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What would it take for you to be interested in a new (not reprint or rehash) setting?

JVisgaitis

Explorer
Hussar said:
Modules. Lots of them.

That's kinda tough when your talking about a setting that is different from the norm. How do you build a flavorful NPC for a game when as a player you don't know the world?
 

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Hussar

Legend
JVisgaitis said:
That's kinda tough when your talking about a setting that is different from the norm. How do you build a flavorful NPC for a game when as a player you don't know the world?

I assume you mean building an NPC as the DM.

I would do so in exactly the same way that I built NPC's for the Isle of Dread, or Cult of the Reptile Gods or pretty much any of the 1e era modules. I would build NPC's that fit into the module. In my view, the modules would contain enough background information to cover that sort of thing, similar to the way that say, Cauldron from the Shackled City AP is pretty much a self contained setting.

I remember crafting Dragonlance NPC's before reading the DL setting books, so I don't think its all that difficult.
 

mythusmage

Banned
Banned
Coherent.

The world makes sense. Where things are and why they are the way they are developed naturally, instead of being plopped where they looked good. Cultures and ecosystems that make sense in context.

Magic gets used by regular people. Think of how Rock to Mud and Stoneshape would change mining, tunnelling, and construction.

Creatures such as dragons and giants affect architecture, both civil and military.

Mind reading and truth divining magics impact the law and how investigations and court cases are handled.

The PCs have a place in the world, and participate in events. Even when there is no real reward for doing so.

In short, a world and not a playing field. A place that can intrigue and engage the players without the need for a constantly escalating midden heap of sparklies and boomsticks. A world where adventures take place.
 

Turanil

First Post
HeavenShallBurn said:
Interesting, my homebrew <...> Siluria <...>
Is there a website for this setting? Some document about Siluria you would be willing to share? It looks really interesting! :)
 

Nifft

Penguin Herder
I would have to be convinced that it would be useful to me in my current game as part of my homebrew setting.

Eberron is useful: I use Warforged.

Hollowfaust is useful: I've stolen the city and put it somewhere else.

Freeport could be useful, but the PCs have shown little interest in visiting that place.

Cheers, -- N
 

Voadam

Legend
Sure, I'm ususally interested in different settings. I recently picked up Helios Rising a d20 Future setting with a lot of neat races (including racial class levels), and the Kyngdoms which is a d20 Fantasy setting. Both were on sale when I got them and I like what I've read of them so far.

I'd want it to be applicable to fantasy d20, available in pdf, and fairly cheap.

I've got:

Greyhawk stuff,
Forgotten Realms stuff,
Scarred Lands Stuff
Dragonlance stuff
Ravenloft stuff
Dark Sun Stuff
Birthright Stuff
Planescape stuff
Lankhmar Stuff
Conan stuff
Jakandor Stuff
Oathbound Stuff
Kara Tur Stuff
Nyambe
Valus
Twin Crowns
Diamond Throne
Wheel of Time d20
Dragonlords of Melnibone
A bunch of historical/mythological setting stuff
The Kyngdoms
Player's Guide to Ptolus
Player's Guide to Castlemourn
Player's Guide to Burning Sky
And others
 
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Darrell

First Post
To throw in a voice in exactly the opposite of many replies so far:

'Tolkienesque' is absolutely fine with me. To gain any interest from me, a setting should NOT under ANY CIRCUMSTANCES include psionics, new races, new classes, new feats, 'steampunk'-ish stuff, 'sci fi' stuff, etc.

In other words, utter 'vanilla.' The only materials outside the setting document necessary for play should be the three D&D core rulebooks. I really could care less about the authors 'twists' on traditional settings, or the 'kewl' differences between this setting as opposed to that setting, or any of that kind of claptrap.

Give me EXTREMELY well done maps of the world, the nations, major cities, etc. Throw in reasonably detailed descriptions of said nations, cities, and such; along with basic 'this nation likes this nation, but detests this nation' information, and then leave the rest to me.

Outside of the occasional adventure, there should, thereafter, NEVER be ANY OTHER SOURCEWORK released about this world. One single book detailing all there is to know about the world other than what the DM decides to put into it.

