Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Video Game Conversions-Currently: 18 PrCs, 45 Spells, and 3 Races-Taking Requests
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Sollir Furryfoot" data-source="post: 1488283" data-attributes="member: 748"><p><strong><u>Guilty Gear</u></strong></p><p></p><p><strong><u>(Holy) Knight of the Sacred Order</u></strong></p><p><strong></strong></p><p><strong>HD-</strong>d8</p><p></p><p><u>Requisites:</u></p><p><em>Alignment:</em> Any Lawful</p><p><em>BAB:</em> 6+</p><p><em>Skills:</em> Knowledge (Arcana) 5 ranks, Knowledge (Religion) 5 ranks, Spellcraft 5 ranks.</p><p><em>Feats:</em> Expertise, Improved Trip, Lightning Reflexes, Weapon Focus (Any Sword)</p><p><em>Spells:</em> Must have ability to cast 1st level arcane spells, at least one of which must have the [Electricity] descriptor.</p><p><em>Special:</em> Must be accepted by the Holy Order of Sacred Knights. This usually entails tests of ability and loyalty.</p><p></p><p><u>Class Skills:</u></p><p>The Knight of the Sacred Order's class skills (and the key ability for each skill) are Concentration (Con), Diplomacy (Cha), Jump (Str), Knowledge (Arcana) (Int), Knowledge (Religion) (Int), Sense Motive (Wis), Spellcraft (Int), and Tumble (Dex).</p><p><em>Skill Points Per Level:</em> 2+Int Modifier</p><p></p><p>[code]Lvl BAB Fort Ref Will Special Spellcasting</p><p>1 +0 +2 +2 +2 Magic Technique: Charged Blade</p><p>2 +1 +3 +3 +3 Vapor Thrust +1 arcane caster level</p><p>3 +2 +3 +3 +3 Magic Technique: Stun Edge +1 arcane caster level</p><p>4 +3 +4 +4 +4 Stun Dipper +1 arcane caster level</p><p>5 +3 +4 +4 +4 Magic Technique: Charged Stun Edge</p><p>6 +4 +5 +5 +5 Desperation Mode +1 arcane caster level</p><p>7 +5 +5 +5 +5 Magic Technique: Ride the Lightning +1 arcane caster level</p><p>8 +6 +6 +6 +6 Greed Sever +1 arcane caster level</p><p>9 +6 +6 +6 +6 Magic Technique: Sacred Edge</p><p>10 +7 +7 +7 +7 Magic Technique: Sacred Force +1 arcane caster level[/code]</p><p></p><p><u>Class Features:</u></p><p><strong>Weapon and Armor Proficiency:</strong> The Knight of the Sacred Order gains no new weapon or armor proficiency.</p><p><strong>Magic Technique (Su):</strong> At levels 1, 3, 5, 7, 9, and 10, the Knight of the Sacred Order gains access to a new Magic Technique as shown on the chart. Each one is a supernatural effect, focused through the Knight’s sword, limiting his choice of weapons to use his Magic Techniques with. The save DC, where applicable, is 10 + Knight of the Sacred Order level + the Knight‘s Intelligence or Charisma Modifier (whichever is higher) + Enhancement Bonus of the sword used (Example, a 3rd level Knight of the Sacred Order with a Intelligence of 14, Charisma of 16 and a +3 Longsword of Shocking would have a DC of 19).</p><p>To use a Magic Technique the Knight must successfully pass a Fortitude save with a DC of 10 + the difficulty modifier of the Magic Technique the Knight wishes to use + the sum of the difficulty modifiers of all Magic Techniques previously successfully used (Ex: A Knight who wishes to use Stun Edge, a Magic Technique with a difficulty modifier of 2, who has previously used Stun Edge twice before and Charged Blade, which has a difficulty modifier of one, once before must make a Fortitude save of 10 + 2 + 5 for a total DC of 17 to successfully use Stun Edge again). If the Knight fails this save, whatever action he would have used to activate his Magic Technique is wasted and he becomes fatigued (or exhausted if already fatigued or unconscious if already exhausted). The base DC to use Magical Techniques resets after 8 hours of rest. No more than one Magic Technique may be used in a single round at a time.</p><p></p><p><u>Magic Techniques:</u></p><p><strong>Charged Blade:</strong> (Difficulty Modifier: 1)</p><p>Activating this technique is a free action. During the round that this technique is activated all attacks that the Knight of the Sacred Order successfully hits with each deal an additional +1d8 electricity damage.</p><p><strong>Stun Edge:</strong> (Difficulty Modifier: 2)</p><p>On a successful ranged touch attack, this ability deals 1d6 points of electricity damage/class level to a single opponent, who must then make a Fortitude save or be stunned for 1 round. This attack has a range of 10’ per class level and requires line of effect. This ability requires a standard action to use.</p><p><strong>Charged Stun Edge:</strong> (Difficulty Modifier: 4)</p><p>On a successful ranged touch attack, this ability deals 1d10 points of electricity damage/class level to a single opponent, who must then make a Fortitude save or be stunned (if he failed the save by 5 or less) or paralyzed (if he failed the save by 6 or more) for 1d4 rounds. This attack has a range of 5’ per class level and requires line of effect. This ability requires a full round action to use.</p><p><strong>Ride the Lightning:</strong> (Difficulty Modifier: 6)</p><p>As a standard action, the Knight of the Sacred Order may rush at an opponent as per the Bull Rush rules. He receives a bonus to his Strength check equal to his class level and does not provoke an attack of opportunity as if he had the Improved Bull Rush feat (even if he does not qualify for it). For every 5 ft. he pushes back his opponent, he deals 5d10 electricity damage to him as well.</p><p><strong>Sacred Edge:</strong> (Difficulty Modifier: 6)</p><p>The Knight of the Sacred Order may use this ability to create a 5 ft. wide line extending up to 5 ft. per class level. All those caught within the area of effect take 1d12 points of electricity damage/class level (A successful Reflex save halves this damage) and must then make a Fortitude save or be stunned (if he failed the save by 5 or less) or paralyzed (if he failed the save by 6 or more) for 1d4 rounds, regardless if they made the first save or not. This ability requires a full round action to use.</p><p><strong>Sacred Force:</strong> (Difficulty Modifier: 10)</p><p>As a full round action, the Knight of the Sacred Order may gather into himself tremendous magical energy. During the next round he may discharge this energy as a standard action, making a single melee attack with his sword. If he attack fails to hit or if he does not discharge this ability within the round the ability is wasted. If the attack successfully hits and is natural critical (using only the weapon's base threat range modified only by Improved Critical or the Keen property) the target of this attack dies (no save). Otherwise, it is resolved as a normal attack. Regardless if this ability works or not, the Knight of the Sacred Order is immediately fatigued (or exhausted if already fatigued, or unconscious if already exhausted) after using it.</p><p></p><p><u>Other Abilities:</u></p><p><strong>Vapor Thrust (Ex):</strong></p><p>Starting at 2nd level, as a full round action the Knight of the Sacred Order may make a Trip attempt replacing the required Strength check with a Jump check to determine if his opponent is tripped or not. If the Trip Attempt is successful the Knight may still take advantage of the Improved Trip feat.</p><p><strong>Stun Dipper (Ex):</strong></p><p>Starting at 4th level, whenever successfully making an attack after a charge, the Knight of the Sacred Order may immediately make a Trip attempt as a free action. If the Trip Attempt is successful the Knight may still take advantage of the Improved Trip feat.</p><p><strong>Desperation Mode:</strong></p><p>Starting at 6th level, whenever the Knight of the Sacred Order's hit points are reduced to below half of his maximum hp, the DC to use his Magical Techniques is decreased by 5.</p><p><strong>Greed Sever (Ex):</strong></p><p>Starting at 8th level, whenever the Knight of the Sacred Order takes a total defense action or fights defensively, he may, once per round, make an attack of opportunity against any opponent within reach that misses on an attack against him. Unlike normal attacks of opportunity, he receives no penalty to this roll from Fighting Defensively or using Expertise.</p><p></p><p></p><p><strong><u>Prince of Persia!</u></strong></p><p></p><p><strong><u>The Prince of Persia</u></strong></p><p><strong></strong></p><p><strong>HD-</strong>d6</p><p></p><p><u>Requisites:</u></p><p><em>Alignment:</em> Any nonlawful</p><p><em>BAB:</em> 5+</p><p><em>Skills:</em> Knowledge (History) 5 ranks, Knowledge (Psionics) 8 ranks.</p><p><em>Feats:</em> Combat Reflexes, Improved Initiative, Skill Focus: Knowledge (History)</p><p><em>Psionics:</em> Must have a power point reserve of at least 1 power point.</p><p><em>Special:</em> Must have the Evasion class feature.