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Rizban
2015-03-07, 07:14 PM
The City of Aldhaven

Table of Contents

Introduction
General Rules (www.giantitp.com/forums/showthread.php?402514&p=18924784#post18924784)
Character Creation Information
Specifically Banned Material
Specifically Allowed Material
General Rulings The Races of Aldhaven (www.giantitp.com/forums/showthread.php?402514&p=18924787#post18924787)
Specifically Banned Races
Special Rulings
Homebrewed Races of Aldhaven Classes, Base and Prestigious (www.giantitp.com/forums/showthread.php?402514&p=18924792#post18924792)
Skills and Feats (http://www.giantitp.com/forums/showthread.php?402514&p=18924796#post18924796)
Equipment and Supplies (http://www.giantitp.com/forums/showthread.php?402514&p=18924801#post18924801)
Magic and Spells (http://www.giantitp.com/forums/showthread.php?402514&p=18924807#post18924807)
Dragonpacts
Monsters



Introduction

The year is 1352, and the aging King Alben Rosen IV is gravely ill.

Worse still, the king has not produced an heir to the throne of Aldhaven and the kingdom that comes with it. His only child is a daughter, the princess Isolde Rosen, who is just now of marriageable age. The city's nobility is in uproar, the noble houses jockeying for position, intent on taking the throne for themselves when the old king finally passes through the last gate. Behind them are the lesser nobles, attempting to ascend to power by winning the favor of the victorious house, and behind them are the merchants and middle class, who wish to use the political uproar to take whatever control they can. And behind them, in places no one talks about except in hushed whispers, are the thieves, the rebels, the invaders, the saboteurs, and those who want nothing more than the downfall of the city, and the kingdom, and the coalition it leads...

Word of this chaos has spread across the continent. Warriors, mages, thieves, craftsmen, ladies of the night, informants, beggars, spies, entertainers, and countless others have flooded into the city seeking their fortune amidst the upheaval.

Welcome to Aldhaven. Don't mind the knife in your back.

Aldhaven. That metropolis in which countless adventures have taken place and countless adventurers have met their final end. There have been ongoing games set in the city of Aldhaven on this forum since 2010, primarily in the Aldhaven: Vicious Betrayals game, which has run more or less continually since the founding of Aldhaven, and a number of spin off games started by myself and others.

At the height of its activity, Aldhaven boasted some 70+ active player characters, each with his own individual story line, and 7 active GMs. While I ran some characters myself, it was largely my job to coordinate all of that nonsense to keep the entire game cohesive and functioning as one giant shared story. It was not an easy task, but I loved it.

In all that time, Aldhaven has grown by leaps and bounds, expanded in breadth and depth, intimately shaped by the actions and creativity of the players and the GMs. In order to better maintain a cohesive experience, and to keep from needing to repeat these same rules in multiple different locations, this thread will host the compiled rules, rulings, variants, homebrew, answers to various questions, and other rules oddities of the Aldhaven setting. If you'd like to be part of Aldhaven, I gladly welcome you to use these rules suggestions. I'm not advocating that this be the standard rules set for all games, but these rules have worked well in Aldhaven and will be the official rules set for all official Aldhaven games.

More than anything, this thread is meant to give me a semi-permanent place to reference the standard rules for Aldhaven and prevent me from needing to copy/paste them into every recruiting thread from here on out.

Of note, I have included updates and basic changes to a few feats and other things. So, if you see something apparently reprinted here, check it for changes. More often than not, it's been strengthened or significantly modified in some way.