When I look for a setting, I want a bare-bones world I can build on without EVER having anyone else release any type of 'official' information that might differ from what I'm doing.

Currently, I use Greyhawk as my campaign setting, with the following caveat being understood by my players from session 1:

"Greyhawk," that is to say, the information about the world in which the game takes place, consists of a single 32-page setting sourcebook called the Dungeons & Dragons Gazetteer, along with four poster maps from Dungeon magazine, and a list of deities found in the Player's Handbook; period. From time to time, I supplement it with material from other sources (usually the GH material from Dungeon), but for my players Greyhawk begins and ends with the aforementioned documents; and other sources (WotC, TSR, Gary Gygax, and anyone else) be d**ned.

So, that's it. Essentially, I want a world. Nothing less, and (most definitely) nothing more. The three core D&D rulebooks and one book concerning maps and setting information; that's all I need, and all I want. So there. :]

(Hey, you asked.) :)

Regards,
Darrell King
 

MoogleEmpMog

First Post
HeavenShallBurn said:
Siluria -snip-

Sounds like a very cool fantasy/sword & sorcery take on a Dyson Sphere! :D I'd definitely play in a game like that, and would probably buy the core setting book to read and mine for ideas. It's too explicitly 'fantasy' for me to want to run it, though.
 

HeavenShallBurn

First Post
Turanil said:
Is there a website for this setting? Some document about Siluria you would be willing to share? It looks really interesting! :)

Most all of the material is in a series of notebooks. Mostly what I do have written electronically are alterations to some game mechanics rather than the setting itself. I decided a while back I'd like to put it all together and release it as a free OGL setting so I've been concentrating on cleaning up the house rules that have accumulated over time into something more streamlined as they take more work than typing the setting info. Since right now I'm working on a pair of journal papers to submit before a conference at my college it's only getting updated in bits and pieces.

That said here's a couple blurbs from the aborted Wiki I won't have time to update until probably April

Siluria Geography
[sblock]Even the geography of Siluria reflects its differences from traditional settings. Initially it was a way to avoid the hemming out of boundaries to provide a place that no matter how large or complex it grew always retained the space to add more.

The world of Siluria is a vast hollow sphere with a diameter of ninety-three kilometers and openings at either pole. The shell has a solid rocky structure like that of Earth ten thousand kilometers thick through which an irregular molten core runs that were it visible would resemble the pattern of capillaries in a tree or arteries in an animal. Around this lays a normal, perfectly breathable atmosphere that flows through the polar openings and fills the interior as well. Both surfaces are verdant, filled with life that digs deeply into the crust’s live stone.

On the outer surface daylight comes from paired suns that are in a three-body rotation with Siluria around a common center of gravity. One large dull red body that burns with a sullen light as dark crimson as a glowing ember. The other a much smaller point of sharp actinic white-yellow. Together their combined glow illuminates 2/3rds of Siluria at any one time but a stately rotation ensures days of 24 hours. Thirty-one moons orbit Siluria some glaring down vastly from the heavens while others are so insignificant they require magic or special equipment to notice.

The inner surface is illuminated by different means. Suspended from eight chains anchored to the borders of the polar openings so massive each link would dwarf entire cities a tremendous magical lantern hangs in the very center of the space, created during the forging of the world by long forgotten gods. It lights the inside of the sphere as though it were an ordinary sun, brightening and dimming to an ordinary twenty-four hour cycle.[/sblock]

General Overview of some regions and peoples of Siluria
[sblock]While many dozens of races call these six continents home roughly forty are most important than the rest as they make up the majority of the folk who live there. Who exactly is most numerous depends upon which continent is being spoken of. It varies with the the place and its history. Humans are not the dominating force here on Siluria as on other worlds, it's simply too big for any one people to truly dominate.