</p><p></p><p><u>Class Skills:</u></p><p>The Prince of Persia's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Diplomacy (Cha), Jump (Str), Knowledge (History) (Int), Knowledge (Psionics) (Int), Psicraft (Int), and Tumble (Dex).</p><p><em>Skill Points Per Level:</em> 6+Int Modifier</p><p></p><p>[code]Lvl BAB Fort Ref Will Special PP/Day</p><p>1 +0 +0 +2 +2 Power: Defensive Precognition 2</p><p>2 +1 +0 +3 +3 Power: Offensive Precognition 5</p><p>3 +2 +1 +3 +3 Bonus Feat, Power: Decelerate 9</p><p>4 +3 +1 +4 +4 Power: Psionic Haste 14</p><p>5 +3 +1 +4 +4 Power: Schism 20</p><p>6 +4 +2 +5 +5 Bonus Feat, Power: Psionic Divination 28</p><p>7 +5 +2 +5 +5 Power: Greater Precognition 37</p><p>8 +6 +2 +6 +6 Power: Temporal Acceleration 47</p><p>9 +6 +3 +6 +6 Bonus Feat, Power: Fate of One 58</p><p>10 +7 +3 +7 +7 Power: Time Regression 70[/code]</p><p></p><p><u>Class Features:</u></p><p><strong>Weapon and Armor Proficiency:</strong> The Prince of Persia gains no new weapon or armor proficiency.</p><p><strong>Power Points/Day:</strong> The Prince of Persia can manifest powers. His ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on the chart above. In addition, he receives bonus power points per day if he has a high Wisdom score (see the Expanded Psionics Handbook). His race may also provide bonus power points per day, as may certain feats and items. If the Prince of Persia has power points from a different class, those points are pooled together and usable to manifest powers from either class. Bonus power points from having a high ability score can be gained only for the character's highest psionic class.</p><p><strong>Powers:</strong> Every level the Prince of Persia gains access to a new psionic power, as per the chart. The total number of powers the prince can manifest is only limited by his daily power points. A Prince of Persia simply knows his powers, they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells) though he must get a good night's sleep each day to regain all his power points.</p><p>The Difficulty Class for saving throws against Prince of Persia powers is 10 + the power's level + the Prince of Persia's Wisdom modifier.</p><p>The Prince of Persia's manifester level is equal to his total character level for the purpose of manifesting powers gained by this prestige class. To access his powers, he must have a Wisdom score of at least 10 + the power's level.</p><p><strong>Bonus Feats:</strong> At levels 3, 6, and 9, the Prince of Persia gains a bonus psionic feat of his choice from the following list: Combat Manifestation, Dodge, Extend Power, Mental Leap, Mobility, Psionic Charge, Psionic Dodge, Psionic Talent, Quicken Power, Speed of Thought, Spring Attack, Up the Walls. The Prince of Persia must still meet all prerequisites for the bonus feat, including ability score and base attack bonus minimums as well as class requirements.</p><p>Note-Psionic Haste is a 2nd level power that is the same in all aspect as the wizard/sorcerer spell <em>Haste</em> except it it affects only one target, with an augmentation of +2 pp per extra target.</p><p></p><p></p><p><strong><u>FF VI (U.S. 3)!</u></strong></p><p></p><p></p><p></p><p><strong>Moogle Traits (Ex):</strong> Moogles possess the following racial traits.</p><p>- -2 Strength, +2 Dexterity</p><p>- Small size. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters.</p><p>- A moogle’s base land speed is 20 feet. They also have a fly speed of 10 with average manueverability.</p><p>- +2 racial bonus on Perform (Dance) checks.</p><p>- +2 morale bonus on saving throws against fear.</p><p>- Mog Dance: When casting any spell with a verbal component a Moogle may substitute the verbal component for a somatic one provided it does not have one already. Using this ability does not require preparation ahead of time and does not increase the casting time of the spell, although it may only be used in a round where the Moogle has not taken a move action other than a 5 ft. step.</p><p>- Automatic Language: Common and Moogle. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill. </p><p>- Favored Class: Bard. A multiclass moogle’s bard class does not count when determining whether he takes an experience point penalty for multicasting.</p><p></p><p></p><p></p><p></p><p><strong>Half-Esper Traits (Ex):</strong> Half-Espers possess the following racial traits.</p><p>- -2 Strength, -2 Constitution, +2 Wisdom, +4 Charisma.</p><p>- Medium: As Medium creatures, half-espers have no special bonuses or penalties due to their size.</p><p>- A Half-Esper's base land speed is 30 feet. </p><p>- +2 racial bonus on Knowledge (Arcana) and Spellcraft checks.</p><p>- +4 racial bonus on saving throws against spells and spell-like effects.</p><p>- +2 racial bonus to the half-esper’s effective caster level (for purposes of determining level dependent spell variables such as damage dice or range, and caster level checks only).</p><p>- Damage Reduction 2/Magic</p><p>- Half-espers inherently cast spells as a 1st level sorcerer. Additionally, half-espers do not need material components costing 1 gold or less for his sorcerer spells.</p><p>- Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill. </p><p>- Favored Class: Sorcerer. A multiclass half-esper ’s sorcerer class does not count when determining whether he takes an experience point penalty for multicasting.</p><p></p><p></p><p></p><p></p><p><strong>Elemental Ray (Su):</strong> A True Esper may fire a ray of elemental energy, dealing 1d6 +1d6/4 HD points of acid, cold, electricity, fire, or sonic damage (his choice) to any target within 100' at will. A True Esper with multiple attacks may take advantage of them when using this ability.</p><p><strong>Protective Aura (Su):</strong> A True Esper always benefits from a deflection bonus to his AC equal to his charisma modifier.</p><p><strong>Spell Resistance (Ex):</strong> A True Esper has SR equal to 15 + his HD.</p><p><strong>Spells:</strong> True Espers cast spells as 10th level Sorcerers. Furthermore, they cast all their sorcerer spells as spell-like abilities.</p><p></p><p></p><p><strong><u>Ogre Battle!</u></strong></p><p></p><p></p><p><strong><u>The Black Knight</u></strong></p><p><strong></strong></p><p><strong>HD-</strong>d10</p><p></p><p><u>Requisites:</u></p><p><em>Alignment:</em> Any nongood, chaotic</p><p><em>BAB:</em> 7+</p><p><em>Skills:</em> Intimidate 8 ranks.</p><p><em>Feats:</em> Armor Proficiency (Heavy), Power Attack, Toughness.</p><p><em>Special:</em> Access to 1st level arcane spells.</p><p></p><p><u>Class Skills:</u></p><p>The Black Knight's class skills (and the key ability for each skill) are Concentration (Con), Knowledge (Arcana) (Int), Intimidate (Cha), Ride (Dex), and Spellcraft (Int).</p><p><em>Skill Points Per Level:</em> 2+Int Modifier</p><p></p><p>[code]Lvl BAB Fort Ref Will Special Spellcasting</p><p>1 +0 +2 +0 +2 Fortified Defense (DR 1/-) +1 arcane caster level</p><p>2 +1 +3 +0 +3 Impulsive Magic 1/day</p><p>3 +2 +3 +1 +3 Fortified Defense (DR 2/-) +1 arcane caster level</p><p>4 +3 +4 +1 +4 Impulsive Magic 2/day</p><p>5 +3 +4 +1 +4 Fortified Defense (DR 3/-) +1 arcane caster level[/code]</p><p></p><p><u>Class Features:</u></p><p><strong>Weapon and Armor Proficiency:</strong> The Black Knight gains no new weapon or armor proficiency.</p><p><strong>Fortified Defense (Ex):</strong> While wearing heavy armor, the Black Knight benefits from Damage Reduction 1/-, which increases by an additional +1/- at levels 3 and 5. This stacks with any previous DR of the same type he may possess.</p><p><strong>Impulsive Magic (Su):</strong> Beginning at level 2, the Black Knight may, once per day, use the metamagic feat Empower Spell on any one of his spells, without having to prepare it in advance. Using this ability is a part of casting the spell and thus does not increase the casting time of it. The Black Knight gains an additional use of this ability per day at level 4.</p><p></p><p></p><p><strong><u>The Dragoon</u></strong></p><p><strong></strong></p><p><strong>HD-</strong>d12</p><p></p><p><u>Requisites:</u></p><p><em>BAB:</em> 15+</p><p><em>Feats:</em> Armor Proficiency (Heavy), Expertise, Great Fortitude, Iron Will, Lightning Reflexes, Power Attack, Toughness.</p><p><em>Special:</em> The would-be dragoon must have single-handed slain a true dragon with an amount of HD (at least) equal to his current level +4 and forged a suit of platemail out of its hide.</p><p></p><p><u>Class Skills:</u></p><p>The Dragoon's class skills (and the key ability for each skill) are Concentration (Con), Intimidate (Cha), and Jump (Str).