Rizban
2015-03-07, 07:15 PM
General Rules

Character Creation Information Character sheets are required to be posted on a character sheet host such as Myth-Weavers (http://www.myth-weavers.com/), DnD Sheets (http://www.dndsheets.net/sheet.php), or Coyote Code (http://www.coyotecode.net/profiler/).
No player may have more than one character at once. Previous characters must die or be retired before a new character may be submitted. No rolls for ability scores/hp/etc. made prior to the death/retirement of the existing character will be counted.
Ability Scores will be generated by rolling a single set of six 4d6b3. If you qualify for a reroll according to the rules presented for rerolls in the PHB, you are entitled to a reroll and may continue rolling as long as you qualify for one. No other reasons for rerolling ability scores will be permitted. If you do not like your rolls, you may choose to discard your roll and generate your character's stats using 28-point point buy.
Experience and Gold are set as in the recruiting thread. Whatever the starting level of the game, you have the exact amount of experience necessary to reach that level and the exact amount of gold as given in the wealth by level tables. You may spend either of these in any way you see fit, including crafting and other such actions that would start you at a lower level or might increase your general wealth, as long as that does not violate any other rules.
Hit Points are maximized for first level, and rolled afterwards, rerolling all ones and only ones.
Races See Below. Characters may not have any template applied to them, with the exception of the Dragonborn template from Races of the Dragon, but see below. Characters may not be of a race that has more than 2 racial hit dice. Characters may not have more than a +1 Level Adjustment. Aldhaven is a mostly human city with small numbers of elves, dwarves, and some more exotic races. It is preferred that players play as humans or at least humanoids due to the setting, but this is certainly not required. Non-humans may face some minor discrimination, but non-humanoids are certain to face varying levels of discrimination from the locals. In general, the population is fairly accepting, but there are always going to be a few individuals who exhibit racism either from ignorance, fear, or spite.
Classes See Below. Multiclassing XP penalties are removed, for ease of bookkeeping. Otherwise, multiclassing is as normal in all other regards. Additionally, Paladins, Clerics, Knights, and other characters with required codes of conduct will be required to uphold those restrictions to keep their abilities. There will be some leniency on this, but gross violations will result in loss of abilities.
Alignment does matter and will likely come into play. There will be characters who can detect alignment and will react accordingly. Consider that when choosing your alignment. If you do not roleplay your alignment, the GM will likely alter your alignment to fit your actions.
Overall, Aldhaven is a Neutral city with a general attitude of live and let live, though it leans significantly towards Lawful Neutral, particularly where contracts are concerned.

Specifically Banned MaterialHomebrew
All not listed below.
Books & Supplements
Anything from Unearthed Arcana not specifically listed as allowed below.
Dragon Magazine & Dragon Compendium (except as noted below)
Dungeon Magazine (except as noted below)
Third-party supplements (including Pathfinder), all
Book of Vile Darkness and Book of Exalted Deeds (some exceptions for feats/classes/items on a case by case basis.)
Races
Anthropomorphic Animals, all
Lesser Planetouched, all
Classes
Base: Erudite (CPsi)
PrC: Planar Shepherd (FE)
PrC: Thrallherd (XPH)
Tome of Battle base classes
Feats
Greenbound Summoning
Mercantile Background
Invisible Spell
Spells
Shivering Touch line
Celerity line
Power Word: Pain
Faith Healing
Embrace/Shun the Dark Chaos
Items
Candle of Invocation
Thought Bottle
Amber Amulets of Vermin (all)
General
Taint
Faustian Pacts/Elder Evil worship
Action Points
Magical Locations (Touchstone feats are fine)
Chaining alternate class features, i.e. trading class feature A for class feature B then trading B for C is illegal. Once you trade A for B, you're stuck with B.
All infinite loops and other such abuses are outright banned.

Specifically Allowed MaterialAnything from an officially published D&D 3.5 book that is not on the banned list.
This does not include "officially licensed" 2nd-party material or other 3rd-party publications.

Note that anything listed in this thread as being specifically allowed means that it is something being permitted from an otherwise banned source. Most specifically allowed material is listed only in the appropriate section below.
The following sections of Unearthed Arcana only Chapter 1: Environmental Racial Variants (existing races only)
Chapter 1: Elemental Racial Variants (existing races only)
Chapter 1: Racial Paragon Classes
Chapter 2: Variant Character Classes
Chapter 2: Specialist Wizard Variants
Chapter 2: Class Feature Variants (No variant chaining)
Chapter 3: Character Traits & Flaws (A maximum of 2 Traits and Flaws allowed on a single character, i.e. a maximum of 2 of one or 1 of each.)
Chapter 3: Spelltouched Feats
Homebrew
Only that which is listed below.
Books & Supplements
From Dragon Magazine & Dragon Compendium All approved content is listed in the relevant section below. Additional Dragon Magazine material may be allowed on a case by case basis.
Dragonlance Books Dragonlance Campaign Setting Age of Mortals Legend of the Twins Bestiary of Krynn War of the Lance Other Dragonlance material allowed only on a case by case basis.