The northern continent of Indreicafar is divided between humans and their allies on one hand and the goblinoids on the other. Each deeply entrenched in their holdings and spectacularly focused on destroying the other at any cost. Locked in a state of vicious unending war that has persisted for more than fourteen thousand years. With the battered yet defiant coastal fortresses of the humans standing tall and unmoved in the face of impending obliteration stemmed off only by ruthless discipline and unwavering loyalty to sacrifice or suffer anything to hold away the inevitable just one more time. Assailed in waves by vast slave legions from the mountain fastnesses of the goblinoids situated over main entrances to the underdark from which they initially spilled to begin their reign of tyranny and desolation.

Below this land of stark and dismal turmoil are the conjoined continents of Ieborut and Oldebenp. Civilization here comes in many forms with even more origins. Underneath the rolling landscape of the foothills surrounding the mountains are the vast halls of the dwarves. Stable as the rock they inhabit their memory and history stretch back unbroken into times no others save the nagai of Eicude can claim a place in. Riven now into a divide previously unthinkable by a new philosophy that has shaken and torn their intricately woven society. Deep in the mountains of these continents are the reclusive strongholds of the giants. Those who resisted the spiral of degeneration in the ruins of their perished empire pursue a more humble existence like that of their ancient forbearers who first came to the land. More concerned with avoiding the flawed events they believe precipitated their downfall than interacting with the products of their greatness in the lowlands below. Who's civilization is burning bright now from the city-states that are its heart, unaware of their own roots. A melting pot composed of all the races made by the giants before their tragic devastation.

To the east lies a mist-shrouded enigma. Far across deep water is Eicude perpetually shrouded in a fog that reaches far out to sea making navigation a hazard braved by few. Those who do and return report sights both amazing and frightening. Crumbling cities so old they seem more features of the land than construction house the Nagai. Coldly amoral reptilians of great size so engaged in their ancient subtleties and feuds they do not truly notice the outside world except as interesting diversions. So old it beggars imagination and belief alike they are powerful and yet but a decadent shadow of their former glory. Others have recounted tales of the Tschevatech who live high in the mountains. Above the clouds in places almost totally inaccesible save to those who travel by skyship are vast aeries carved by talon. Even the lowest so high in altitude that breath comes only with difficulty and dizziness at best for races not adapted to such incredible heights. Related in some manner to the true dragons or drakes they lack forelimbs and are covered in thick glistening fur pelts. What contact the young races from the middle continents have had is both intrigueing and unsatisfying. For while they are interested in some trade and seem amiable their values are strange and behavior odd.

South of the conjoined continents is a smaller landmass easily reached by ships travelling the archipelagos trailing down across a deep clear sea. It's a hot land and low-lying that practically disappears under the riotous growth of its forests. Home to the elves who know it only as Eske and inhabit living cities grown from strange plants. Haughty and secure in the belief of their own superiority this young but successful race seeks to cleanse its homeland. Dedicated to making over the land itself in their own image of perfection. A perfection that does not include the hunted remnants of the Aeulum who have retreated to this land's deepest most impenetrable regions, in preperation for what none know.

Seperated by a deep ocean basin southwest from Ieborut and northwest from Eska are the lands of the Zelak. Source of profitable but dangerous trade with the civilized peoples of Ieborut and Oldebenp. Their hive cities are closed to outsiders yet both produce and consume vast amounts of material. Material likely gleaned from the forests that cover their continent uninterrupted from one shore to the other in a waving sea of green that breaks only on the massive walls of their hive cities.

Far to the South past the continent of Eske across the troubled waters of the Forlorn Sea and its constant hurricanes is the home of the Eeeee. Traders of wide renown these winged vagabonds are well known in every civillized part of the known world. Small groups have settled wherever their skyships took them, but their racial homeland is an unknown to most. For only Eeeee captains can navigate it's treacherous currents and few have visited their massive tower cities where they rise from the coastal swamps. Let alone beyond to the pastoral villages of the Krivak further inland on grassy uplifted plains.[/sblock]