</p><p><em>Skill Points Per Level:</em> 2+Int Modifier</p><p></p><p>[code]Lvl BAB Fort Ref Will Special</p><p>1 +1 +2 +2 +2 Dragon's Helm</p><p>2 +2 +3 +3 +3 </p><p>3 +3 +3 +3 +3 Dragon's Armor</p><p>4 +4 +4 +4 +4 </p><p>5 +5 +4 +4 +4 Weapon of Tiamat[/code]</p><p></p><p><u>Class Features:</u></p><p><strong>Weapon and Armor Proficiency:</strong> The Dragoon gains no new weapon or armor proficiency.</p><p><strong>Dragon's Helm (Su):</strong> While wearing a helmet made from a true dragon's scales, the Dragoon gains the Blindsight extraordinary ability with a range of 30'. </p><p><strong>Dragon's Armor (Su):</strong> While wearing a suit of platemail made from a true dragon's scales, the Dragoon gains the Frightful Presence ability, as per a dragon, with a DC equal to 10+1/2 his HD+his charisma modifier to resist.</p><p><strong>Weapon of Tiamat (Su):</strong> While wearing a suit of platemail made from a true dragon's scales, the Dragoon may, once per day, summon an enchanted weapon. Treat this weapon as any martial weapon that the Dragoon wishes, with a +5 enhancement bonus and the Bane (Dragonkind) special ability. Unlike normal weapons, this weapon may not be sundered or disarmed, and if lost for any reason, it vanishes within 1 minute unless the Dragoon recovers it before then. The weapon lasts for 24 hours, upon which it vanishes.</p><p></p><p></p><p><strong>New Item-</strong></p><p><em>Clawed Bracer</em> (Exotic Melee Weapon), Cost 600 Gold, Size-M, Damage 1d8, Critical 18-20/x2, Range Increment -, Type: Slashing, Weight: 3 lbs.</p><p><em>Clawed Bracers fit around the wrists, granting their wearer a +4 bonus to keep his weapon against all disarm checks.</em></p><p></p><p><strong>New Item-</strong></p><p><em>Clawed Bracer</em> (Exotic Melee Weapon), Cost 600 Gold, Size-M, Damage 1d8, Critical 18-20/x2, Range Increment -, Type: Slashing, Weight: 3 lbs.</p><p><em>Clawed Bracers fit around the wrists, granting their wearer a +4 bonus to keep his weapon against all disarm checks.</em></p><p></p><p><strong><u>The Ninja Master</u></strong></p><p><strong></strong></p><p><strong>HD-</strong>d6</p><p></p><p><u>Requisites:</u></p><p><em>Alignment:</em> Any nongood, chaotic</p><p><em>Skills:</em> Hide 10 ranks, Move Silently 10 ranks</p><p><em>Feats:</em> Exotic Weapon Proficiency (Clawed Bracer), Improved Initiative, Sneaky</p><p><em>Special:</em> Access to 1st level arcane spells.</p><p><em>Special:</em> Sneak Attack +3d6</p><p></p><p><u>Class Skills:</u></p><p>The Ninja Master's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Disguise (Cha), Hide (Dex), Knowledge (Arcana) (Int), Intimidate (Cha), Move Silently (Dex), and Spellcraft (Int).</p><p><em>Skill Points Per Level:</em> 4+Int Modifier</p><p></p><p>[code]Lvl BAB Fort Ref Will Special Spellcasting</p><p>1 +0 +0 +2 +2 Cat's Claw Style, Demon's Mask +1 arcane caster level</p><p>2 +1 +0 +3 +3 Rend</p><p>3 +2 +1 +3 +3 Elemental Expertise +1 arcane caster level</p><p>4 +3 +1 +4 +4 Improved Rend</p><p>5 +3 +1 +4 +4 Shadow Moves +1 arcane caster level[/code]</p><p></p><p><u>Class Features:</u></p><p><strong>Weapon and Armor Proficiency:</strong> The Ninja Master gains no new weapon or armor proficiency.</p><p><strong>Cat's Claw Style (Ex):</strong> While wearing light or no armor, the Ninja Master benefits from the Ambidexterity and Two-Weapon Fighting feats when using 2 clawed bracers at one time.</p><p><strong>Demon's Mask (Ex):</strong> The Ninja Master is given a special mask that works for only him upon attaining the first level of this prestige class. This mask partially distorts the words of spells with verbal components that are cast without distracting the wearer. Opponents trying to decipher what spell the Ninja Master is casting while wearing his mask receive a -4 penalty to their Spellcraft check. The mask takes up the goggles slot for the limitation of the amount of magic items worn. Should the Ninja Master lose this special mask, he may create another one spending a sum of 500 gold and one day's time, with an XP expenditure equal to 50 per Ninja Master level.</p><p><strong>Rend (Ex):</strong> Beginning at level 2, if the Ninja Master successfully hits an opponent with at least one claw attack from each hand, he automatically deals an additional amount of damage equal to 2d8 + his strength modifier. At level 4, this damage increases to 4d8 + 1 and 1/2 times his strength modifier.</p><p><strong>Elemental Expertise (Sp):</strong> Once per day the Ninja Master may cast the spell <em>Fireball</em>, with the exception that he can choose whether it does acid, cold, electricity or fire damage. This ability has a caster level equal to the Ninja Master's character level.</p><p><strong>Shadow Moves (Ex):</strong> Once per day the Ninja Master may act as if he was personally affected by the spell <em>haste</em>. This ability lasts for a total 5 rounds and is activatable as a free action.</p><p></p><p></p><p><strong><u>The Knight-Paladin</u></strong></p><p><strong></strong></p><p><strong>HD-</strong>d10</p><p></p><p><u>Requisites:</u></p><p><em>Alignment:</em> Any nonevil, lawful</p><p><em>BAB:</em> 7+</p><p><em>Skills:</em> Knowledge (Religion) 8 ranks.</p><p><em>Feats:</em> Armor Proficiency (Heavy), Improved Shield Bash, Shield Proficiency, Toughness.</p><p><em>Special:</em> Access to 1st level divine spells.</p><p></p><p><u>Class Skills:</u></p><p>The Knight-Paladin's class skills (and the key ability for each skill) are Concentration (Con), Diplomacy (Cha), Knowledge (Religion) (Int), Ride (Dex), and Spellcraft (Int).</p><p><em>Skill Points Per Level:</em> 2+Int Modifier</p><p></p><p>[code]Lvl BAB Fort Ref Will Special Spellcasting</p><p>1 +0 +2 +0 +2 Fortified Defense (DR 1/-) +1 divine caster level</p><p>2 +1 +3 +0 +3 Inspired Healing 1/day</p><p>3 +2 +3 +1 +3 Fortified Defense (DR 2/-) +1 divine caster level</p><p>4 +3 +4 +1 +4 Inspired Healing 2/day</p><p>5 +3 +4 +1 +4 Fortified Defense (DR 3/-) +1 divine caster level[/code]</p><p></p><p><u>Class Features:</u></p><p><strong>Weapon and Armor Proficiency:</strong> The Knight-Paladin gains no new weapon or armor proficiency.</p><p><strong>Fortified Defense (Ex):</strong> While wearing heavy armor, the Knight-Paladin benefits from Damage Reduction 1/-, which increases by an additional +1/- at levels 3 and 5. This stacks with any previous DR of the same type he may possess.</p><p><strong>Inspired Healing (Su):</strong> Beginning at level 2, the Knight-Paladin may, once per day, use the metamagic feat Quicken Spell on any one of his spells with the (Healing) descriptor, without having to prepare it in advance. Using this ability is a part of casting the spell and thus does not increase the casting time of it. The Knight-Paladin gains an additional use of this ability per day at level 4.</p><p></p><p></p><p><strong><u>War Craft!</u></strong></p><p></p><p></p><p></p><p><strong><u>The Blood Mage</u></strong></p><p><strong></strong></p><p><strong>HD-</strong>d4</p><p></p><p><u>Requisites:</u></p><p><em>Race:</em> High Elf</p><p><em>Alignment:</em> Any Non-Good</p><p><em>Skills:</em> Concentration 8 Ranks, Knowledge (The Planes) 8 Ranks, Spellcraft 8 Ranks</p><p><em>Feats:</em> Skill Focus: Knowledge (The Planes), Toughness.</p><p><em>Special:</em> Access to 4th level arcane spells.</p><p></p><p><u>Class Skills:</u></p><p>The Blood Mage's class skills (and the key ability for each skill) are Concentration (Con), Knowledge (Arcana) (Int), Knowledge (the Planes) (Int), and Spellcraft (Int).</p><p><em>Skill Points Per Level:</em> 2+Int Modifier</p><p></p><p>[code]Lvl BAB Fort Ref Will Special Spellcasting</p><p>1 +0 +0 +0 +2 Price of Power, Summon Hellfire +1 arcane caster level</p><p>2 +1 +0 +0 +3 Siphon Spell +1 arcane caster level</p><p>3 +1 +1 +1 +3 Flame Strike +1 arcane caster level</p><p>4 +2 +1 +1 +4 Banish, Price of Power +1 arcane caster level</p><p>5 +2 +1 +1 +4 Call Phoenix[/code]</p><p></p><p><u>Class Features:</u></p><p><strong>Weapon and Armor Proficiency:</strong> The Blood Mage gains no new weapon or armor proficiency.</p><p><strong>Price of Power:</strong> The Blood Mage's mystical knowledge of the dark arts comes at a physical price, at 1st and 4th levels the Blood Mage permanently loses 2 points of Constitution. This is not ability damage and cannot be cured even by a Miracle or a Wish.</p><p><strong>Summon Hellfire (Sp):</strong> The Blood Mage may, once per day per class level + an additional number of times equal to his Int modifier, cast the spell <em>Hellfire</em> (Book of Vile Darkness) at his normal caster level.