General Rulings Gaining Experience: Aldhaven is a story driven game, a story which you, as the player, will create. As such, your character will gain experience and levels as is appropriate to the story rather than as per standard encounter rules. In general, experience is awarded for accomplishing goals you set for yourself and completing quests you are given by others, not for merely killing creatures.
Per Encounter Abilities: Meaningful time must pass before you are able to refresh per encounter abilities usable outside of combat. This depends on what is specifically happening and if there has been a "rest" period between actions. Abilities refresh when you have a chance to catch your breath in a relatively safe place. As an example, take trying to sneak into a building to rob a safe. Picking the lock on the outside door, sneaking down the hallway, picking a lock on another door, searching the room, and cracking the safe are likely to all be considered a single encounter.
For combat, new encounters start only when you roll initiative. Merely ending combat does not start a new encounter. You will need at least a moment of down time or the start of new combat before your abilities can refresh. If you've burned all your per encounter abilities recently, they just might not refresh until after your enemy has managed a surprise round against you...
Benefit Costs: If you have an ability that lets you gain a benefit at the cost of taking damage, ability damage/drain/burn, or some other penalty, you must take the damage/penalty to gain the effect. Anything which negates the damage/penalty also negates the benefit. You may, however, heal the damage and still maintain the benefit.
Early Entry to Prestige Classes is permitted through various means; however, Heighten Spell and similar effects that only cause a spell to be treated as a higher level do not count for the purposes of casting spells of X-level. You must be able to cast a spell that has a natural spell level equal to what the prestige class requires to gain entry.
Animal Companions, Familiars, Special Mounts, Psicrystals, et al. gain feats and skill points according to their Hit Dice. For familiars and others that do not explicitly gain Hit Dice, their effective Hit Dice total is equal to their base Hit Dice + 1/2 of the master's levels which grant familiar progression. Others gain additional Hit Dice according to their entries as normal. Companions, et al. cannot gain any feat or ability which would grant an additional companion, cohort, familiar, or follower of any kind.
Elemental Envoys have hit points equal to their normal hp or 1/2 their master's hp, whichever is higher.
System Transparency: Magic and Psionics (and other alternate systems with their own skills) work on a semi-transparency rule. Knowledge (arcana) and Knowledge (psionics) have no overlap. Spellcraft and Psicraft can both identify effects, but they are at a -10 penalty when used cross-system. E.g., if someone casts magic missile, a character using Psicraft to identify it rolls their normal Psicraft check with a -10 penalty.
Spell/Power resistance function at a -3 penalty to resist effects cross system.
Bonuses of the same type overlap rather than stack as normal; however, if the bonus type would normally stack if coming from different sources (such as dodge bonuses to AC), the difference between magic and psionics is enough to make them stack, even if coming from a spell/power of the same name.
Use Magic Device and Use Psionic Device are the same skill. There is no difference between systems for the purposes of trying to force items to activate without the normal requisite ability. Any class with either skill as a class skill has Use Magic Device as a class skill.
For purposes of magic/psionic item crafting, similar spells/powers can substitute for others with a successful UMD check as if activating a scroll/power stone of the appropriate level. If the spell/power does not have the same name or nearly identical effect, a sufficiently similar spell/power may be substituted, but the UMD check DC is increased by 10. If the crafted item casts a certain spell/power, then translated spells/powers will work, but 'close enough' spells/powers will not suffice, e.g. psionic charm person can substitute on an item that casts charm person, as they are effectively the same ability.

Rizban
2015-03-07, 07:16 PM
The Races of Aldhaven

Specifically Banned Races Anthropomorphic Animals, all
Lesser Planetouched, allSpecifically Approved Races Diopsid (DrC)
Tibbit (DrC)
Exiled Modron (DrMag354)

Special RulingsThe following official races have some special ruling in Aldhaven different from the standard printed version.

Blue (goblin) – Have a +0 Level Adjustment. Dragonborn – While the text may not explicitly say only humanoids can become Dragonborn in the rules for applying the Dragonborn template, there are numerous references in the text that say exactly that. In this setting, I only allow humanoids to become dragonborn. The cust serv ruling does not apply in Aldhaven.
The Platinum Dragon foreswore breeding creatures to oppose Tiamat's spawn, instead accepting humanoid volunteers to his righteous cause.
Such humanoids give up all their former racial identity and are born anew.
Each one enters the world as a halfling, an elf, a human, or a member of some other humanoid race with all that race’s propensities and traits.
DRAGONBORN RACIAL TRAITS
...
• Humanoid (dragonblood)
Any humanoid race can be reborn as an emissary of Bahamut Dragonwrought Kobold – Take aging penalties as normal kobolds. Hengeyokai – Due to changes from 3.0 to 3.5, Hengeyokai (from Oriental Adventures) have the type Humanoid (shapechanger). They now have a +0 Level Adjustment. Dog and Racoon Dog hybrid special ability is changed to "+4 to Survival checks when tracking by scent."


Homebrewed Races of AldhavenThe following homebrew races have been approved for use in Aldhaven. Obviously, however, this is not a complete list of every available race. You may play any printed race from an official 3.5 book, provided it meets with the requirements as laid out on the Character Creation Information section above (i.e. no more than 2 RHD and +1 LA).


