-Level Seeker Spells</strong></span></p><p><span style="font-size: 9px">Air Walk: Subject treads on air as if solid (climb at 45-degree angle).</span></p><p><span style="font-size: 9px">Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification. </span></p><p><span style="font-size: 9px">Control Water: Raises or lowers bodies of water.</span></p><p><span style="font-size: 9px">Contact Elemental Plane: Lets you ask question of extraplanar entity, works as Contact Other Plane, but only for the Elemental Planes.</span></p><p><span style="font-size: 9px">Cure Critical Wounds: Cures 4d8 damage +1/level (max +20). </span></p><p><span style="font-size: 9px">Detect Scrying: Alerts you of magical eavesdropping. </span></p><p><span style="font-size: 9px">Dimension Door: Teleports you short distance. </span></p><p><span style="font-size: 9px">Dominate Person: Controls humanoid telepathically. </span></p><p><span style="font-size: 9px">Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold.</span></p><p><span style="font-size: 9px">Fly: Subject flies at speed of 60 ft.</span></p><p><span style="font-size: 9px">Freedom of Movement: Subject moves normally despite impediments. </span></p><p><span style="font-size: 9px">Hold Monster: As hold person, but any creature. </span></p><p><span style="font-size: 9px">Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across. </span></p><p><span style="font-size: 9px">Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject. </span></p><p><span style="font-size: 9px">Rainbow Pattern: Lights fascinate 24 HD of creatures. </span></p><p><span style="font-size: 9px">Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away. </span></p><p><span style="font-size: 9px">Shout: Deafens all within cone and deals 5d6 sonic damage. </span></p><p><span style="font-size: 9px">Solid Fog: Blocks vision and slows movement. </span></p><p><span style="font-size: 9px">Spike Stones: Creatures in area take 1d8 damage, may be slowed. </span></p><p><span style="font-size: 9px">Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level. </span></p><p><span style="font-size: 9px">Zone of Silence: Keeps eavesdroppers from overhearing conversations. </span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px"><strong>5th-Level Seeker Spells</strong></span></p><p><span style="font-size: 9px">Commune with Nature: Learn about terrain for 1 mile/level. </span></p><p><span style="font-size: 9px">Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many creatures. </span></p><p><span style="font-size: 9px">Dispel Magic, Greater: As dispel magic, but +20 on check. </span></p><p><span style="font-size: 9px">Dream: Sends message to anyone sleeping. </span></p><p><span style="font-size: 9px">False Vision: Fools scrying with an illusion. </span></p><p><span style="font-size: 9px">Heroism, Greater: Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp. </span></p><p><span style="font-size: 9px">Mind Fog: Subjects in fog get -10 to Wis and Will checks. </span></p><p><span style="font-size: 9px">Song of Discord: Forces targets to attack each other.</span></p><p><span style="font-size: 9px">Stoneskin: Ignore 10 points of damage per attack. </span></p><p><span style="font-size: 9px">Suggestion, Mass: As suggestion, plus one subject/level. </span></p><p><span style="font-size: 9px">Teleport: Instantly transports you as far as 100 miles/level. </span></p><p><span style="font-size: 9px">Transmute Mud to Rock: Transforms two 10-ft. cubes per level. </span></p><p><span style="font-size: 9px">Transmute Rock to Mud: Transforms two 10-ft. cubes per level. </span></p><p><span style="font-size: 9px">Wall of Stone: Creates a stone wall that can be shaped. </span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px"><strong>6th-Level Seeker Spells</strong></span></p><p><span style="font-size: 9px">Cat’s Grace, Mass: As cat’s grace, affects one subject/level. </span></p><p><span style="font-size: 9px">Charm Monster, Mass: As charm monster, but all within 30 ft. </span></p><p><span style="font-size: 9px">Control Weather: Changes weather in local area. </span></p><p><span style="font-size: 9px">Cure Moderate Wounds, Mass: Cures 2d8 damage +1/level for many creatures. </span></p><p><span style="font-size: 9px">Eagle’s Splendor, Mass: As eagle’s splendor, affects one subject/level. </span></p><p><span style="font-size: 9px">Find the Path: Shows most direct way to a location. </span></p><p><span style="font-size: 9px">Flesh to Stone: Turns subject creature into statue.</span></p><p><span style="font-size: 9px">Freezing Sphere: Freezes water or deals cold damage.</span></p><p><span style="font-size: 9px">Fox’s Cunning, Mass: As fox’s cunning, affects one subject/level. </span></p><p><span style="font-size: 9px">Geas/Quest: As lesser geas, plus it affects any creature.</span></p><p><span style="font-size: 9px">Heal: Cures 10 points/level of damage, all diseases and mental conditions. </span></p><p><span style="font-size: 9px">Heroes’ Feast: Food for one creature/level cures and grants combat bonuses. </span></p><p><span style="font-size: 9px">Irresistible Dance: Forces subject to dance.</span></p><p><span style="font-size: 9px">Move Earth: Digs trenches and builds hills. </span></p><p><span style="font-size: 9px">Overland Flight: You fly at a speed of 40 ft. and can hustle over long distances. </span></p><p><span style="font-size: 9px">Scrying, Greater: As scrying, but faster and longer. </span></p><p><span style="font-size: 9px">Shout, Greater: Devastating yell deals 10d6 sonic damage; stuns creatures, damages objects. </span></p><p><span style="font-size: 9px">Stone to Flesh: Restores petrified creature. </span></p><p><span style="font-size: 9px">Sympathetic Vibration: Deals 2d10 damage/round to freestanding structure. </span></p><p><span style="font-size: 9px">True Seeing M: Lets you see all things as they really are. </span></p><p><span style="font-size: 9px">Wind Walk: You and your allies turn vaporous and travel fast.</span></p><p>[/sblock]</p><p>-Created by Bront</p><p></p><p><span style="font-size: 15px">TRADER</span></p><p></p><p><strong>Hit Die:</strong> d6</p><p></p><p><strong>Requirements</strong></p><p>To qualify to become a trader, a character must fulfill all the following criteria.</p><p><strong>Feats:</strong> Negotiator</p><p><strong>Skills:</strong> Appraise 4, Diplomacy 6, Gather Information 4, Listen 4, Profession(Merchant) 8, Sense Motive 6, Spot 4</p><p></p><p><strong>Class Skills</strong></p><p>The trader’s class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (All) (Int), Listen (Wis), Open Lock (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language(-), Spot (Wis), Use Magic Device (Cha). </p><p>Skill Points at Each Level: 6 + Int modifier.