I've dumped Sorcerer and gone with a single arcane magic-using class, here's some parts of it. The text was pulled straight from the unfinished Wiki and is missing the last year or so of revisions. But it should give you an idea. ALL the classes get a similar power jump.
[sblock]Rule Information
Arcanists have the following game statistics.
Abilities: Intelligence determines how powerful a spell an arcanist can cast, how many spells he can cast, and how hard those spells are to resist. High dexterity is helpful for an arcanist as he typically wears little to no armor. A good constitution is also helpful if possible as the low hit dice render arcanists scarce on hit points compared to the martial classes.
Alignment: Any
Hit Dice: d6
Class Skills: The arcanist's class skills (and key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Speak Language (Int), Profession (Wis), and Spellcraft (Int)
Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.
Spells: An arcanist casts spells which are drawn from the sorcerer/wizard spell list. He does not need to prepare his spells in advance, he can cast any spell he knows at any time assuming he has enough essentia left to cover the cost. There is no need to decide ahead of time which spells he'll cast or what metamagic is applied to them and he may know any number of spells. To learn or cast a spell, the arcanist must have an Intelligence score equal to at least 10 + the spell's level. The Difficulty Class for a saving throw against an arcanist's spells is 10 + the arcanist's Intelligence modifier + the spell's level.
Class Features
All of the following are class features of the arcanist.
Weapons and Armor Proficiency: Arcanists are automatically proficient with the basic weapon group and one other. They are proficient with light and medium armors but not with any shield and cast without armor related spell failure.
Essentia Pool: An arcanist can tap into the depthless flow of power that is magic but can only reach so much. They have a certain amount of energy called essentia they can use to work their spells, but within this limitation they may cast whatever spells they chose to from their spellbook until they run out of energy to do it with. Base daily allotment of essentia points is given in Table 1-1. Bonus points are based on Intelligence. Spell cost is based on level and metamagic feats cost essentia points since this is a slotless system. Cantrips are cast with no essentia cost as at-will spell-like abilities.
Refresh: A mage replenishes his magic gradually over the course of time. This is handled via the Refresh figure which only spellcasters have. The Refresh figure for a spellcaster is the caster's Essentia pool /24. This many Essentia points are replenished every hour that the caster has not spent Essentia points.
Spellbooks: An arcanist begins play with a spellbook containing all 0-level arcane spells plus three 1st level spells of the player's choice. For each point of Intelligence bonus the arcanist has, the spellbook holds one additional 1st-level spell of the player's choice. At each new arcanist level he gains two new spells of any spell level or levels that he can cast (based on his new arcanist level) for his spellbook. At any time an arcanist can add spells found in other spellbooks to his own.
Bonus Languages: An arcanist adds both Aleph and Draconic as a bonus languages available to the character since many tomes of magic are written in Draconic and apprentice wizards learn it as part of their initial studies. Aleph is the language of magic itself and may not be written or spoken without creating spell effects, Draconic is the only suitable language for writing spells translated from Aleph.
Familiar: An arcanist can obtain a familiar. Doing so takes 24 hours and uses up magical materials that cost 100 gp. A familiar is a magical beast that resembles a small animal and is unusually tough and intelligent. The creature serves as a companion and servant. The arcanist chooses the kind of familiar he gets. As the arcanist advances in level, his familiar also increases in power. If the familiar dies or is dismissed by the arcanist, the arcanist must attempt a DC 15 Fortitude saving throw. Failure means he loses a virtual 50 experience points per sorcerer level; success reduces the loss to one-half that amount. This virtual experience loss is similar to a temporary negative energy level. While it does not cause any mechanical change these virtual points must be regained before the arcanist can continue to advance. However, an arcanist’s experience point total can never go below 0 as the result of a familiar’s demise or dismissal. A slain or dismissed familiar cannot be replaced for a week and a day. A slain familiar can be raised from the dead just as a character can be, and it does not lose a level or a Constitution point when this happy event occurs.
Apprenticeship: At 1st level, an arcanist gains Eschew Materials and Scribe Scroll as bonus feats.
Specialization: An arcanist can specialize in one of the eight schools of magic, additionally at 4th level and every four levels afterward a specialized arcanist has access to one or more sets of special abilities called the Path of the Magi. A specialist arcanist adds +2 to his caster level with spells of his school. Otherwise specialization is the same as in the Player's Handbook. Arcanists have access to the Path of the Magi even if they do not specialize.
Sign of Power: As a creature of and tied indelibly to magic, arcanists receive certain special abilities. These abilities first appear at 2nd level and every 20 level thereafter.