Athik

Athiks believe themselves to be the chosen people of their deity Cliktith, sibling to the kreen god Klik'chak. They are very ant-like in nature and maintain a powerful devotion to their hive, which drives an athik's every action. Athik society frowns upon displays of emotion and independent thought but rewards hard work and personal accomplishment. They are almost invariably hardworking beings who keep to themselves. Athiks hold the safety and preservation of their hive as the highest virtues, which should be upheld even to the detriment or death of the individual. Cooperation is fundamental to their nature, and all have strong empathy and helpful attitudes towards one another, strengthened by the hive mind they all share.

In Aldhaven, the athik have built a small hive colony a quarter mile southwest of the city and have reached a level where they have begun to have an impact on the city. The athiks have recently started trading with passing merchants and sent scouts into Aldhaven and the surrounding areas. Currently, they have no formal relationship with the city, and the city leaders have chosen to ignore the athiks unless they become a problem. There are several athik hives in the seemingly endless desert wastes south of Aldhaven, though athiks very seldomly travel far from home.
(original source (http://tinyurl.com/Riz-Kreen))

Athik Racial Traits
http://www.mornproductions.com/aldhaven/AVB/races/Athik.pngAthiks look much like human children or halflings, but they have very distinct insectile features reminiscent of ants, including large, multifaceted eyes, two small antennae, and small mandibles on the sides of their mouths. They are covered with a shiny black carapace marked with a few small spots in varying shades of gray and dark blue.
Adults never vary more than an inch from three feet, eight inches tall, and all appear virtually identical, even to the trained eye. +2 Strength, -2 Wisdom, -2 Charisma: Athiks, like ants, are amazingly strong for their size; however, they rarely express any emotions and tend to have a detached view of the world. Small Monstrous Humanoid Athik base land speed is 20 feet. Darkvision out to 60 feet. Antennae (Ex): Athiks' antennae allow them to automatically sense the presence of foreign substances in the air as soon as they are exposed, granting a +2 bonus on saves against airborne toxins, such as poison gas. An athik is also able to use his antennae to sense vibrations in the air around himself, giving him blindsight out to 10 feet. +1 Natural Armor: An athik's exoskeleton is tough and resistant to blows. Increased Capacity (Ex): Athiks are capable of carrying exceptionally great loads for their size. An athik's carrying capacity is the same as a creature one size category larger with the same strength score. He does not take speed penalties, check penalties, or have a maximum dexterity bonus due to encumbrance when carrying a medium or heavy load, and he may use all class abilities as if he were carrying only a light load. An athik takes penalties as normal when wearing medium or heavy armor. Stability (Ex): Athiks are exceptionally stable on their feet. An athik has a +4 bonus on checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground). Hive Telepathy (Ps): Athiks can speak telepathically to other athiks within 20 feet, but they can not use this ability to communicate telepathically with any other race.
This ability is always active, but it can be suppressed for 1 round as a free action. An athik's manifester level for this ability is equal to 1/2 his Hit Dice. Hive Cooperation (Ps): Through constant, subtle communication, athiks are better able to assist one another than other races. Athiks grant double the normal benefit when performing an Aid Other action so long as the creature they aid is also an athik and within 20 feet. Naturally Psionic: Athiks gain 1 bonus power point at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class. Automatic Languages: Common, Kreen. Bonus Languages: Dwarven, Elven, and Sylvan. Favored Class: Psion


Faded Aasimar

Faded aasimar are humanoids who have a faint trace of celestial blood in their veins. Though they are usually almost indistinguishable from the common members of their race in normal appearance, they usually have some trait that belies their nature, and their innate abilities are quite different. A faded aasimar can come from any humanoid race, so long as he has a celestial ancestor somewhere in his family tree. A race may even go several generations before a faded aasimar seems to spontaneously appear, revealing that celestial blood flows in the family.
(originally by planswalker, specifically for Aldhaven)

Faded Aasimar Racial Traits
http://archive.wizards.com/dnd/images/rof_gallery/49753.jpg -2 Constitution, +2 Wisdom, +2 Charisma: Although graced with supernatural wisdom and presence, their mortal bodies are not able to fully withstand the rigors of their celestial heritage, leading a more frail form. Medium Humanoid (planetouched): Unlike their more pure-blooded ancestors, generations of mortal heritage has washed out a faded aasimar's outsider traits until he is just a humanoid with only a touch of celestial power. Faded Aasimar base land speed is 30 feet. Darkvision out to 60 feet. Light (Sp): A faded aasimar may use light once per day (caster level equals his Hit Dice). Faded aasimars have a +2 racial bonus on Listen and Spot checks. Resistances (Ex): A faded aasimar has resistance 2 to acid, cold, and electricity. Automatic Languages: Celestial, Common. Bonus Languages: Draconic, Dwarven, Elven, Gnome, Halfling, Sylvan. Favored Class: Paladin