</p><p></p><p></p><p>[code]</p><p>Table: Trader</p><p></p><p>Level BAB Fort Refl Will Special</p><p></p><p> 1st +0 +0 +0 +2 Extra Language, Haggle (75%/110%)</p><p> 2nd +1 +0 +0 +3 Bargain (95%), Extra Language, Vigilant +2</p><p> 3rd +2 +1 +1 +3 Haggle (90%/120%), Extra Language, Haggle</p><p> 4th +3 +1 +1 +4 Bargain (90%), Extra Language, Vigilant +4</p><p> 5th +3 +1 +1 +4 Connected, Extra Language, Slippery Mind</p><p>[/code]</p><p><span style="font-size: 15px"><strong>Class Features</strong></span></p><p>All of the following are Class Features of the trader prestige class.</p><p></p><p><strong>Weapon and Armor Proficiency:</strong> Traders gain no new proficiencies in weapons or armor.</p><p></p><p><strong>Extra Language:</strong> Traders must constantly adapt to new markets, and so they must learn new languages with every new market. The Trader gains one new language at every level. This language can be chosen from any language that the character can gain access to.</p><p></p><p><strong>Haggle:</strong> Bartering for the best prices when selling an item is the primary skill of a merchant. At 1st level the Trader becomes more skilled at finding prices within a Market. When selling items to a friendly buyer, the Trader can often gain an edge on the standard price, earning 110% of the item's market price instead of 100%. When trading with an indifferent buyer, the Trader sells items for 75% of the item's market price. These benefits increase to 120% and 90% at 4th level.</p><p><span style="font-size: 9px"><strong>Normal:</strong> Normally when trading with an indifferent market, items are sold for half their market price. When selling to a friendly market (such as when selling specific items on request) items are sold for 100% of their market price.</span></p><p></p><p><strong>Bargain:</strong> Wise merchant's buy items at the lowest possible cost. At 2nd level the trader can buy any item from an indifferent merchant for 95% of the item's market price. At level 5, this ability improves to 90%. </p><p><span style="font-size: 9px"><strong>Normal:</strong> Normally items are purchased for 100% of their market price.</span></p><p></p><p><strong>Vigilant:</strong> A Trader who understands his foes is more likely to succeed. Whether these foes are selling faulty goods, stealing and pilfering items, or keeping secrets, a vigilant Trader is more likely to succeed in his profession. At 2nd level, the trader receives +2 competence bonus to Listen, Spot and Sense Motive checks. This bonus raises to +4 at 4th level.</p><p></p><p><strong>Connected:</strong> The Trader has the ability to acquire minor aid from anyone he or she meets. By making a favor check, a Trader can gain important information without going through the time and trouble of doing a lot of research. Favors can also be used to acquire the loan of equipment or documents, or to receive other minor assistance in the course of an adventure.</p><p>A Trader spends some Craft Point (10 times the DC) to activate this talent. To make a favor check, roll a d20 and add the Charisma bonus. The GM sets the DC based on the scope of the favor being requested. The DC ranges from 10 for a simple favor to as high as 30 for formidable and highly dangerous, expensive, or illegal favors. A Trader can't take 10 or 20 on this check, nor can he retry the check for the same (or virtually the same) favor. Favors should help advance the plot of an adventure. A favor that would enable a character to avoid an adventure altogether should always be unavailable to the character, regardless of the result of a favor check.</p><p><strong>The GM should carefully monitor a Trader's use of favors to ensure that this ability isn't abused. The success or failure of a mission shouldn't hinge on the use of a favor, and getting a favor shouldn't replace good roleplaying or the use of other skills. The GM may disallow any favor deemed to be disruptive to the game.</strong></p><p>Upon gaining this class ability, the Trader gain an extra 500 craft points.</p><p></p><p><strong>Slippery Mind:</strong> As the Rogue ability.</p><p>-Created by Velmont</p><p></p><p><span style="font-size: 15px">VENTRID SWORDSMAN</span></p><p><em>"To live and die by the sword, in a world where slighted honour is best settled at the tip of my rapier. On guarde."</em></p><p>To the Ventrid Swordsman’s life is filled with wonder and adventure. The dashing rogue, a Ventrid Swordsman carries himself light and quick, favouring little armor and a slim blade. Atop high walkways between soaring towers, to dimly lit back alleys, the Ventrid Swordsman is always alert and ready for a duel. He is an expert at agility and daring, especially with a rapier in hand. To many he is brave and charming, but to his enemies as deadly as a snake.</p><p></p><p>The Ventrid Swordsman concentrates on not only defensive maneuvers, but on skilled attacks professionally delivered to counter any style in combat. Through out a duel, lighting quick movements allow the Ventrid Swordsman to avoid damage while studying his opponent, watching for weaknesses. At just the right moment the Ventrid Swordsman attacks with a well placed thrust driving home that might doesn't always make right. But a Ventrid Swordsman doesn't just fight anyone, they always seek those with more skill, for to beat someone better than one's self will bring fame and glory.</p><p></p><p><strong>Adventurers</strong>: The call of an adventurer is very fitting for the Ventrid Swordsman for a life of daring and danger is what they yearn. Most adventuring Ventrid Swordsmen find themselves in just the right amount of danger to satisfy their needs. Sticking to the code as loosely or as strictly as they see fit an individual Ventrid Swordsman can be a welcome companion to anyone.</p><p></p><p><strong>Characteristics</strong>: The Ventrid Swordsman is an agile fighter, preferring light armor and light weapons. Daring and charismatic, the Ventrid Swordsman is a cross between a fighter and a rogue. As they gain levels, Ventrid Swordsmen become better able to avoid damage all together.</p><p></p><p><strong>Alignment</strong>: Ventrid Swordsmen can come from all walks of life and indeed from any alignment. Lawful Ventrid Swordsmen stick to a code, taking great pride in their honour. Chaotic Ventrid Swordsmen often find themselves at odds with the Law, taking the role of liberator and protector of the people to heart. Both evil and good Ventrid Swordsmen abound on all sides of the spectrum.