1. Aura of Protection (Su): The arcanist is constantly surrounded by an invisible protective field that grants a +1 deflection bonus to AC and energy resistance 5 against two chosen energy types. This bonus does not stack with energy resistance granted by other sources.
2. Effective Creation (Ex): 20% less time is required to create magic items other than scrolls or potions.
3. Energetic Will (Ex): This ability allows an arcanist gain +1 caster level when casting spells of a single chosen energy descriptor.
4. Improved Familiar: This ability is a free bonus feat as per the SRD and available to all arcanists.
5. Followers: This ability does not have an immediate effect. At 2nd level they gain no bonus but receives the Leadership feat for free upon entering their 6th character level.
6. Instant Spell (Ex): The arcanist gains Quicken Spell for free and can use it without increasing spell level three times per day.
7. Planar Familiar: The arcanist gains a normal familiar with the anarchic, axiomatic, celestial, or fiendish template added. The template's theme must match the conjurer's alignment. If the arcanist's alignment changes so that it is no longer consistent with the familiar it will return to its planar home and this is treated as if it died.
8. Shape Control (Ex): This ability allows the arcanist to cast all transmutation spells that alter the shape of creatures or objects at +1 caster level.


Path of the Magi: Beginning at 5th level and repeating every 5 levels afterward arcanists choose a Path and gains a step on it they do not yet possess. In order to take any step the arcanist must have all previous steps of the same path. At 5th level an arcanist takes the first step of the Path of Preservation, at 10th level they may take the second step of that path or the first step of any other path not associated with a prohibited school.

* Path of Preservation: Preservers take special care to defend themselves and others from harmful magic.
1. Monitor Allies (Sp): A preserver can cast status as a spell-like ability usable at will.
2. Spellboon (Ex): A preserver gains the ability to cast abjuration spells with personal range on another touched creature at a cost of 2 extra essentia point.
3. Fortified Magic (Su): Whenever a creature casts dispel magic or a similar spell on a preserver or any ally within 10 feet, the creature suffers a -2 penalty on their dispel check.
4. Greater Spellboon (Ex): The cost of using the Spellboon ability reduces to 1 extra essentia point.
5. Effortless Spellboon (Ex): A preserver with this ability no longer has to pay an essentia cost to use Spellboon.
6. Greater Fortified Magic (Su): The penalty to dispel checks resulting from Fortified Magic increases to -4.
7. Magic Resistance (Su): A preserver and all allies within 10 feet gain a +2 bonus on saving throws against spells, spell-like abilities, and supernatural abilities.
8. Fortress of Arcane Might (Su): Penalties to dispel magic against the arcanist are at a -6 penalty and allies within 10 feet gain a +4 bonus on saving throws against spells, spell-like abilities, and supernatural abilities.
# Path of the Summoner: Summoners as the name implies focus on bringing using other creatures to fight for them.

1. Augment Summoning: A summoner automatically gains the Augmented Summoning feat for free.
2. Loyal Monster (Ex): The duration of a summoner's summon monster spells becomes 10 minutes/level with no increase to essentia cost.
3. Tenacious Summoning (Ex): Summoned creatures gain a +2 to dispel checks made against them.
4. Expert Summoning (Ex): With this ability a summoner doubles the range of his summon monster spells and casts them as a standard action.
5. Greater Tenacious Summoning (Ex): Summoned creatures gain 2SR and +2 to saves against banishment.
6. Telepathic Supervision (Su): Upon reaching this level of competence a summoner can communicate telepathically with all creatures summoned by summon monster within a range of 100 feet.
7. Fortify Summoning (Ex): Bonus from Augment Summoning double.
8. Greater Loyal Monster (Ex): The duration of spells affected by Loyal Monster increases to 1 hour/level.

# Path of the Seer: Seers are masters of foresight, devoting themselves to find solutions before the problems behind them even begin.