Faded Tiefling

Faded tielfings are humanoids who have a faint trace of fiendish blood in their veins. Though they are usually almost indistinguishable from the common members of their race in normal appearance, they usually have some trait that belies their nature, and their innate abilities are quite different. A faded tiefling can come from any humanoid race, so long as he has a fiendish ancestor somewhere in his family tree. A race may even go several generations before a faded tiefling seems to spontaneously appear, revealing that fiendish blood flows in the family.
(originally by planswalker, specifically for Aldhaven)

Faded Tiefling Racial Traits
http://archive.wizards.com/dnd/images/rod_gallery/86313.jpg +2 Dexterity, -2 Constitution, +2 Intelligence, -2 Charisma: The traces of fiendish blood that flow through faded tieflings grant them a fiendish cunning and preternatural quickness, but it plays havoc on their bodies. Medium Humanoid (planetouched): Unlike their more pure-blooded ancestors, generations of mortal heritage has washed out a faded tiefling's outsider traits until he is just a humanoid with only a touch of celestial power. Faded Tiefling base land speed is 30 feet. Darkvision out to 60 feet. Darkness (Sp): A faded tiefling may use darkness once per day (caster level equals his Hit Dice). Faded tieflings have a +2 racial bonus on Bluff and Hide checks. Resistances (Ex): A faded tiefling has resistance 2 to cold, electricity, and fire. Automatic Languages: Common, Infernal. Bonus Languages: Draconic, Dwarven, Elven, Gnome, Halfling, Sylvan. Favored Class: Rogue


Kreen

The kreen are an insect-like race sometimes likened to the praying mantis. Their minds are alien, driven by instinct, ritual, and genetic memory, though they are more like the common races than one might expect, Many believe them to be bloodthirsty monsters, for they are indeed great hunters who relish and celebrate the hunt and the kill.

Kreen hail from the seemingly endless desert wastes south of Aldhaven, farther even than the vast scrub lands that most consider as “south.” They love the heat and spend much of their time basking in the sun in that hot, arid land. Kreen travel the endless deserts in constant hunt for prey in roving nomadic hordes known as clutches, though they often move north when prey is scarce. To a kreen, his clutch, his family, is everything.
(original source (http://tinyurl.com/Riz-Kreen))

Kreen Racial Traits
http://archive.wizards.com/dnd/images/xph_gallery/46026.jpgKreen are easily likened to a praying mantis in human size. Though they lack the distinct large abdomen of the mantis, the similarities are unmistakable. Fully grown kreen stand between 5 and 7 feet tall, tending towards the taller end, with females being noticeable larger and stronger. Their exoskeleton is a sandy yellow in color. Of its six limbs, the two hind limbs are used for walking, though they are obviously built for powerful leaping. Their four upper limbs are made for grasping and rending their prey, covered with jagged edges and ending in sharp claws. Their heads are dominated by their large compound eyes and powerful mandibles.

Most kreen wear only simple leather harnesses sufficient to carry their belongings. Though they are sometimes known to wear bits of expensive cloth as decoration or to denote social status, such can hardly be called clothing. +2 Strength, +4 Dexterity, -2 Intelligence, +2 Wisdom, -4 Charisma: Kreen are strong, incredibly agile, and have deep insight due to their peculiar memories; however, their minds are strange, and their appearance makes it difficult to relate to other races. Medium Monstrous Humanoid Kreen base land speed is 40 feet. Racial Hit Dice: A kreen character begins with two levels of monstrous humanoid, which provide 2d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +0, Ref +3, and Will +3. Racial Skills: The monstrous humanoid levels give a kreen skill points equal to 5 × (2 + Int modifier). Class skills are Balance, Climb, Hide, Jump, Listen, and Spot. Darkvision out to 60 feet. Immunity to magic sleep effects. +3 Natural Armor: A kreen's exoskeleton is tough and resistant to blows. Multiple Limbs: Kreen have four arms. Natural Attacks: Kreen can have four claws and a bite attack. The claws and bite deal 1d4 damage, but the bite is a secondary attack. A kreen can attack with weapons and its bite or claw attacks as secondary attacks. Poison (Ex): Bite, initial damage 1d6 Dex, secondary damage paralysis 2d6 mins, DC 11 + Con modifier. A kreen may only make one poisonous bite attack per day. Leap (Ex): Kreen have a +30 racial bonus on Jump checks. Ancestral Memory: Kreen have access to a genetic ancestral memory of their species; however, it can only be realized through certain feats or class features, without which they gain no additional benefits. Weapon Familiarity: Kreen can treat gythkas and chatkchas as martial weapons rather than exotic weapons. Kreen have a +4 racial bonus on Hide checks in sandy or arid settings. Racial Feats: A kreen character gains Deflect Arrows as a bonus feat, even if he doesn't meet the prerequisites. Automatic Languages: Common, Kreen. Bonus Languages: Dwarven, Elven. Favored Class: Ranger Level Adjustment: +1.Kreen Racial Class