</p><p><strong>Siphon Spell (Sp):</strong> Starting at 2nd level, the Blood Mage may, once per day per class level, make a ranged touch attack as a standard action against a spellcaster. If the touch attack is successful, the target automatically loses 1d4 spell slots of the highest level available to him (no save) and the Blood Mage may regain a single spell slot per spell lost this way. Spell slots regained this way may never be of a spell level higher than the spell level of the spells drained from the target.</p><p><strong>Flame Strike (Sp):</strong> Starting at 3rd level, the Blood Mage may, once per day per class level, cast the spell <em>Flame Strike</em> at his normal caster level. Half the damage of this spell is considered fire, the other half is considered unholy damage.</p><p><strong>Banish (Sp):</strong> Starting at 4th level, the Blood Mage may, once per day per class level, cast <em>Ethereal Jaunt</em> (as the spell except the Blood Mage may target any willing person within 30') at his normal caster level. Only the target of the spell may dismiss it.</p><p><strong>Call Phoenix (Su):</strong> At 5th level, once per day the Blood Mage, as a full round action, may summon a Phoenix (see MM II) for a duration of 1 round/class level.</p><p></p><p><strong>Alternates:</strong> If you do not have the Book of Vile Darkness, feel free to replace Hellfire with Fireball.</p><p></p><p></p><p></p><p><u>UNDER REVISION:</u></p><p></p><p><strong><u>Yu-Gi-Oh!</u></strong></p><p></p><p><u>New Skill:</u></p><p><em>Knowledge (Duel Monsters) (Int):</em></p><p>This skill allows one to recognize a card played in a Duel Monsters game. The DC is 6 for common cards, 10 for standard cards, 14 for uncommon cards, 18 for rare cards, 26 for ultra rare cards, and 32 for unique cards (God cards are impossible to recognize unless you have had the copy in your possession before). A successful check allows you to know:</p><p>If Monster Card: The card’s HD and Special Abilities/Defenses.</p><p>If Magic Card: Whether it is an Evocation or Enchantment card, and its general effect.</p><p>You can only take 10 on this check if you’re not in a Duel.</p><p>-Knowledge (Duel Monsters) is a class skill to all classes.</p><p></p><p></p><p><strong><u>The Magic Card Duelist-</u></strong></p><p><em>Requisites:</em></p><p>Knowledge (Duel Monsters): 6 ranks</p><p>Full Duelist Monsters Card Deck (40 Cards), including at least one rare card</p><p></p><p>HD: d8</p><p>BAB: As Cleric</p><p>Saves: Fort Bad, Reflex Good, Will Good</p><p>Class Skills: Appraise*, Bluff, Concentration, Craft, Diplomacy, Gather Information, Innuendo, Knowledge (arcana), Knowledge (duel monsters), Knowledge (the planes), Knowledge (religion), Listen, Perform, Profession, Sense Motive, Spellcraft, Spot, Use Magic Device</p><p>Skill Points per level: 6+int mod</p><p></p><p>*Can be used to Appraise the value of a Duel Monsters Card as well.</p><p></p><p><strong>Imbue Card (Su)-</strong>During a Shadow Game, a Duelist may, once per round, use the spell stored within his cards, bringing the creature represented on the card to life (or cast a spell if a Magic Card). This requires a full round action and may be used once per card per day. </p><p>Note-Magic Cards have a DC = to 15+Spell level+1/2 Duelist’s level (round down).</p><p>Note-Enchantment cards have their durations reduced to 1 round per spell level.</p><p><strong>Predict Move (Ex)-</strong>Once a match a Duelist can make a Sense Motive check with a bonus equal to his Duelist level versus his opponents Bluff check plus his opponent’s Duelist level (if any), if successful, he gains the equivalent of Detect Thoughts for 2 rounds.</p><p>At second level this ability may be used out of a Duel Monsters Game a number of times per day equal to half his Duelist levels (rounded down), in this case it is simply a normal Sense Motive check (no bonus for having levels of Duelist) versus his opponent’s Bluff check. If successful, the Duelist gains a +2 insight bonus to his attack bonus, damage, AC, and saves versus that particular opponent, this ability lasts for 2 rounds and you cannot benefit from it against more than 1 opponent at a time.</p><p><strong>Shadow Game (Su)-</strong>Shadow Game Dueling is as a Mage Duel (Magic of Faerun) except that it is powered by the Plane of Shadows and that the final blow to a character dueling in the game must be dealt by a summoned creature.</p><p>In a Lethal Shadow Game, each player must make a Will Save (DC 15+3 per Controlled Summoned Creatures on the battlefield) each time they take damage by a Summoned Creature and at the end of each round and a Will Save (DC 15+Killed Summoned Monster’s HD) each time a summoned monster they control dies or suffer 1 point of temporary Wisdom Damage (a successful save means they suffer no damage at all). A character who is reduced to 0 Wisdom is considered dead, their soul being lost forever.</p><p>Special-Characters with the Shadow Weave Magic feat gain a +4 bonus to this check because they are more attuned to the Plane of Shadows.</p><p><strong>Bonus Feats-</strong>At 3rd level, and every 3 levels after that, a Duelist gains a feat which he may choose off of the following list: Alertness, Bull Headed, Discipline, Cosmopolitan, Improved Initiative, Iron Will, Jack of All Trades, Lightning Reflexes, Skill Focus, Quick Draw.</p><p><strong>Favored Card-</strong>The Favored Card of a Duelist gains the listed amount on the table as an unnamed bonus to their attack bonus, damage, and saves (if creature) or the listed amount as an unnamed bonus to DC and checks vs. spell resistance (if a spell). This bonus applies inside or out of a duel.</p><p>(Examples: Dark Magician for Yugi Blue Eyes White Dragon for Kaiba, Flame Swordsman for Joey, Faith Magician for Teia, Harpy Lady for Mai, Change of Heart for Bakura)</p><p><strong>Metamagick Card (Su)-</strong>A certain number of times per day, as shown on the chart, a Duelist can enhance the power of a card played either in a Shadow Game, or with Out of Game Casting. He may choose to add a single metamagic feat onto it from the following list: Elemental Substitution (any element), Empower Spell, Extend Spell or may choose to have its DC increased by 2 or caster level increased by 2, this ability does not increase the casting time when using the card and may be used no more than once per round. </p><p><strong>Out of Game Casting (Su)-</strong>An experienced Duelist may unlock the power of the cards, using them outside of a Shadow Game. However, since the monster’s powers are fueled by Shadow Magic (via Plane of Shadows) they are not as strong in other planes and are thus only quasi real. Summoned Creatures and Evocation Spells are only 20+5/Duelist level % real, using the rules for Shadow Conjuration and Shadow Evocation to determine their effects. Instead of the reduction of power, Enchantment Cards have their durations reduced to 1 round/spell level or its normal duration, whichever is lower. Necromancy effects cannot be used in this fashion. The DC for this power is equal to 10+Spell level+Corresponding stat modifier (Int for Evocations, Wis for Summonings, and Cha for Enchantments). This ability requires a full round action and may only be used up to once per day per Duelist level with Rare and Ultra Rare cards taking up 2 uses of the ability and Unique and God Cards taking up 3 uses.</p><p>Note-No Card may be used more than once a day in this fashion as well.</p><p><strong>Banishment to the Shadows (Su)-</strong>At 7th level, 1/day a Duelist may choose to banish a single opponent within 30 feet to the Plane of Shadows (as per planeshift), no save. This ability only works on those who failed versus him in a Shadow Game within the last minute. At 10th level a Duelist may use this ability on anyone (though it still is limited to 1/day), but those who he hasn't beat in a Shadow Game may attempt a Will save (DC 10+1/2 Duelist Level+Cha Mod) to negate this effect.</p><p></p><p>The Magic Card Duelist</p><p>1-Imbue Card, Predict Move, Shadow Game (standard)</p><p>2-Favored Card +1 </p><p>3-Bonus Feat, Metamagick Card 1/day</p><p>4-Favored Card +2</p><p>5-Out of Game Card Casting</p><p>6-Bonus Feat, Favored Card +3, Metamagick Card 2/day</p><p>7-Banishment to the Shadows</p><p>8-Favored Card +4</p><p>9-Bonus Feat, Metamagick Card 3/day</p><p>10-Favored Card +5, Shadow Game (lethal)</p><p></p><p></p><p><strong>Game Monsters Decks:</strong></p><p>Game Monsters Decks are comprised of 40 cards of varying rarity. The average deck (35 common cards, 4 standard cards, 1 uncommon card, and a card protector box) costs 400 gold.