1. See Allegiance (Ex): Seers can cast detect chaos/evil/good/law spells as if they were cantrips.
2. Farsight (Ex): All detect spells (those with the word detect in the name) cast by a seer have their range doubled.
3. Glimpse of Magic (Su): The Seer gains arcane sight as an at-will spell-like ability.
4. Eyes of the Oracle (Ex): Seers add their arcanist level to each d% roll required by divination spells they cast (example, contact other plane).
5. Aura of Power (Su): Arcane sight granted by Glimpse of Magic becomes greater arcane sight.
6. Stalking Sensors (Ex): The DC to detect magical sensors created by a seer's spells increases by +5.
7. Omens (Ex): Divination spells with casting times of longer than 1 round are reduced to ½ normal casting time.
8. Part the Mists (Su): At his pinnacle the Seer gazes past all barriers even those of the planes themselves and becomes able to see simultaneously on their current plane and any others co-existent with it at that location.

# Path of the Warmage: These arcanists are the sort that bring fear to army and populace alike, specializing in magics that lay waste and destroy.

1. Mass Destruction (Ex): The warmage gains the feat Explosive Spell which may be cast at half normal cost (1 essentia point).
2. More Power! (Ex): The warmage adds his Intelligence bonus to all spells that deal hit point damage.
3. Bring it Down (Ex): Penalties to damage objects are reduced by 1/4th.
4. Battlefield Empower (Ex): All spells modified with the feat Empower Spell deal one extra point of damage per spell level and Empower costs only 1 essentia to add.
5. Grind the Masses (Ex): The Warmage gains the chain spell feat at half normal cost.
6. Cry Havoc (Ex): All spells that deal hit point damage deal one extra dice and Explosive Spell no longer costs essentia to add.
7. Imminent Doom (Ex): If creatures affected by a warmage's spell would take no damage due to evasion, improved evasion, or a similar ability it takes 25% damage from the spell instead.
8. Area Denial (Su): The warmage gains the ability to cast a spell into an object or battlefield feature that goes off with area of effect centered on the object or feature when a valid target passes through the area of effect of the spell at a cost of +4 essentia points.

# Path of the Puppetmaster: These specialized enchanters manipulate the emotions and thoughts of others as a bard plays an instrument.

1. Force of Personality (Ex): Diplomacy becomes a class skill for the puppetmaster and they may add their charisma bonus to the DC of any Enchantment (Charm) spell they cast.
2. Glib Speaker (Ex): Spells of the enchantment (charm) subschool are cast at +1 caster level.
3. Best Friends (Ex): Whenever a puppetmaster uses an Enchantment (Charm) spell to alter a creature's attitude that creature becomes helpful instead of friendly and does not receive the +5 bonus when attacked by the puppetmaster's allies.
4. Demanding Master (Ex): Gains the ability to cast enthrall as a 2nd level arcane spell and ignores up to 4 points of racial saving bonus against enchantment spells or effects.
5. Controlling Master (Ex): The Puppetmaster gains a +2 to checks on controlling a dominated creature.
6. Persuading Voice (Ex): Gains +8 bonus to all opposed Charisma checks to convince charmed creatures to do anything it wouldn't ordinarily do (see Players Handbook page 209 for details).
7. Easy Request (Ex): The puppetmaster casts charm monster, mass charm monster, and symbol of persuasion spells as though one spell level lower.
8. Silver Tongue (Ex): All spells of enchantment (charm) subschool are cast at 2 less cost than normal.

# Path of the Miragecrafter: Focused on glamers and deceptions a miragecrafter will make the imaginary live and corporeal vanish.

1. Keen Sight (Ex): Miragecrafters add their Intelligence modifier on all Will saving throws against illusions.
2. Vanish (Ex): Invisibility and similar spells are treated as though extended at no extra essentia cost.
3. Imagine (Su): The miragecrafter gains 1st level illusion(glamer) spells as spell-like abilities usable at will.
4. Bite of Imagination (Su): Illusion spells cast by the miragecrafter are quasi-real as though cast with lesser chadow conjuration and no longer detect as magic.
5. Lasting Images (Su): When an illusion spell ends because the miragecrafter stops concentrating on it the spell lasts 3 more rounds before fading away.
6. True Illusions (Ex): Illusion spells cast by the miragecrafter are no longer discerned by true seeing or detect magic and are quasi-real as though cast with the shadow conjuration spell.
7. Unseen Focus (Su): The miragecrafter no longer has to maintain concentration on illusion spells for them to continue their full duration.
8. Deadly Figments (Su): Illusion spells cast by the miragecrafter are quasi-real as though cast by greater shadow conjuration.