Base Attack
Bonus
Fort
Save
Ref
Save
Will
SaveSpecial
1st
+1
+0
+2
+2
Kreen base traits, natural armor +1, natural attacks, leap +10
2nd
+2
+0
+3
+3
Natural armor +2, leap +20, Deflect Arrows, +2 Dexterity
3rd
+2
+0
+3
+3
Ancestral memory, poison, natural armor +3, leap +30, +2 Dex, +1 Level Adjustment

Hit Die: d8
Class Skills (2 + Int modifier per level, ×4 at 1st level)): Balance (Dex), Climb (Str), Jump (Str), Listen (Wis), and Spot (Wis).

Class Features
All of the following are class features of the Kreen.Kreen Base Traits: Kreen gain the following base racial traits at 1st-level. +2 Strength, –2 Intelligence, +2 Wisdom, –4 Charisma. Medium Monstrous Humanoid Kreen base land speed is 40 feet. Darkvision out to 60 feet. A Kreen has a +4 racial bonus on Hide checks in sandy or arid settings. Immunity to magic sleep effects. Multiple Limbs: Kreen have four arms. Weapon Familiarity: The gythka and chatkcha are martial weapons for Kreen.
Weapon and Armor Proficiency: A kreen is proficient with its natural weapons but not with any armor or shields.

Racial Hit Dice: Kreen gain Monstrous Humanoid racial Hit Dice 1st level and at 2nd level. Hit Dice gained through this class are counted as kreen racial Hit Dice for any effects that depend on racial Hit Dice.

Natural Armor (Ex): A kreen's exoskeleton toughens as he ages. At 1st level, a kreen has a +1 natural armor bonus. At 2nd and 3rd levels, the bonus increases by an additional +1.

Natural Attacks: Kreen can have four claws and a bite attack. The claws and bite deal 1d4 damage, but the bite is a secondary attack. A kreen can attack with weapons and its bite or claw attacks as secondary attacks.

Leap (Ex): A kreen's mastery of leaping through the air improves as he strengthens his legs. At 1st level, a kreen gains a +10 racial bonus on Jump checks. This bonus increases to +20 at 2nd level and to +30 at 3rd level.

Deflect Arrows: A kreen character gains Deflect Arrows as a bonus feat at 2nd level, even if he doesn't meet the prerequisites.

+2 Dexterity: At 2nd level, a kreen gains a +2 increase to his Dexterity score. He gains an additional +2 for a total of +4 at 3rd level. These are racial bonuses.

Ancestral Memory: A kreen of at least 3rd level gains access to the genetic ancestral memory of their species; however, it can only be realized through certain feats or class features, without which he gains no additional benefits.

Poison (Ex): At 3rd level, a kreen's poison glands are fully mature, and he can deliver a poisonous bite attack. Bite, initial damage 1d6 Dex, secondary damage paralysis 2d6 mins, DC 11 + Con modifier. A kreen may only make one poisonous bite attack per day.

Level Adjustment: 3rd level is a level adjustment. The kreen gains no Hit Dice or skill points, and neither his base attack bonus nor his saves are advanced. He gains all other benefits listed at this level.


Prismatic Kobold

When the world went dark at the death of the Sun Which Was, it was the twin gods Solaron and Minrhet who brought light and hope back to the world. Though the majority of the mountain-dwelling kobolds followed Minrhet and his dragon children, Roygbv, a powerful prismatic dragon and child of Solaron, had lived with a clan of kobolds and proselytized among them for generations. When the great dragon was slain defending them, his blood intermingled with theirs. To honor his sacrifice, the tribe left their ancestral home to travel towards the land of Roygbv's birth. After generations of seeking their holy land, keeping to themselves in their travels, the fragments of draconic power had completely infused their entire tribe. This new race had been indelibly marked with hues of the Light.