</p><p></p><p><strong>Religion</strong>: Both Delanor and Grendath find many Ventrid Swordsmen among their worshippers. As the god of sailors and seagoing merchants, Delenor is particularly suited to those Ventrid Swordsmen who love the open sea, but have a respect for the law. Grendath appeals more widely to the danger loving heroes of freedom and exploration among the Ventrid Swordsmen. Phyrah and Taka also appeal many Ventrid Swordsmen, as they are more urban styled deities. The nature based gods such as Verdante as well as those who represent a tougher, more solid approach such as Sela and Chennet' do not have many Ventrid Swordsmen who call upon them. But among Ventrid Swordsmen, there is nothing preventing them from worshiping any one god over another.</p><p></p><p><strong>Background</strong>: Many Ventrid Swordsmen get their start in local militias or on board merchant vessels. As they are trained well in the use of all weapons, but particularly light ones, a Ventrid Swordsman is well learned in affairs of battle. Ventrid Swordsmen generally do not belong to any formal association or guild, though many search on the water as either merchants or pirates.</p><p></p><p><strong>Races</strong>: Human adaptability lends itself well to the Ventrid Swordsman, as does the lithe agility of elves, half-elves and halflings. Gnomes and dwarves don’t often fit the archetype, but some do still wander the world protecting their honour. The more savage humanoids such as Half-Orcs and Goblins rarely ever find the calling as a Ventrid Swordsman.</p><p></p><p><strong>Other Classes</strong>: Ventrid Swordsmen tend to get along with most everyone, though their more urban outlook sometimes precludes meeting the more outdoor types like the ranger, barbarian and druid. They like the support offered by spellcasters and particularly like bards who sing their fame to the masses.</p><p></p><p><strong>Role</strong>: Generally taking the role of the frontline defense in a party, the Ventrid Swordsman is at home as the charismatic diplomat too. Their dexterous skill set lends itself to the roles of information gathering and spying, though often a rogue is better at that type of skill.</p><p></p><p><span style="font-size: 12px">Game Rule Information</span></p><p><strong>Abilities</strong>: Dexterity is the most important ability for Ventrid Swordsmen, allowing them to dodge the most well-placed strikes. Intelligence also plays a big part in their abilities allowing Ventrid Swordsmen to take better advantage of combat situations by reading their opponents. Charisma play a large part in defining the archetype as well, supplementing the more diplomatic skills.</p><p></p><p><strong>Requirements</strong>:</p><ul> <li data-xf-list-type="ul"><strong>Base Attack Bonus</strong>: +4</li> <li data-xf-list-type="ul"><strong>Feats</strong>: Combat Expertise, Dodge</li> <li data-xf-list-type="ul"><strong>Skills</strong>: Balance 2 ranks, Knowledge (nobility and royalty) 2 ranks, Tumble 5 ranks.</li> </ul><p></p><p><strong>Alignment</strong>: Ventrid Swordsmen can be any alignment.</p><p></p><p><strong>Hit Die</strong>: d8</p><p></p><p><span style="font-size: 15px">Skills</span></p><p>Class Skills: The Ventrid Swordsman’s class skills (and the key ability</p><p>for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Knowledge (nobility and royalty) (Int), Move Silently (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex). </p><p></p><p>Skill Points at Higher Levels: 4 + Intelligence bonus</p><p></p><p>Table: The Ventrid Swordsman</p><p>[code]</p><p> Base Fort Ref Will</p><p>Level Attack Bonus Save Save Save Special</p><p>1st +1 +0 +2 +0 Parry</p><p>2nd +2 +0 +3 +0 Size Up Opponent +1</p><p>3rd +3 +1 +3 +1 Precision Strike, Acrobatic +1</p><p>4th +4 +1 +4 +1 Riposte</p><p>5th +5 +1 +4 +1 Size up Opponent +2</p><p>6th +6 +2 +5 +2 Acrobatic +2</p><p>7th +7 +2 +5 +2 Elaborate Parry</p><p>8th +8 +2 +6 +2 Size up Opponent +3</p><p>9th +9 +3 +6 +3 Acrobatic +3</p><p>10th +10 +3 +7 +3 Crippling Strike</p><p>[/code]</p><p></p><p><span style="font-size: 15px">Class Features</span></p><p><strong>Weapon and Armor Proficiency</strong>: The Ventrid Swordsman is proficient with all simple and martial weapons as well as light armor. Many of his abilities prohibit the use of heavier armor.</p><p></p><p><strong>Parry (Ex)</strong>: Starting at 1st level, during her action, a Ventrid Swordsman can designate an opponent and receive a dodge bonus to Armor Class against attacks from that opponent. She can select a new opponent on any action. When not wearing armor heavier than light armor or using a shield, a Ventrid Swordsman adds 1 point of Intelligence bonus (if any) per class level as a dodge bonus to Armor Class. This ability only funtions while wielding a melee weapon and only versus that one opponent. If a Ventrid Swordsman is caught flat-footed or otherwise denied her Dexterity bonus, she also loses this bonus.</p><p></p><p><strong>Size Up Opponent (Ex)</strong>: At 2nd level, if the Ventrid Swordsman spends a full round in melee with an opponent, then makes a Spot check (DC = 5 + the opponent’s melee attack bonus). If the character succeeds, she spots a weakness in the foe’s combat style and modifies her own style to take advantage of it. The character gains a +1 competence bonus to attack rolls and damage against that foe for the rest of that combat session. The bonus increases to +2 at 5th level and finally +3 at 8th level. </p><p></p><p><strong>Precision Strike (Ex)</strong>: At 3rd level, the Ventrid Swordsman is able to devote more effort into striking critical locations. On their action, before making an attack roll for the round, the Ventrid Swordsman may subtract a number from all melee attack rolls. This number may not exceed 6. Until the Ventrid Swordsman's next turn her critical threat range is increased by one half of the amount subtracted from her base attack bonus. This ability may only be used with light or one-handed weapons. For example if the Ventrid Swordsman is wielding a rapier and chooses to sacrifice 4 points from her melee attack rolls than until her next action her critical threat range is 16-20.</p><p></p><p><strong>Acrobatic (Ex)</strong>: Begining at 3rd level the Ventrid Swordsman gains a bonus to Balance, Climb, Jump, and Tumble. This is a competence bonus and begins at +1 at 3rd level. It increases to +2 at 6th level and +3 at 9th level.