</p><p></p><p><em>Market Prices:</em></p><p>Card Protector Box-25 Gold</p><p>Masterwork Card Protector Box-75 gold</p><p></p><p><strong>Game Monsters Cards-</strong></p><p>Market Price-Rarity-Effect </p><p>5 Gold-Common Card, allowable set Summon Monster I</p><p>25 Gold-Standard Card, allowable set Summon Monster II, or 1st level Evocation or Enchantment Spell</p><p>100 Gold-Uncommon Card, allowable set Summon Monster III, or 2nd level Evocation, Enchantment, or 1st level Necromancy Spell</p><p>300 Gold-Rare Card, allowable set Summon Monster IV or 3rd level Evocation or Enchantment, or 2nd level Necromancy Spell</p><p>500 Gold-Ultra Rare Card, allowable set Summon Monster V or 4th level Evocation or Enchantment, or 3rd level Necromancy Spell</p><p>2500 Gold-Unique Card, allowable set Monster Summoning VI spell or 5th level Evocation, Enchantment, or 4th level Necromancy Spell</p><p>Minor Artifact-God Card, allowable set Gate spell or 7th level Evocation, Enchantment, or 6th level Necromancy Spell Spell</p><p>*Cards imbued with Summons don’t have an alignment descriptor attached to them, Cards imbued with Evocations and Enchantments must be from the Wizard/Sorcerer Spell List.</p><p>**For an expanded list of monsters use Dragon #302’s CR rules for determining what monsters can be summoned using what Summon Monster spell, Alternatively, you could use Relics and Rituals II Unique Summoning rules instead.</p><p></p><p>Cards have a hardness of 1 and 1 hitpoints + an extra 1 hardness and 1 hitpoint per spell level stored within.</p><p>Note-Damaged Cards may be cheaper than the listed price, however they are usually unfit to use for a Shadow Game, a mending spell can often fix this-however.</p><p></p><p></p><p><strong>Example Card-Show Conversion:</strong></p><p>Change of Heart (Ultra Rare), Charm Monster</p><p></p><p><strong>Game Lingo:</strong></p><p>Attack Mode-Normally attacking or using abilities.</p><p>Defense Mode-Total Defense Action</p></blockquote><p></p>
[QUOTE="Sollir Furryfoot, post: 1488283, member: 748"] [b][u]Guilty Gear[/u][/b][u][/u] [b][u](Holy) Knight of the Sacred Order[/u] HD-[/b]d8 [u]Requisites:[/u] [i]Alignment:[/i] Any Lawful [i]BAB:[/i] 6+ [i]Skills:[/i] Knowledge (Arcana) 5 ranks, Knowledge (Religion) 5 ranks, Spellcraft 5 ranks. [i]Feats:[/i] Expertise, Improved Trip, Lightning Reflexes, Weapon Focus (Any Sword) [i]Spells:[/i] Must have ability to cast 1st level arcane spells, at least one of which must have the [Electricity] descriptor. [i]Special:[/i] Must be accepted by the Holy Order of Sacred Knights. This usually entails tests of ability and loyalty. [u]Class Skills:[/u] The Knight of the Sacred Order's class skills (and the key ability for each skill) are Concentration (Con), Diplomacy (Cha), Jump (Str), Knowledge (Arcana) (Int), Knowledge (Religion) (Int), Sense Motive (Wis), Spellcraft (Int), and Tumble (Dex). [i]Skill Points Per Level:[/i] 2+Int Modifier [code]Lvl BAB Fort Ref Will Special Spellcasting 1 +0 +2 +2 +2 Magic Technique: Charged Blade 2 +1 +3 +3 +3 Vapor Thrust +1 arcane caster level 3 +2 +3 +3 +3 Magic Technique: Stun Edge +1 arcane caster level 4 +3 +4 +4 +4 Stun Dipper +1 arcane caster level 5 +3 +4 +4 +4 Magic Technique: Charged Stun Edge 6 +4 +5 +5 +5 Desperation Mode +1 arcane caster level 7 +5 +5 +5 +5 Magic Technique: Ride the Lightning +1 arcane caster level 8 +6 +6 +6 +6 Greed Sever +1 arcane caster level 9 +6 +6 +6 +6 Magic Technique: Sacred Edge 10 +7 +7 +7 +7 Magic Technique: Sacred Force +1 arcane caster level[/code] [u]Class Features:[/u] [b]Weapon and Armor Proficiency:[/b] The Knight of the Sacred Order gains no new weapon or armor proficiency. [b]Magic Technique (Su):[/b] At levels 1, 3, 5, 7, 9, and 10, the Knight of the Sacred Order gains access to a new Magic Technique as shown on the chart. Each one is a supernatural effect, focused through the Knight’s sword, limiting his choice of weapons to use his Magic Techniques with. The save DC, where applicable, is 10 + Knight of the Sacred Order level + the Knight‘s Intelligence or Charisma Modifier (whichever is higher) + Enhancement Bonus of the sword used (Example, a 3rd level Knight of the Sacred Order with a Intelligence of 14, Charisma of 16 and a +3 Longsword of Shocking would have a DC of 19). To use a Magic Technique the Knight must successfully pass a Fortitude save with a DC of 10 + the difficulty modifier of the Magic Technique the Knight wishes to use + the sum of the difficulty modifiers of all Magic Techniques previously successfully used (Ex: A Knight who wishes to use Stun Edge, a Magic Technique with a difficulty modifier of 2, who has previously used Stun Edge twice before and Charged Blade, which has a difficulty modifier of one, once before must make a Fortitude save of 10 + 2 + 5 for a total DC of 17 to successfully use Stun Edge again). If the Knight fails this save, whatever action he would have used to activate his Magic Technique is wasted and he becomes fatigued (or exhausted if already fatigued or unconscious if already exhausted). The base DC to use Magical Techniques resets after 8 hours of rest. No more than one Magic Technique may be used in a single round at a time. [u]Magic Techniques:[/u] [b]Charged Blade:[/b] (Difficulty Modifier: 1) Activating this technique is a free action. During the round that this technique is activated all attacks that the Knight of the Sacred Order successfully hits with each deal an additional +1d8 electricity damage. [b]Stun Edge:[/b] (Difficulty Modifier: 2) On a successful ranged touch attack, this ability deals 1d6 points of electricity damage/class level to a single opponent, who must then make a Fortitude save or be stunned for 1 round. This attack has a range of 10’ per class level and requires line of effect. This ability requires a standard action to use. [b]Charged Stun Edge:[/b] (Difficulty Modifier: 4) On a successful ranged touch attack, this ability deals 1d10 points of electricity damage/class level to a single opponent, who must then make a Fortitude save or be stunned (if he failed the save by 5 or less) or paralyzed (if he failed the save by 6 or more) for 1d4 rounds. This attack has a range of 5’ per class level and requires line of effect. This ability requires a full round action to use. [b]Ride the Lightning:[/b] (Difficulty Modifier: 6) As a standard action, the Knight of the Sacred Order may rush at an opponent as per the Bull Rush rules. He receives a bonus to his Strength check equal to his class level and does not provoke an attack of opportunity as if he had the Improved Bull Rush feat (even if he does not qualify for it). For every 5 ft. he pushes back his opponent, he deals 5d10 electricity damage to him as well. [b]Sacred Edge:[/b] (Difficulty Modifier: 6) The Knight of the Sacred Order may use this ability to create a 5 ft. wide line extending up to 5 ft. per class level. All those caught within the area of effect take 1d12 points of electricity damage/class level (A successful Reflex save halves this damage) and must then make a Fortitude save or be stunned (if he failed the save by 5 or less) or paralyzed (if he failed the save by 6 or more) for 1d4 rounds, regardless if they made the first save or not. This ability requires a full round action to use. [b]Sacred Force:[/b] (Difficulty Modifier: 10) As a full round action, the Knight of the Sacred Order may gather into himself tremendous magical energy. During the next round he may discharge this energy as a standard action, making a single melee attack with his sword. If he attack fails to hit or if he does not discharge this ability within the round the ability is wasted. If the attack successfully hits and is natural critical (using only the weapon's base threat range modified only by Improved Critical or the Keen property) the target of this attack dies (no save). Otherwise, it is resolved as a normal attack. Regardless if this ability works or not, the Knight of the Sacred Order is immediately fatigued (or exhausted if already fatigued, or unconscious if already exhausted) after using it. [u]Other Abilities:[/u] [b]Vapor Thrust (Ex):[/b] Starting at 2nd level, as a full round action the Knight of the Sacred Order may make a Trip attempt replacing the required Strength check with a Jump check to determine if his opponent is tripped or not. If the Trip Attempt is successful the Knight may still take advantage of the Improved Trip feat. [b]Stun Dipper (Ex):[/b] Starting at 4th level, whenever successfully making an attack after a charge, the Knight of the Sacred Order may immediately make a Trip attempt as a free action. If the Trip Attempt is successful the Knight may still take advantage of the Improved Trip feat. [b]Desperation Mode:[/b] Starting at 6th level, whenever the Knight of the Sacred Order's hit points are reduced to below half of his maximum hp, the DC to use his Magical