# Path of the Dark Master: These potent necromancers focus on the creation and control of undead creatures.

1. Company of the Dead (Ex): The dark master gains a +4 bonus on saving throws against disease and a +2 bonus to all Diplomacy, Bluff, Intimidate, and Sense Motive checks made when dealing with intelligent undead. He also casts animate dead as though it were a 3rd level spell.
2. Iron Fist of Will (Ex): A dark master controls undead as though 4 levels higher and casts animate dead as a close range spell rather than touch range.
3. Lord of the Dead (Ex): All undead created by a dark master fall automatically under their control, unless that would make them control more undead than they can. The number of undead under control raises from 4 times caster level to 5 times caster level.
4. Cheap Animation (Ex): Any material component of an undead-creating spell less than 250gp is ignored, if greater it is reduced by 250gp.
5. Greater Animation (Ex): Undead created or summoned by a dark master gain +1 hit point per Hit Dice, +2 turn resistance, and +1 on attack and damage rolls.
6. Scepter of Command (Ex): The dark master controls undead as though 5 levels higher.
7. Build Me An Army (Ex): Any material components of an undead creating spell less than 2500gp is ignored. If greater than 2500 gp the figure is reduced by 1/4.
8. Sovereign of Undeath (Ex): The maximum number of undead that the dark master can control increases from 5 times caster level to 6 times caster level.

# Path of the Shaper: Shapers are master of form altering combat both in and out of magic.

1. Winds of Change (Ex): DC of form altering spells cast gains +4 bonus.
2. Extended Magic (Ex): Any transmutation spell with a duration of other than instantaneous or permanent is treated as if Extend Spell had been applied at no extra essentia cost.
3. Reach Out (Su): The range of transmutation spells increases by one category or 200 feet if already long.
4. Feet of Clay (Ex): All form altering spells of the transmutation school are cast as though 1 level lower. Examples (enlarge/reduce person, alter self, gaseous form, polymorph, baleful polymorph, disintegrate, flesh to stone/stone to flesh, iron body, polymorph any object, shapechange).
5. Mutable Form (Su): Gains alter self as an at will supernatural ability.
6. Grasp the Spark (Su): Targets of transmutation spells cast by the shaper gain all extraordinary abilities of the creature and one supernatural or spell-like ability per ten caster levels.
7. Lasting Change (Ex): Form altering spells the shaper cast upon themselves are treated as though Persistent at no extra essentia cost.
8. Forbidden Knowledge (Ex): The shaper gains the ability to learn Druid or Priest spells of the Transmutation school.

# Path of the Familiarist: These spellcasters explore the very limits of the familiar bond and gain special benefits from it as well.

1. Improved Link (Ex): Familiarists suffer no ill effects when their familiars die, and the bonus granted by one familiar doubles.
2. Distant Sharing (Su): The master and familiar may share spells at a distance of up to 50 feet.
3. Extra Familiar (Ex): The familiarist gains the ability to call a second familiar, it does not have to be the same kind as the first.
4. Extended Bond (Su): The familiarist's telepathic bond with their familiar extends to a distance of one mile.
5. Distant Sharing (Su): The share spells familiar ability extends to a distance of 100 feet.
6. Call Familiar (Su): The familiarist can summoner their familiars from up to one mile away, as a full-round action that requires concentration and provokes an attack of opportunity. The familiar appears in the master's square or any adjacent square.
7. Familiar Spellcasting (Ex): The familiar gains experience as 1/10th that of his master though it does not count as a party member and may begin acquiring spellcasting levels of its own but is limited to a maximum of one third the master's level.
8. Paragon Familiar (Ex): Familiars gain a +2 bonus on attack and damage rolls, saving throws, and skill checks, and their Spell Resistance increases by +4.[/sblock]
 

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