</p><p></p><p><strong>Riposte (Ex)</strong>: By 4th level, in melee combat, when an opponent designated by her Parry ability misses a Ventrid Swordsman by an amount no greater the dodge bonus she received from the Parry ability, the Ventrid Swordsman gains an immediate attack of opportunity against that opponent. The Ventrid Swordsman must follow all of the normal rules for making an attack of opportunity.</p><p></p><p><strong>Elaborate Parry (Ex)</strong>: At 7th level and higher, if a Ventrid Swordsman chooses to fight defensively or use total defense in melee combat, she gains an additional +1 dodge bonus to AC for every 2 levels of Ventrid Swordsman she has (maximum +5 at 10th level).</p><p></p><p><strong>Crippling Strike (Ex)</strong>: At 10th level, as a full attack action, the Ventrid Swordsman can make a single melee attack against an opponent which inflicts normal damage. If she damages her opponent, he must make a Fortitude save (DC 10 + half her level + Intelligence Bonus) or take 2 points of Strength Damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.</p><p></p><p>-Created by Erekose13</p></blockquote><p></p>
[QUOTE="Living Enworld Judge, post: 2464769, member: 13889"] [b]Prestige Classes - S to Z[/b] [SIZE=4]SEEKER OF THE ELEMENTAL SONG[/SIZE] The Seekers of the Elemental Song see and hear the music of the world a bit differently, and seek to learn the song that unlocks them. They believe that song mastered the chaos that helped to form and command the elements to work together. They hope to master the elements and the chaos surrounding them by learning the full Song of the Elements. [B]Hit Die:[/B] d6 [B]Requirements[/B] To qualify to become a Seeker, a character must fulfill all the following criteria. [B]Skills:[/B] Perform: (Strings, Woodwinds, or Singing) 13 ranks, KN: Arcane 13 Ranks, Listen 13 Ranks, and KN: Nature 10 Ranks [B]Feats:[/B] Skill Focus: Perform: (Strings, Woodwinds, or Singing) [B]Special:[/B] Bardic Music, Must Speak Terran, Ignan, Auran, and Aquan [B]Special:[/B] Must have visited or at least been near one of the six towers. Close enough to hear the song eminating from it. (Line of sight) [B]Class Skills[/B] The Seeker’s class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Handle Animal (Cha), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Speak Language (None), Spellcraft (Int), Survival (Wis), Swim (Str). [B]Skill Points at Each Level:[/B] 4 + Int modifier. [code][B]Table: Seeker of the Elemental Song Level BAB Fort Wil Ref Special[/B] 1st +0 +0 +2 +2 Bardic Music, Song of the Elements part I, Inspire Music, Spell Casting 2nd +1 +0 +3 +3 Blend Music 3rd +1 +1 +3 +3 Song of the Elements part II 4th +2 +1 +4 +4 Splice Music 5th +2 +1 +4 +4 Song of the Elements part III 6th +3 +2 +5 +5 Greater Inspire Music 7th +3 +2 +5 +5 Song of the Elements part IV 8th +4 +2 +6 +6 Meld Music 9th +4 +3 +6 +6 Song of the Elements part V 10th +5 +3 +7 +7 Song of the Elements Mastery[/code] [B]Class Features[/B] All the following are Class Features of the Outrider prestige class. [B]Weapon and Armor Proficiency:[/B] A Seeker gains no Weapon or Armor Proficiency beyond what they already have. [B]Bardic Music:[/B] A Seeker gains Bardic Music as if he had gained a bard level, including any new uses of Bardic Music if he has the appropriate ranks in Perform to perform them. However, this only applies for Instrumental or Singing performances. The Seeker can not use Seeker levels or abilities with any other Perform type (such as oratory or dancing). [B]Spell Casting:[/B] A Seeker cast spells and advances on the bard spell casting table, but they instead use the Seeker spell list. All new spells learned by taking Seeker levels (or subsequent bard levels) are drawn from the Seeker's spell list. All spells learned prior to being a Seeker are kept. [B]Song of the Elements Parts:[/B] There are 5 parts to the Song of the Elements, Each part having a melody and a finale. At each odd level, the Seeker learns one part, and can use the melody and the finale of that part. The melody can be used and sustained as per normal bardic music rules. The finally effects work like bardic music as well, except the finales end after their effects happen, and may not be maintained. [i]Song of the Earth:[/i] - Lasting Melody - This song allows the Seeker to temporarily alleviate conditions. Sufferers of Poison, Disease, Curses, Addictions, and most other malicious conditions receive a new saving through, and can opt to use the Seeker's perform bonus instead of rolling the save normally. If the save is successful, the effects of the condition are alleviated for the duration of the song, and if the song is sustained for more than a minute, this continues for one hour per seeker level. When the duration expires, the effects resume as if continuing from when they last affected the character and no time has passed. Permanent conditions, such as death, amputation, damage, and such are not subject to this power, and the DM has the final say of what is and isn't affected. - Strength of the Stone - This song can be used to heal allies within 50 feet. The Seeker takes a full round action, and makes a perform check, and the result is the amount of HP healed, with a maximum of 5 HP per Seeker level, after which the song ends. [i]Song of the Wind:[/i] - Gusting Melody - This song creates a swirling wind around the Seeker and his allies, giving all allies who are listening a 5% miss chance per Seeker level to all ranged attacks against them. This effect ends immediately upon the end of the song. - Whisper of the Wind - This song allows the Seeker to Teleport, much like the spell, with a range equal to 100 miles per rank in Perform, and the Seeker can take one additional person per Seeker level. In the event of a mishap, the Seeker simply does not teleport. Once the Seeker arrives at his destination, the song ends. [i]Song of the Sea[/i] - Misty Melody - This song protects the seeker and his allies from energy attacks. The song absorbs a number of points of energy damage equal to the perform ranks of the seeker per round. All energy damage counts against the total. This effect end 5 rounds after the song ends. - Babbling of the River - This song allows you to Control Weather, as per the spell, except that the song must be sung each time the Seeker wishes to change the weather again. The song takes one full round to perform, and ends the round after it begins. [i]Song of the Sun[/i] - Radiant Melody - This Song allows the Seeker to turn (but not destroy) undead at a level equal to