Techniques is decreased by 5. [b]Greed Sever (Ex):[/b] Starting at 8th level, whenever the Knight of the Sacred Order takes a total defense action or fights defensively, he may, once per round, make an attack of opportunity against any opponent within reach that misses on an attack against him. Unlike normal attacks of opportunity, he receives no penalty to this roll from Fighting Defensively or using Expertise. [b][u]Prince of Persia![/u][/b][u][/u] [b][u]The Prince of Persia[/u] HD-[/b]d6 [u]Requisites:[/u] [i]Alignment:[/i] Any nonlawful [i]BAB:[/i] 5+ [i]Skills:[/i] Knowledge (History) 5 ranks, Knowledge (Psionics) 8 ranks. [i]Feats:[/i] Combat Reflexes, Improved Initiative, Skill Focus: Knowledge (History) [i]Psionics:[/i] Must have a power point reserve of at least 1 power point. [i]Special:[/i] Must have the Evasion class feature. [u]Class Skills:[/u] The Prince of Persia's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Diplomacy (Cha), Jump (Str), Knowledge (History) (Int), Knowledge (Psionics) (Int), Psicraft (Int), and Tumble (Dex). [i]Skill Points Per Level:[/i] 6+Int Modifier [code]Lvl BAB Fort Ref Will Special PP/Day 1 +0 +0 +2 +2 Power: Defensive Precognition 2 2 +1 +0 +3 +3 Power: Offensive Precognition 5 3 +2 +1 +3 +3 Bonus Feat, Power: Decelerate 9 4 +3 +1 +4 +4 Power: Psionic Haste 14 5 +3 +1 +4 +4 Power: Schism 20 6 +4 +2 +5 +5 Bonus Feat, Power: Psionic Divination 28 7 +5 +2 +5 +5 Power: Greater Precognition 37 8 +6 +2 +6 +6 Power: Temporal Acceleration 47 9 +6 +3 +6 +6 Bonus Feat, Power: Fate of One 58 10 +7 +3 +7 +7 Power: Time Regression 70[/code] [u]Class Features:[/u] [b]Weapon and Armor Proficiency:[/b] The Prince of Persia gains no new weapon or armor proficiency. [b]Power Points/Day:[/b] The Prince of Persia can manifest powers. His ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on the chart above. In addition, he receives bonus power points per day if he has a high Wisdom score (see the Expanded Psionics Handbook). His race may also provide bonus power points per day, as may certain feats and items. If the Prince of Persia has power points from a different class, those points are pooled together and usable to manifest powers from either class. Bonus power points from having a high ability score can be gained only for the character's highest psionic class. [b]Powers:[/b] Every level the Prince of Persia gains access to a new psionic power, as per the chart. The total number of powers the prince can manifest is only limited by his daily power points. A Prince of Persia simply knows his powers, they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells) though he must get a good night's sleep each day to regain all his power points. The Difficulty Class for saving throws against Prince of Persia powers is 10 + the power's level + the Prince of Persia's Wisdom modifier. The Prince of Persia's manifester level is equal to his total character level for the purpose of manifesting powers gained by this prestige class. To access his powers, he must have a Wisdom score of at least 10 + the power's level. [b]Bonus Feats:[/b] At levels 3, 6, and 9, the Prince of Persia gains a bonus psionic feat of his choice from the following list: Combat Manifestation, Dodge, Extend Power, Mental Leap, Mobility, Psionic Charge, Psionic Dodge, Psionic Talent, Quicken Power, Speed of Thought, Spring Attack, Up the Walls. The Prince of Persia must still meet all prerequisites for the bonus feat, including ability score and base attack bonus minimums as well as class requirements. Note-Psionic Haste is a 2nd level power that is the same in all aspect as the wizard/sorcerer spell [i]Haste[/i] except it it affects only one target, with an augmentation of +2 pp per extra target. [b][u]FF VI (U.S. 3)![/u][/b][u][/u] [b]Moogle Traits (Ex):[/b] Moogles possess the following racial traits. - -2 Strength, +2 Dexterity - Small size. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters. - A moogle’s base land speed is 20 feet. They also have a fly speed of 10 with average manueverability. - +2 racial bonus on Perform (Dance) checks. - +2 morale bonus on saving throws against fear. - Mog Dance: When casting any spell with a verbal component a Moogle may substitute the verbal component for a somatic one provided it does not have one already. Using this ability does not require preparation ahead of time and does not increase the casting time of the spell, although it may only be used in a round where the Moogle has not taken a move action other than a 5 ft. step. - Automatic Language: Common and Moogle. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill. - Favored Class: Bard. A multiclass moogle’s bard class does not count when determining whether he takes an experience point penalty for multicasting. [b]Half-Esper Traits (Ex):[/b] Half-Espers possess the following racial traits. - -2 Strength, -2 Constitution, +2 Wisdom, +4 Charisma. - Medium: As Medium creatures, half-espers have no special bonuses or penalties due to their size. - A Half-Esper's base land speed is 30 feet. - +2 racial bonus on Knowledge (Arcana) and Spellcraft checks. - +4 racial bonus on saving throws against spells and spell-like effects. - +2 racial bonus to the half-esper’s effective caster level (for purposes of determining level dependent spell variables such as damage dice or range, and caster level checks only). - Damage Reduction 2/Magic - Half-espers inherently cast spells as a 1st level sorcerer. Additionally, half-espers do not need material components costing 1 gold or less for his sorcerer spells. - Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill. - Favored Class: Sorcerer. A multiclass half-esper ’s sorcerer class does not count when determining whether he takes an experience point penalty for multicasting. [b]Elemental Ray (Su):[/b] A True Esper may fire a ray of elemental energy, dealing 1d6 +1d6/4 HD points of acid, cold, electricity, fire, or sonic damage (his choice) to any target within 100' at will. A True Esper with multiple attacks may take advantage of them when using this ability. [b]Protective Aura (Su):[/b] A True Esper always benefits from a deflection bonus to his AC equal to his charisma modifier. [b]Spell Resistance (Ex):[/b] A True Esper has SR equal to 15 + his HD. [b]Spells:[/b] True Espers cast spells as 10th level Sorcerers. Furthermore, they cast all their sorcerer spells as spell-like abilities. [b][u]Ogre Battle![/u][/b][u][/u] [b][u]The Black Knight[/u] HD-[/b]d10 [u]Requisites:[/u] [i]Alignment:[/i] Any nongood, chaotic [i]BAB:[/i] 7+ [i]Skills:[/i] Intimidate 8 ranks. [i]Feats:[/i] Armor Proficiency (Heavy), Power Attack, Toughness. [i]Special:[/i] Access to 1st level arcane spells. [u]Class Skills:[/u] The Black Knight's class skills (and the key ability for each skill) are Concentration (Con), Knowledge (Arcana) (Int), Intimidate (Cha), Ride (Dex), and Spellcraft (Int). [i]Skill Points Per Level:[/i] 2+Int Modifier [code]Lvl BAB Fort Ref Will Special Spellcasting 1 +0 +2 +0 +2 Fortified Defense (DR 1/-) +1 arcane caster level 2 +1 +3 +0 +3 Impulsive Magic 1/day 3 +2 +3 +1 +3 Fortified Defense (DR 2/-) +1 arcane caster level 4 +3 +4 +1 +4 Impulsive Magic 2/day 5 +3 +4 +1 +4 Fortified Defense (DR 3/-) +1 arcane caster level[/code] [u]Class Features:[/u] [b]Weapon and Armor Proficiency:[/b] The Black Knight gains no new weapon or armor proficiency. [b]Fortified Defense (Ex):[/b] While wearing heavy armor, the Black Knight benefits from Damage Reduction 1/-, which increases by an additional +1/- at levels 3 and 5. This stacks with any previous DR of the same type he may possess. [b]Impulsive Magic (Su):[/b] Beginning at level 2, the Black Knight may, once per day, use the metamagic feat Empower Spell on any one of his spells, without having to prepare it in advance. Using this ability is a part of casting the spell and thus does not increase the casting time of it. The Black Knight gains an additional use of this ability per day at level 4. [b][u]The Dragoon[/u] HD-[/b]d12 [u]Requisites:[/u] [i]BAB:[/i] 15+ [i]Feats:[/i] Armor Proficiency (Heavy), Expertise, Great Fortitude, Iron Will, Lightning Reflexes, Power Attack, Toughness. [i]Special:[/i] The would-be dragoon must have single-handed slain a true dragon with an amount of HD (at least) equal to his current level +4 and forged a suit of platemail out of its hide. [u]Class Skills:[/u] The Dragoon's class skills (and the key ability for each skill) are Concentration (Con), Intimidate (Cha), and Jump (Str). [i]Skill Points Per Level:[/i] 2+Int Modifier [code]Lvl BAB Fort Ref Will Special 1 +1 +2 +2 +2 Dragon's Helm 2 +2 +3 +3 +3 3 +3 +3 +3 +3 