Time has passed since these events of distant legend. The twin gods have recently discovered a crack in the fabric of their reality, a crack forming a tiny but useful doorway into an adjacent multiverse, that containing Aldhaven. Desiring to exert their influence over all that the Light touches, the twin solar deities have sent the Prismatic kobolds into Aldhaven as their emissaries.
(originally by planswalker, originally created for Lords of Creation - What Shall Be)

Prismatic Kobold Racial Traits
http://www.mornproductions.com/aldhaven/AVB/races/PrismaticKobold.jpg -2 Strength, +2 Constitution, -2 Intelligence, +2 Charisma: Though their draconic heritage boosts the historically fragile bodies of the kobolds and imparts them with relatively greater strength, they lack any sort of schooling and have underdeveloped reasoning skills. Small Dragon (reptilian, extraplanar) Prismatic Kobold base land speed is 30 feet. Prismatic Blood: Prismatic kobolds are infused with the blood of prismatic dragons. As such, they gain Dragonwrought (Prismatic) as a bonus feat at first level. However, they still take aging penalties as normal and do not gain darkvision or low-light vision. +1 natural armor bonus Dark Sensitivity (Ex): Prismatic kobolds are dazzled in areas of darkness or within the radius of a deeper darkness spell. Extraplanar (Ex): Prismatic kobolds are not native to the material plane, nor even of Aldhaven's cosmology. When subjected to an effect that would banish them to their home plane, prismatic kobolds are instead banished to the portal room located in the joint temples of Solaron and Minrhet and suffer 1d3+1 negative levels. These negative levels never result in permanent level loss or death.
These negative levels cannot be removed by a restoration spell, but they can be removed by a miracle, wish, limited wish or similar effect. They have a chance to heal as normal after 24 hours. On a failed save (DC equal to the DC of the banishing effect), the negative level is retained for an additional 24 hours, and no saves are made for any other remaining negative levels given by this ability until an additional 24 hours has passed. Each time a prismatic kobold fails such a save, he gains a cumulative +2 bonus on saves to remove these negative levels until all negative levels have been healed.
If a prismatic kobold has at least as many negative levels as Hit Dice, he falls unconscious until the number of his negative levels is reduced to lower than his current Hit Dice. Automatic Languages: Draconic. Bonus Languages: Common, Undercommon. Favored Class: Sorcerer


Young Armand

Armands are a naturally curious and philosophical people. They value experiences and wisdom over all other pursuits. They scorn wealth, power, and prestige, seeking primarily to expand their own personal experiences that they might return to their people and share with them.
(by Rizban, based on Armand from MM3)

Young Armand Racial Traits
http://archive.wizards.com/dnd/images/mmiii_gallery/82962.jpg -2 Strength, +2 Dexterity, +2 Constitution: Armand are quick and hardy creatures, but their small size proves to be a detriment to strength. Small Monstrous Humanoid Young Armand base land speed is 20 feet. Young Armand have a burrow speed of 10 feet. Racial Hit Dice: A young armand character begins with two levels of monstrous humanoid, which provide 2d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +0, Ref +3, and Will +3. Racial Skills: The monstrous humanoid levels give a young armand skill points equal to 5 × (2 + Int modifier). Class skills are Jump, Listen, Spot, Survival, and Tumble. Darkvision out to 60 feet. +2 Natural Armor: An armand has a tough, leathery armor shell that covers its back, top of its skull, and upper arms and legs. Natural Attacks: Armands have two claw attacks which deal 1d3 damage. An armand can attack with a weapon and a claw attack as a secondary attack. Armands have a +4 racial bonus on Survival checks in arid and desert settings. Defensive Stance (Ex): When he adopts a defensive stance, an armand gains phenomenal accuracy and durability. While he is in this stance, an armand may not move more than 5 feet per round, or his defensive stance ends immediately.
He gains a +2 bonus on attack rolls, a +2 resistance bonus on all saves, and a +4 dodge bonus to AC.
The defensive stance lasts a number of rounds equal to 3 + the armand's Constitution modifier. An armand may end his defensive stance at any time voluntarily prior to this limit.
Using defensive stance is normally a free action that he can do only on his turn, but an armand can also choose to activate it as an immediate action on his opponent's turn. If he does, the duration is reduced by 1 round.
An armand may use this ability a number of times per day equal to 1+his Con modifier (minimum 1) Stability (Ex): Armands are exceptionally stable on their feet. An armand has a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground). Automatic Languages: Common, Armandish. Bonus Languages: Elven, Giant, Gnome, Goblin, Sylvan. Favored Class: MonkYoung Armand Racial Class

Base Attack
Bonus
Fort
Save
Ref
Save
Will
SaveSpecial
1st
+1
+0
+2
+2
Young armand base traits, natural armor +1, natural attacks, stability
2nd
+2
+0
+3
+3
Defensive stance, natural armor +2

Hit Die: d8
Class Skills (2 + Int modifier per level, ×4 at 1st level)): Jump (Str), Listen (Wis), Spot (Wis), Survival (Wis), and Tumble (Dex).