the number of perform ranks of the Seeker. The song requires concentration, and the effects wear off 1 round after the song ends. - Essence of the Morning - This Song calls forth a ray of searing sunlight, scorching one opponent. The effect is a Ray that does 2d6 per Seeker level (4d6 vs. Undead and creatures vulnerable to sunlight/fire), and is a ranged touch attack using the Seeker's perform check to hit. After the strike, the song ends. [i]Song of Chaos[/i] - Jarring Melody - This song clouds the minds of those who hear the song. Up to 3 opponents per level of the Seeker within that can hear the Seeker must make a Will save DC 10 + the number of ranks in Perform of the type used to enact the song or act as if under the Confusion spell. This effect requires concentration to maintain, and ends immediately upon the song ending. - Absence of Order - This Song calls down the destructive power of Chaos. When a Seeker spends a full round action to call this song, chaotic energy rises up to strike his enemies, striking one opponent at random per seeker level within 50' of the Seeker for 1d8 points of damage per seeker level, Reflex save for Half. Save DC is 10 + the number of ranks in Perform of the type used to enact the song, and the damage energy is determined at random (Roll a D10, 1-2: Fire, 3-4: Cold, 5-6: Acid, 7-8: Sonic, 9-10: Electricity) [b]Inspire Music:[/b] The Seeker is so musically inspiring, that he brings out the innate musical talent in those who listen to his song. When performing without bardic music, one ally per Seeker class level can use the perform skill as if they had a number of ranks equal to 1 + Seeker's class level. These ranks to not count for others using their own bardic music. This effect lasts for one hour, and does not cost a bardic music use. [b]Blend Music:[/b] The Seeker can combine two bardic music effects (Including Song of the Elements parts). Each effect is considered a separate use of the bardic music ability as if they had been used separately. If either or both effects require concentration, the seeker can use a standard action to maintain both of them. Normal stacking rules for benefits and bonuses still apply, and if the song ends (either from loosing concentration, or other stipulations), it ends for both effects, and rules for what happens are handled normally. Concentration checks made while blending music are made at a -5. [b]Splice Music:[/b] The Seeker can work in the beginning and ends of bardic music effects into the current performance. This means that the Seeker can begin a second bardic music effect while maintaining a current one (and only one). This is a swift action, and once done, the seeker is considered to be using the blend music effect. Also, a Seeker can end one effect without ending both when using the blend music special ability. To end one and only one effect requires a DC 15 concentration check (Without the blending penalty). Failure indicates that both effects were ended. [b]Greater Inspire Music:[/b] As Inspire Music, except it now grants use of the perform skill as if they had a number of ranks equal to twice the Seeker's class level. All other aspects of the power remain unchanged. [b]Meld Music:[/b] If the Seeker is only using one Bardic Music effect, a Seeker can cast a bard spell by making a concentration check vs. a DC of 15 + Spell Level of the spell trying to be cast. Failure means that the spell is expended, but does not break the bardic music effect. Ending a song using Splice Music no longer requires a concentration check, and is automatically successful. [b]Song of the Elements Mastery:[/b] The Seeker can sing the Song of the Elements in it's entirety. The Seeker must start from scratch (No songs started), and beings the first part of the Song of the Elements, and the effects of melody and the finally (if desired) happen. Next Round, the Seeker starts a second part, again with melody and finally (if desired) happening, while previous melody effects remain. This continues until all 5 parts have been sung, at which point the Seeker can maintain all 5 parts at the same time. This costs two daily bardic music uses, and may not be used with Blend, or Splice Music, though Meld Music can be used once the Song of the Elements is complete. Failure of any concentration checks result in the ending of the entire song. The songs can be sung in any particular order. [sblock=Spell List][SIZE=1][b][u]Seeker's Seeker List:[/u][/b] [B]0-Level Bard Spells (Cantrips)[/B] Create Water: Creates 2 gallons/level of pure water. Daze: Humanoid creature of 4 HD or less loses next action. Detect Magic: Detects spells and magic items within 60 ft. Flare: Dazzles one creature (-1 on attack rolls). Ghost Sound: Figment sounds. Know Direction: You discern north. Light: Object shines like a torch. Mage Hand: 5-pound telekinesis. Mending: Makes minor repairs on an object. Message: Whispered conversation at distance. Prestidigitation: Performs minor tricks. Read Magic: Read scrolls and spellbooks. Resistance: Subject gains +1 on saving throws. Summon Instrument: Summons one instrument of the caster’s choice. [B]1st-Level Seeker Spells[/B] Alarm: Wards an area for 2 hours/level. Cause Fear: One creature of 5 HD or less flees for 1d4 rounds. Charm Person: Makes one person your friend. Comprehend Languages: You understand all spoken and written languages. Confusion, Lesser: One creature is confused for 1 round. Cure Light Wounds: Cures 1d8 damage +1/level (max +5). Disguise Self: Changes your appearance. Endure Elements: Exist comfortably in hot or cold environments Expeditious Retreat: Your speed increases by 30 ft. Feather Fall: Objects or creatures fall slowly. Hideous Laughter: Subject loses actions for 1 round/ level. Hypnotism: Fascinates 2d4 HD of creatures. Magic Mouth: Speaks once when triggered. Magic Aura: Alters object’s magic aura. Obscuring Mist: Fog surrounds you. Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels. Sanctuary: Opponents can’t attack you, and you can’t attack. Speak with Animals: You can communicate with animals. Ventriloquism: Throws voice for 1 min./level. [B]2nd-Level Seeker Spells[/B] Alter Self: Assume form of a similar creature. Animal Messenger: Sends a Tiny animal to a specific place. Animal Trance: Fascinates 2d6 HD of animals. Blindness/Deafness: Makes subject blind or deaf. Calm Emotions: Calms creatures, negating emotion effects. Cat’s Grace: Subject gains +4 to Dex for 1 min./level. Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10). Continual Flame: Makes a permanent, heatless torch. Darkness: 20-ft. radius of supernatural shadow. Daze Monster: Living creature of 6 HD or less loses next action. Delay Poison: Stops poison from harming subject for 1 hour/ level. Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level. Enthrall: Captivates all within 100 ft. + 10 ft./level. Fog Cloud: Fog obscures vision. Fox’s Cunning: Subject gains +4 to Int for 1 min./level. Gust of Wind: Blows away or knocks down smaller creatures. Glitterdust: Blinds creatures, outlines invisible creatures. Heroism: Gives +2 on attack rolls, saves, skill checks. Hold Person: Paralyzes one humanoid for 1 round/level. Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures. Make Whole: Repairs an object. Pyrotechnics: Turns fire into blinding light or choking smoke. Rage: Gives +2 to Str and Con, +1 on Will saves, -2 to AC. Scare: Panics creatures of less than 6 HD. Shatter: Sonic vibration damages objects or crystalline creatures. Silence: Negates sound in 20-ft. radius. Sound Burst: Deals 1d8 sonic damage to subjects; may stun them. Suggestion: Compels subject to follow stated course of action. Tongues: Speak any language. Whispering Wind: Sends a short message 1 mile/level. [B]3rd-Level Seeker Spells[/B] Blink: You randomly vanish and reappear for 1 round/level. Charm Monster: Makes monster believe it is your ally. Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level. Confusion: Subjects behave oddly for 1 round/level. Crushing Despair: Subjects take -2 on attack rolls, damage rolls, saves, and checks. Cure Serious Wounds: Cures 3d8 damage +1/level (max +15). Daylight: 60-ft. radius of bright light. Dispel Magic: Cancels magical spells and effects. Fear: Subjects within cone flee for 1 round/level. Gaseous Form: Subject becomes insubstantial and can fly slowly. Geas, Lesser: Commands subject of 7 HD or less. Good Hope: Subjects gain +2 on attack rolls, damage rolls, saves, and checks. Meld into Stone: You and your gear merge with stone. Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject. Protection from Energy: Absorb 12 points/level of damage from one kind of energy. Quench: Extinguishes nonmagical fires or one magic item. Remove Blindness/Deafness: Cures normal or magical conditions. Remove Curse: Frees object or person from curse. Remove Disease: Cures all diseases affecting subject. Scrying: Spies on subject from a distance. Sculpt Sound: Creates new sounds or changes existing ones. Searing Light: Ray deals 1d8/two levels damage, more against undead. Sending: Delivers short message anywhere, instantly. Sleet Storm: Hampers vision and movement Speak with Plants: You can talk to normal plants and plant creatures. Stone Shape: Sculpts stone into any shape. Water Breathing: Subjects can breathe underwater. Wind Wall: Deflects arrows, smaller creatures, and gases. [B]4th-Level Seeker Spells[/B] Air Walk: Subject treads on air as if solid (climb at 45-degree angle). Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification. Control Water: Raises or lowers bodies of water. Contact Elemental Plane: Lets you ask question of extraplanar entity, works as Contact Other Plane, but only for the Elemental Planes. Cure Critical Wounds: Cures 4d8 damage +1/level (max +20). Detect Scrying: Alerts you of magical eavesdropping. Dimension Door: Teleports you short distance. Dominate Person: Controls humanoid telepathically. Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold. Fly: Subject flies at speed of 60 ft. Freedom of Movement: Subject moves normally despite impediments. Hold Monster: As hold person, but any creature. Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across. Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject. Rainbow Pattern: Lights fascinate 24 HD of creatures. Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away. Shout: Deafens all within cone and deals 5d6 sonic damage. Solid Fog: Blocks vision and slows movement. Spike Stones: Creatures in area take 1d8 damage, may be slowed. Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level. Zone of Silence: Keeps eavesdroppers from overhearing conversations. [B]5th-Level Seeker Spells[/B] Commune with Nature: Learn about terrain for 1 mile/level. Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many creatures. Dispel Magic, Greater: As dispel magic, but +20 on check. Dream: Sends message to anyone sleeping. False Vision: Fools scrying with an illusion. Heroism, Greater: Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp. Mind Fog: Subjects in fog get -10 to Wis and Will checks. Song of Discord: Forces targets to attack each other. Stoneskin: Ignore 10 points of damage per attack. Suggestion, Mass: As suggestion, plus one subject/level. Teleport: Instantly transports you as far as 100 miles/level. Transmute Mud to Rock: Transforms two 10-ft. cubes per level. Transmute Rock to Mud: Transforms two 10-ft. cubes per level. Wall of Stone: Creates a stone wall that can be shaped. [B]6th-Level Seeker Spells[/B] Cat’s Grace, Mass: As cat’s grace, affects one subject/level. Charm Monster, Mass: As charm monster, but all within 30 ft. Control Weather: Changes weather in local area. Cure Moderate Wounds, Mass: Cures 2d8 damage +1/level for many creatures. Eagle’s Splendor, Mass: As eagle’s splendor, affects one subject/level. Find the Path: Shows most direct way to a location. Flesh to Stone: Turns subject creature into statue. Freezing Sphere: Freezes water or deals cold damage. Fox’s Cunning, Mass: As fox’s cunning, affects one subject/level. Geas/Quest: As lesser geas, plus it affects any creature. Heal: Cures 10 points/level of damage, all diseases and mental conditions. Heroes’ Feast: Food for one creature/level cures and grants combat bonuses. Irresistible Dance: Forces subject to dance. Move Earth: Digs trenches and builds hills. Overland Flight: You fly at a speed of 40 ft. and can hustle over long distances. Scrying, Greater: As scrying, but faster and longer. Shout, Greater: Devastating yell deals 10d6 sonic damage; stuns creatures, damages objects. Stone to Flesh: Restores petrified creature. Sympathetic Vibration: Deals 2d10 damage/round to freestanding structure. True Seeing M: Lets you see all things as they really are. Wind Walk: You and your allies turn vaporous and travel fast.