Dragon's Armor 4 +4 +4 +4 +4 5 +5 +4 +4 +4 Weapon of Tiamat[/code] [u]Class Features:[/u] [b]Weapon and Armor Proficiency:[/b] The Dragoon gains no new weapon or armor proficiency. [b]Dragon's Helm (Su):[/b] While wearing a helmet made from a true dragon's scales, the Dragoon gains the Blindsight extraordinary ability with a range of 30'. [b]Dragon's Armor (Su):[/b] While wearing a suit of platemail made from a true dragon's scales, the Dragoon gains the Frightful Presence ability, as per a dragon, with a DC equal to 10+1/2 his HD+his charisma modifier to resist. [b]Weapon of Tiamat (Su):[/b] While wearing a suit of platemail made from a true dragon's scales, the Dragoon may, once per day, summon an enchanted weapon. Treat this weapon as any martial weapon that the Dragoon wishes, with a +5 enhancement bonus and the Bane (Dragonkind) special ability. Unlike normal weapons, this weapon may not be sundered or disarmed, and if lost for any reason, it vanishes within 1 minute unless the Dragoon recovers it before then. The weapon lasts for 24 hours, upon which it vanishes. [b]New Item-[/b] [i]Clawed Bracer[/i] (Exotic Melee Weapon), Cost 600 Gold, Size-M, Damage 1d8, Critical 18-20/x2, Range Increment -, Type: Slashing, Weight: 3 lbs. [i]Clawed Bracers fit around the wrists, granting their wearer a +4 bonus to keep his weapon against all disarm checks.[/i] [b]New Item-[/b] [i]Clawed Bracer[/i] (Exotic Melee Weapon), Cost 600 Gold, Size-M, Damage 1d8, Critical 18-20/x2, Range Increment -, Type: Slashing, Weight: 3 lbs. [i]Clawed Bracers fit around the wrists, granting their wearer a +4 bonus to keep his weapon against all disarm checks.[/i] [b][u]The Ninja Master[/u] HD-[/b]d6 [u]Requisites:[/u] [i]Alignment:[/i] Any nongood, chaotic [i]Skills:[/i] Hide 10 ranks, Move Silently 10 ranks [i]Feats:[/i] Exotic Weapon Proficiency (Clawed Bracer), Improved Initiative, Sneaky [i]Special:[/i] Access to 1st level arcane spells. [i]Special:[/i] Sneak Attack +3d6 [u]Class Skills:[/u] The Ninja Master's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Disguise (Cha), Hide (Dex), Knowledge (Arcana) (Int), Intimidate (Cha), Move Silently (Dex), and Spellcraft (Int). [i]Skill Points Per Level:[/i] 4+Int Modifier [code]Lvl BAB Fort Ref Will Special Spellcasting 1 +0 +0 +2 +2 Cat's Claw Style, Demon's Mask +1 arcane caster level 2 +1 +0 +3 +3 Rend 3 +2 +1 +3 +3 Elemental Expertise +1 arcane caster level 4 +3 +1 +4 +4 Improved Rend 5 +3 +1 +4 +4 Shadow Moves +1 arcane caster level[/code] [u]Class Features:[/u] [b]Weapon and Armor Proficiency:[/b] The Ninja Master gains no new weapon or armor proficiency. [b]Cat's Claw Style (Ex):[/b] While wearing light or no armor, the Ninja Master benefits from the Ambidexterity and Two-Weapon Fighting feats when using 2 clawed bracers at one time. [b]Demon's Mask (Ex):[/b] The Ninja Master is given a special mask that works for only him upon attaining the first level of this prestige class. This mask partially distorts the words of spells with verbal components that are cast without distracting the wearer. Opponents trying to decipher what spell the Ninja Master is casting while wearing his mask receive a -4 penalty to their Spellcraft check. The mask takes up the goggles slot for the limitation of the amount of magic items worn. Should the Ninja Master lose this special mask, he may create another one spending a sum of 500 gold and one day's time, with an XP expenditure equal to 50 per Ninja Master level. [b]Rend (Ex):[/b] Beginning at level 2, if the Ninja Master successfully hits an opponent with at least one claw attack from each hand, he automatically deals an additional amount of damage equal to 2d8 + his strength modifier. At level 4, this damage increases to 4d8 + 1 and 1/2 times his strength modifier. [b]Elemental Expertise (Sp):[/b] Once per day the Ninja Master may cast the spell [i]Fireball[/i], with the exception that he can choose whether it does acid, cold, electricity or fire damage. This ability has a caster level equal to the Ninja Master's character level. [b]Shadow Moves (Ex):[/b] Once per day the Ninja Master may act as if he was personally affected by the spell [i]haste[/i]. This ability lasts for a total 5 rounds and is activatable as a free action. [b][u]The Knight-Paladin[/u] HD-[/b]d10 [u]Requisites:[/u] [i]Alignment:[/i] Any nonevil, lawful [i]BAB:[/i] 7+ [i]Skills:[/i] Knowledge (Religion) 8 ranks. [i]Feats:[/i] Armor Proficiency (Heavy), Improved Shield Bash, Shield Proficiency, Toughness. [i]Special:[/i] Access to 1st level divine spells. [u]Class Skills:[/u] The Knight-Paladin's class skills (and the key ability for each skill) are Concentration (Con), Diplomacy (Cha), Knowledge (Religion) (Int), Ride (Dex), and Spellcraft (Int). [i]Skill Points Per Level:[/i] 2+Int Modifier [code]Lvl BAB Fort Ref Will Special Spellcasting 1 +0 +2 +0 +2 Fortified Defense (DR 1/-) +1 divine caster level 2 +1 +3 +0 +3 Inspired Healing 1/day 3 +2 +3 +1 +3 Fortified Defense (DR 2/-) +1 divine caster level 4 +3 +4 +1 +4 Inspired Healing 2/day 5 +3 +4 +1 +4 Fortified Defense (DR 3/-) +1 divine caster level[/code] [u]Class Features:[/u] [b]Weapon and Armor Proficiency:[/b] The Knight-Paladin gains no new weapon or armor proficiency. [b]Fortified Defense (Ex):[/b] While wearing heavy armor, the Knight-Paladin benefits from Damage Reduction 1/-, which increases by an additional +1/- at levels 3 and 5. This stacks with any previous DR of the same type he may possess. [b]Inspired Healing (Su):[/b] Beginning at level 2, the Knight-Paladin may, once per day, use the metamagic feat Quicken Spell on any one of his spells with the (Healing) descriptor, without having to prepare it in advance. Using this ability is a part of casting the spell and thus does not increase the casting time of it. The Knight-Paladin gains an additional use of this ability per day at level 4. [b][u]War Craft![/u][/b][u][/u] [b][u]The Blood Mage[/u] HD-[/b]d4 [u]Requisites:[/u] [i]Race:[/i] High Elf [i]Alignment:[/i] Any Non-Good [i]Skills:[/i] Concentration 8 Ranks, Knowledge (The Planes) 8 Ranks, Spellcraft 8 Ranks [i]Feats:[/i] Skill Focus: Knowledge (The Planes), Toughness. [i]Special:[/i] Access to 4th level arcane spells. [u]Class Skills:[/u] The Blood Mage's class skills (and the key ability for each skill) are Concentration (Con), Knowledge (Arcana) (Int), Knowledge (the Planes) (Int), and Spellcraft (Int). [i]Skill Points Per Level:[/i] 2+Int Modifier [code]Lvl BAB Fort Ref Will Special Spellcasting 1 +0 +0 +0 +2 Price of Power, Summon Hellfire +1 arcane caster level 2 +1 +0 +0 +3 Siphon Spell +1 arcane caster level 3 +1 +1 +1 +3 Flame Strike +1 arcane caster level 4 +2 +1 +1 +4 Banish, Price of Power +1 arcane caster level 5 +2 +1 +1 +4 Call Phoenix[/code] [u]Class Features:[/u] [b]Weapon and Armor Proficiency:[/b] The Blood Mage gains no new weapon or armor proficiency. [b]Price of Power:[/b] The Blood Mage's mystical knowledge of the dark arts comes at a physical price, at 1st and 4th levels the Blood Mage permanently loses 2 points of Constitution. This is not ability damage and cannot be cured even by a Miracle or a Wish. [b]Summon Hellfire (Sp):[/b] The Blood Mage may, once per day per class level + an additional number of times equal to his Int modifier, cast the spell [i]Hellfire[/i] (Book of Vile Darkness) at his normal caster level. [b]Siphon Spell (Sp):[/b] Starting at 2nd level, the Blood Mage may, once per day per class level, make a ranged touch attack as a standard action against a spellcaster. If the touch attack is successful, the target automatically loses 1d4 spell slots of the highest level available to him (no save) and the Blood Mage may regain a single spell slot per spell lost this way. Spell slots regained this way may never be of a spell level higher than the spell level of the spells drained from the target. [b]Flame Strike (Sp):[/b] Starting at 3rd level, the Blood Mage may, once per day per class level, cast the spell [i]Flame Strike[/i] at his normal caster level. Half the damage of this spell is considered fire, the other half is considered unholy damage. [b]Banish (Sp):[/b] Starting at 4th level, the Blood Mage may, once per day per class level, cast [i]Ethereal Jaunt[/i] (as the spell except the Blood Mage may target any willing person within 30') at his normal caster level. Only the target of the spell may dismiss it. [b]Call Phoenix (Su):[/b] At 5th level, once per day the Blood Mage, as a full round action, may summon a Phoenix (see MM II) for a duration of 1 round/class level. [b]Alternates:[/b] If you do not have the Book of Vile Darkness, feel free to replace Hellfire with Fireball. [u]UNDER