[/SIZE] [/sblock] -Created by Bront [SIZE=4]TRADER[/SIZE] [B]Hit Die:[/B] d6 [B]Requirements[/B] To qualify to become a trader, a character must fulfill all the following criteria. [B]Feats:[/B] Negotiator [B]Skills:[/B] Appraise 4, Diplomacy 6, Gather Information 4, Listen 4, Profession(Merchant) 8, Sense Motive 6, Spot 4 [B]Class Skills[/B] The trader’s class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (All) (Int), Listen (Wis), Open Lock (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language(-), Spot (Wis), Use Magic Device (Cha). Skill Points at Each Level: 6 + Int modifier. [code] Table: Trader Level BAB Fort Refl Will Special 1st +0 +0 +0 +2 Extra Language, Haggle (75%/110%) 2nd +1 +0 +0 +3 Bargain (95%), Extra Language, Vigilant +2 3rd +2 +1 +1 +3 Haggle (90%/120%), Extra Language, Haggle 4th +3 +1 +1 +4 Bargain (90%), Extra Language, Vigilant +4 5th +3 +1 +1 +4 Connected, Extra Language, Slippery Mind [/code] [SIZE=4][B]Class Features[/B][/SIZE] All of the following are Class Features of the trader prestige class. [B]Weapon and Armor Proficiency:[/B] Traders gain no new proficiencies in weapons or armor. [B]Extra Language:[/B] Traders must constantly adapt to new markets, and so they must learn new languages with every new market. The Trader gains one new language at every level. This language can be chosen from any language that the character can gain access to. [B]Haggle:[/B] Bartering for the best prices when selling an item is the primary skill of a merchant. At 1st level the Trader becomes more skilled at finding prices within a Market. When selling items to a friendly buyer, the Trader can often gain an edge on the standard price, earning 110% of the item's market price instead of 100%. When trading with an indifferent buyer, the Trader sells items for 75% of the item's market price. These benefits increase to 120% and 90% at 4th level. [size=1][b]Normal:[/b] Normally when trading with an indifferent market, items are sold for half their market price. When selling to a friendly market (such as when selling specific items on request) items are sold for 100% of their market price.[/size] [B]Bargain:[/B] Wise merchant's buy items at the lowest possible cost. At 2nd level the trader can buy any item from an indifferent merchant for 95% of the item's market price. At level 5, this ability improves to 90%. [size=1][b]Normal:[/b] Normally items are purchased for 100% of their market price.[/size] [B]Vigilant:[/B] A Trader who understands his foes is more likely to succeed. Whether these foes are selling faulty goods, stealing and pilfering items, or keeping secrets, a vigilant Trader is more likely to succeed in his profession. At 2nd level, the trader receives +2 competence bonus to Listen, Spot and Sense Motive checks. This bonus raises to +4 at 4th level. [B]Connected:[/B] The Trader has the ability to acquire minor aid from anyone he or she meets. By making a favor check, a Trader can gain important information without going through the time and trouble of doing a lot of research. Favors can also be used to acquire the loan of equipment or documents, or to receive other minor assistance in the course of an adventure. A Trader spends some Craft Point (10 times the DC) to activate this talent. To make a favor check, roll a d20 and add the Charisma bonus. The GM sets the DC based on the scope of the favor being requested. The DC ranges from 10 for a simple favor to as high as 30 for formidable and highly dangerous, expensive, or illegal favors. A Trader can't take 10 or 20 on this check, nor can he retry the check for the same (or virtually the same) favor. Favors should help advance the plot of an adventure. A favor that would enable a character to avoid an adventure altogether should always be unavailable to the character, regardless of the result of a favor check. [B]The GM should carefully monitor a Trader's use of favors to ensure that this ability isn't abused. The success or failure of a mission shouldn't hinge on the use of a favor, and getting a favor shouldn't replace good roleplaying or the use of other skills. The GM may disallow any favor deemed to be disruptive to the game.[/B] Upon gaining this class ability, the Trader gain an extra 500 craft points. [B]Slippery Mind:[/B] As the Rogue ability. -Created by Velmont [size=4]VENTRID SWORDSMAN[/size] [i]"To live and die by the sword, in a world where slighted honour is best settled at the tip of my rapier. On guarde."[/i] To the Ventrid Swordsman’s life is filled with wonder and adventure. The dashing rogue, a Ventrid Swordsman carries himself light and quick, favouring little armor and a slim blade. Atop high walkways between soaring towers, to dimly lit back alleys, the Ventrid Swordsman is always alert and ready for a duel. He is an expert at agility and daring, especially with a rapier in hand. To many he is brave and charming, but to his enemies as deadly as a snake. The Ventrid Swordsman concentrates on not only defensive maneuvers, but on skilled attacks professionally delivered to counter any style in combat. Through out a duel, lighting quick movements allow the Ventrid Swordsman to avoid damage while studying his opponent, watching for weaknesses. At just the right moment the Ventrid Swordsman attacks with a well placed thrust driving home that might doesn't always make right. But a Ventrid Swordsman doesn't just fight anyone, they always seek those with more skill, for to beat someone better than one's self will bring fame and glory. [b]Adventurers[/b]: The call of an adventurer is very fitting for the Ventrid Swordsman for a life of daring and danger is what they yearn. Most adventuring Ventrid Swordsmen find themselves in just the right amount of danger to satisfy their needs. Sticking to the code as loosely or as strictly as they see fit an individual Ventrid Swordsman can be a welcome companion to anyone. [b]Characteristics[/b]: The Ventrid Swordsman is an agile fighter, preferring light armor and light weapons. Daring and charismatic, the Ventrid Swordsman is a cross between a fighter and a rogue. As they gain levels, Ventrid Swordsmen become better able to avoid damage all together. [b]Alignment[/b]: Ventrid Swordsmen can come from all walks of life and indeed from any alignment. Lawful Ventrid Swordsmen stick to a code, taking great pride in their honour. Chaotic Ventrid Swordsmen often find themselves at odds with the Law, taking the role of liberator and protector of the people to heart. Both evil and good Ventrid Swordsmen abound on all sides of the spectrum. [b]Religion[/b]: Both Delanor and Grendath find many Ventrid Swordsmen among their worshippers. As the god of sailors and seagoing merchants, Delenor is particularly suited to those Ventrid Swordsmen who love the open sea, but have a respect for the law. Grendath appeals more widely to the danger loving heroes of freedom and exploration among the Ventrid Swordsmen. Phyrah and Taka also appeal many Ventrid Swordsmen, as they are more urban styled deities. The nature based gods such as Verdante as well as those who represent a tougher, more solid approach such as Sela and Chennet' do not have many Ventrid Swordsmen who call upon them. But among Ventrid Swordsmen, there is nothing preventing them from worshiping any one god over another. [b]Background[/b]: Many Ventrid Swordsmen get their start in local militias or on board merchant vessels. As they are trained well in the use of all weapons, but particularly light ones, a Ventrid Swordsman is well learned in affairs of battle. Ventrid Swordsmen generally do not belong to any formal association or guild, though many search on the water as either merchants or pirates. [b]Races[/b]: Human adaptability lends itself well to the Ventrid Swordsman, as does the lithe agility of elves, half-elves and halflings. Gnomes and dwarves don’t often fit the archetype, but some do still wander the world protecting their honour. The more savage humanoids such as Half-Orcs and Goblins rarely ever find the calling as a Ventrid Swordsman. [b]Other Classes[/b]: Ventrid Swordsmen tend to get along with most everyone, though their more urban outlook sometimes precludes meeting the more outdoor types like the ranger, barbarian and druid. They like the support offered by spellcasters and particularly like bards who sing their fame to the masses. [b]Role[/b]: Generally taking the role of the frontline defense in a party, the Ventrid Swordsman is at home as the charismatic diplomat too. Their dexterous skill set lends itself to the roles of information gathering and spying, though often a rogue is better at that type of skill. [size=3]Game Rule Information[/size] [b]Abilities[/b]: Dexterity is the most important ability for Ventrid Swordsmen, allowing them to dodge the most well-placed strikes. Intelligence also plays a big part in their abilities allowing Ventrid Swordsmen to take better advantage of combat situations by reading their opponents. Charisma play a large part in defining the archetype as well, supplementing the more diplomatic skills. [b]Requirements[/b]: [list][*][b]Base Attack Bonus[/b]: +4 [*][b]Feats[/b]: Combat Expertise, Dodge [*][b]Skills[/b]: Balance 2 ranks, Knowledge (nobility and royalty) 2 ranks, Tumble 5 ranks. [/list] [b]Alignment[/b]: Ventrid Swordsmen can be any alignment. [b]Hit Die[/b]: d8 [size=4]Skills[/size] Class Skills: The Ventrid Swordsman’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Knowledge (nobility and royalty) (Int), Move Silently (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex). Skill Points at Higher Levels: 4 + Intelligence bonus Table: The Ventrid Swordsman [code] Base Fort Ref Will Level Attack Bonus Save Save Save Special 1st +1 +0 +2 +0 Parry 2nd +2 +0 +3 +0 Size Up Opponent +1 3rd +3 +1 +3 +1 Precision Strike, Acrobatic +1 4th +4 +1 +4 +1 Riposte 5th +5 +1 +4 +1 Size up Opponent +2 6th +6 +2 +5 +2 Acrobatic +2 7th +7 +2 +5 +2 Elaborate Parry 8th +8 +2 +6 +2 Size up Opponent +3 9th +9 +3 +6 +3 Acrobatic +3 10th +10 +3 +7 +3 Crippling Strike [/code] [size=4]Class Features[/size] [b]Weapon and Armor Proficiency[/b]: The Ventrid Swordsman is proficient with all simple and martial weapons as well as light armor. Many of his abilities prohibit the use of heavier armor. [b]Parry (Ex)[/b]: Starting at 1st level, during her action, a Ventrid Swordsman can designate an opponent and receive a dodge bonus to Armor Class against attacks from that opponent. She can select a new opponent on any action. When not wearing armor heavier than light armor or using a shield, a Ventrid Swordsman adds 1 point of Intelligence bonus (if any) per class level as a dodge bonus to Armor Class. This ability only funtions while wielding a melee weapon and only versus that one opponent. If a Ventrid Swordsman is caught flat-footed or otherwise denied her Dexterity bonus, she also loses this bonus. [b]Size Up Opponent (Ex)[/b]: At 2nd level, if the Ventrid Swordsman spends a full round in melee with an opponent, then makes a Spot check (DC = 5 + the opponent’s melee attack bonus). If the character succeeds, she spots a weakness in the foe’s combat style and modifies her own style to take advantage of it. The character gains a +1 competence bonus to attack rolls and damage against that foe for the rest of that combat session. The bonus increases to +2 at 5th level and finally +3 at 8th level. [b]Precision Strike (Ex)[/b]: At 3rd level, the Ventrid Swordsman is able to devote more effort into striking critical locations. On their action, before making an attack roll for the round, the Ventrid Swordsman may subtract a number from all melee attack rolls. This number may not exceed 6. Until the Ventrid Swordsman's next turn her critical threat range is increased by one half of the amount subtracted from her base attack bonus. This ability may only be used with light or one-handed weapons. For example if the Ventrid Swordsman is wielding a rapier and chooses to sacrifice 4 points from her melee attack rolls than until her next action her critical threat range is 16-20. [b]Acrobatic (Ex)[/b]: Begining at 3rd level the Ventrid Swordsman gains a bonus to Balance, Climb, Jump, and Tumble. This is a competence bonus and begins at +1 at 3rd level. It increases to +2 at 6th level and +3 at 9th level. [b]Riposte (Ex)[/b]: By 4th level, in melee combat, when an opponent designated by her Parry ability misses a Ventrid Swordsman by an amount no greater the dodge bonus she received from the Parry ability, the Ventrid Swordsman gains an immediate attack of opportunity against that opponent. The Ventrid Swordsman must follow all of the normal rules for making an attack of opportunity. [b]Elaborate Parry (Ex)[/b]: At 7th level and higher, if a Ventrid Swordsman chooses to fight defensively or use total defense in melee combat, she gains an additional +1 dodge bonus to AC for every 2 levels of Ventrid Swordsman she has (maximum +5 at 10th level). [b]Crippling Strike (Ex)[/b]: At 10th level, as a full attack action, the Ventrid Swordsman can make a single melee attack against an opponent which inflicts normal damage. If she damages her opponent, he must make a Fortitude save (DC 10 + half her level + Intelligence Bonus) or take 2 points of Strength Damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability. -Created by Erekose13 [/QUOTE]
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