REVISION:[/u] [b][u]Yu-Gi-Oh![/u][/b][u][/u] [u]New Skill:[/u] [i]Knowledge (Duel Monsters) (Int):[/i] This skill allows one to recognize a card played in a Duel Monsters game. The DC is 6 for common cards, 10 for standard cards, 14 for uncommon cards, 18 for rare cards, 26 for ultra rare cards, and 32 for unique cards (God cards are impossible to recognize unless you have had the copy in your possession before). A successful check allows you to know: If Monster Card: The card’s HD and Special Abilities/Defenses. If Magic Card: Whether it is an Evocation or Enchantment card, and its general effect. You can only take 10 on this check if you’re not in a Duel. -Knowledge (Duel Monsters) is a class skill to all classes. [b][u]The Magic Card Duelist-[/u][/b][u][/u] [i]Requisites:[/i] Knowledge (Duel Monsters): 6 ranks Full Duelist Monsters Card Deck (40 Cards), including at least one rare card HD: d8 BAB: As Cleric Saves: Fort Bad, Reflex Good, Will Good Class Skills: Appraise*, Bluff, Concentration, Craft, Diplomacy, Gather Information, Innuendo, Knowledge (arcana), Knowledge (duel monsters), Knowledge (the planes), Knowledge (religion), Listen, Perform, Profession, Sense Motive, Spellcraft, Spot, Use Magic Device Skill Points per level: 6+int mod *Can be used to Appraise the value of a Duel Monsters Card as well. [b]Imbue Card (Su)-[/b]During a Shadow Game, a Duelist may, once per round, use the spell stored within his cards, bringing the creature represented on the card to life (or cast a spell if a Magic Card). This requires a full round action and may be used once per card per day. Note-Magic Cards have a DC = to 15+Spell level+1/2 Duelist’s level (round down). Note-Enchantment cards have their durations reduced to 1 round per spell level. [b]Predict Move (Ex)-[/b]Once a match a Duelist can make a Sense Motive check with a bonus equal to his Duelist level versus his opponents Bluff check plus his opponent’s Duelist level (if any), if successful, he gains the equivalent of Detect Thoughts for 2 rounds. At second level this ability may be used out of a Duel Monsters Game a number of times per day equal to half his Duelist levels (rounded down), in this case it is simply a normal Sense Motive check (no bonus for having levels of Duelist) versus his opponent’s Bluff check. If successful, the Duelist gains a +2 insight bonus to his attack bonus, damage, AC, and saves versus that particular opponent, this ability lasts for 2 rounds and you cannot benefit from it against more than 1 opponent at a time. [b]Shadow Game (Su)-[/b]Shadow Game Dueling is as a Mage Duel (Magic of Faerun) except that it is powered by the Plane of Shadows and that the final blow to a character dueling in the game must be dealt by a summoned creature. In a Lethal Shadow Game, each player must make a Will Save (DC 15+3 per Controlled Summoned Creatures on the battlefield) each time they take damage by a Summoned Creature and at the end of each round and a Will Save (DC 15+Killed Summoned Monster’s HD) each time a summoned monster they control dies or suffer 1 point of temporary Wisdom Damage (a successful save means they suffer no damage at all). A character who is reduced to 0 Wisdom is considered dead, their soul being lost forever. Special-Characters with the Shadow Weave Magic feat gain a +4 bonus to this check because they are more attuned to the Plane of Shadows. [b]Bonus Feats-[/b]At 3rd level, and every 3 levels after that, a Duelist gains a feat which he may choose off of the following list: Alertness, Bull Headed, Discipline, Cosmopolitan, Improved Initiative, Iron Will, Jack of All Trades, Lightning Reflexes, Skill Focus, Quick Draw. [b]Favored Card-[/b]The Favored Card of a Duelist gains the listed amount on the table as an unnamed bonus to their attack bonus, damage, and saves (if creature) or the listed amount as an unnamed bonus to DC and checks vs. spell resistance (if a spell). This bonus applies inside or out of a duel. (Examples: Dark Magician for Yugi Blue Eyes White Dragon for Kaiba, Flame Swordsman for Joey, Faith Magician for Teia, Harpy Lady for Mai, Change of Heart for Bakura) [b]Metamagick Card (Su)-[/b]A certain number of times per day, as shown on the chart, a Duelist can enhance the power of a card played either in a Shadow Game, or with Out of Game Casting. He may choose to add a single metamagic feat onto it from the following list: Elemental Substitution (any element), Empower Spell, Extend Spell or may choose to have its DC increased by 2 or caster level increased by 2, this ability does not increase the casting time when using the card and may be used no more than once per round. [b]Out of Game Casting (Su)-[/b]An experienced Duelist may unlock the power of the cards, using them outside of a Shadow Game. However, since the monster’s powers are fueled by Shadow Magic (via Plane of Shadows) they are not as strong in other planes and are thus only quasi real. Summoned Creatures and Evocation Spells are only 20+5/Duelist level % real, using the rules for Shadow Conjuration and Shadow Evocation to determine their effects. Instead of the reduction of power, Enchantment Cards have their durations reduced to 1 round/spell level or its normal duration, whichever is lower. Necromancy effects cannot be used in this fashion. The DC for this power is equal to 10+Spell level+Corresponding stat modifier (Int for Evocations, Wis for Summonings, and Cha for Enchantments). This ability requires a full round action and may only be used up to once per day per Duelist level with Rare and Ultra Rare cards taking up 2 uses of the ability and Unique and God Cards taking up 3 uses. Note-No Card may be used more than once a day in this fashion as well. [b]Banishment to the Shadows (Su)-[/b]At 7th level, 1/day a Duelist may choose to banish a single opponent within 30 feet to the Plane of Shadows (as per planeshift), no save. This ability only works on those who failed versus him in a Shadow Game within the last minute. At 10th level a Duelist may use this ability on anyone (though it still is limited to 1/day), but those who he hasn't beat in a Shadow Game may attempt a Will save (DC 10+1/2 Duelist Level+Cha Mod) to negate this effect. The Magic Card Duelist 1-Imbue Card, Predict Move, Shadow Game (standard) 2-Favored Card +1 3-Bonus Feat, Metamagick Card 1/day 4-Favored Card +2 5-Out of Game Card Casting 6-Bonus Feat, Favored Card +3, Metamagick Card 2/day 7-Banishment to the Shadows 8-Favored Card +4 9-Bonus Feat, Metamagick Card 3/day 10-Favored Card +5, Shadow Game (lethal) [b]Game Monsters Decks:[/b] Game Monsters Decks are comprised of 40 cards of varying rarity. The average deck (35 common cards, 4 standard cards, 1 uncommon card, and a card protector box) costs 400 gold. [i]Market Prices:[/i] Card Protector Box-25 Gold Masterwork Card Protector Box-75 gold [b]Game Monsters Cards-[/b] Market Price-Rarity-Effect 5 Gold-Common Card, allowable set Summon Monster I 25 Gold-Standard Card, allowable set Summon Monster II, or 1st level Evocation or Enchantment Spell 100 Gold-Uncommon Card, allowable set Summon Monster III, or 2nd level Evocation, Enchantment, or 1st level Necromancy Spell 300 Gold-Rare Card, allowable set Summon Monster IV or 3rd level Evocation or Enchantment, or 2nd level Necromancy Spell 500 Gold-Ultra Rare Card, allowable set Summon Monster V or 4th level Evocation or Enchantment, or 3rd level Necromancy Spell 2500 Gold-Unique Card, allowable set Monster Summoning VI spell or 5th level Evocation, Enchantment, or 4th level Necromancy Spell Minor Artifact-God Card, allowable set Gate spell or 7th level Evocation, Enchantment, or 6th level Necromancy Spell Spell *Cards imbued with Summons don’t have an alignment descriptor attached to them, Cards imbued with Evocations and Enchantments must be from the Wizard/Sorcerer Spell List. **For an expanded list of monsters use Dragon #302’s CR rules for determining what monsters can be summoned using what Summon Monster spell, Alternatively, you could use Relics and Rituals II Unique Summoning rules instead. Cards have a hardness of 1 and 1 hitpoints + an extra 1 hardness and 1 hitpoint per spell level stored within. Note-Damaged Cards may be cheaper than the listed price, however they are usually unfit to use for a Shadow Game, a mending spell can often fix this-however. [b]Example Card-Show Conversion:[/b] Change of Heart (Ultra Rare), Charm Monster [b]Game Lingo:[/b] Attack Mode-Normally attacking or using abilities. Defense Mode-Total Defense Action [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Video Game Conversions-Currently: 18 PrCs, 45 Spells, and 3 Races-Taking Requests
Top