Class Features
All of the following are class features of the Young Armand.Young Armand Base Traits: Young Armand gain the following base racial traits at 1st-level. -2 Strength, +2 Dexterity, +2 Constitution Small Monstrous Humanoid Young armand base land speed is 20 feet. Burrow 10 feet. Darkvision out to 60 feet. Young armands have a +4 racial bonus on Survival checks in arid and desert settings.
Weapon and Armor Proficiency: A young armand is proficient with its natural weapons but not with any armor or shields.

Racial Hit Dice: Young armands gain Monstrous Humanoid racial Hit Dice 1st level and at 2nd level. Hit Dice gained through this class are counted as young armand racial Hit Dice for any effects that depend on racial Hit Dice.

Natural Armor (Ex): A young armand has a tough, leathery armor shell that covers its back, upper arms and legs, and the top of its skull. At 1st level, a young armand has a +1 natural armor bonus. At 2nd level, the bonus increases to +2.

Natural Attacks: Young armands have two claw attacks which deal 1d3 damage. A young armand can attack with a weapon and a claw attack as a secondary attack.

Stability (Ex): Armands are exceptionally stable on their feet. An armand has a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).

Defensive Stance (Ex): When he adopts a defensive stance, an armand gains phenomenal accuracy and durability. While he is in this stance, an armand may not move more than 5 feet per round, or his defensive stance ends immediately.
He gains a +2 bonus on attack rolls, a +2 resistance bonus on all saves, and a +4 dodge bonus to AC.
The defensive stance lasts a number of rounds equal to 3 + the armand's Constitution modifier. An armand may end his defensive stance at any time voluntarily prior to this limit.
Using defensive stance is normally a free action that he can do only on his turn, but an armand can also choose to activate it as an immediate action on his opponent's turn. If he does, the duration is reduced by 1 round.
An armand may use this ability a number of times per day equal to 1+his Con modifier (minimum 1)

Rizban
2015-03-07, 07:19 PM
Classes, Base and Prestigious

Specifically Banned Classes Base: Erudite (CPsi)
PrC: Planar Shepherd (FE)
PrC: Thrallherd (XPH)
Tome of Battle base classesSpecifically Approved Classes Base: Battle Dancer (DMC)
Base: Jester (DMC)
Base: Sha'ir (DMC)
Base: Urban Druid (DMC)
PrC: Cerebrex (DMC)
PrC: Force Missile Mage (DMC)

Special Rulings by Class, Alternative Class Features, and Approved Homebrew

General Rulings
Half-Casting Classes (general)
The caster level for all "half caster" base classes, such as the Paladin and Ranger, is equal to class level minus the levels that do not have casting, with a minimum equal to 1/2 class level. For example, Paladins and Rangers have a caster level of Class Level – 3. So a 9th-level Paladin has a caster level of 6 (instead of 4), and a 4th-level paladin has a caster level of 2.
Racial Paragons (UA)
Racial classes that grant “+1 level of existing class” to any spellcasting class may instead choose to grant the bonus to any manifesting, meldshaping, soulbinding, etc. class instead. Classes that grant progression to a specific class, such as the Elf Paragon's “+1 level of wizard”, apply only to that specific class.

Specific Rulings Drow Paragon – A half-drow who takes levels in Half-Elf Paragon may choose to then take levels in Drow Paragon instead of Elf Paragon.
Dwarf Paragon – Has 4 skill points per level. Craft Expertise applies to all Craft checks. The Save Bonus class feature increases by +2 instead of +1.
Elf Paragon – Has 4 skill points per level. Gains Weapon Specialization at 2nd level for the same weapon as Weapon Focus and does not need to meet prerequisites.
Gnome Paragon – Gains +1 use/day of speak with animals, dancing lights, ghost sound, and prestidigitation (or variant SLAs from alternate gnome races).
Half-Dragon Paragon – Not available in Aldhaven.
Half-Orc Paragon – Monstrous mien gives an option: Choose either +4 to Intimidate or add Str to Intimidate instead of Cha.
Halfling Paragon – Athletic Prowess increases the skill bonuses by an amount equal to class level rather than a flat bonus.
Orc Paragon – Gains Rage 1/day at 2nd level, just as a Half-Orc Paragon.
Armand ParagonBase Attack
BonusFort
SaveRef
SaveWill
SaveSpecial1st
+1
+0
+2
+2Natural armor +1, survival expertise2nd
+2
+0
+3
+3Improved stability, mobile stance3rd
+3
+1
+3
+3Ability boost (Con +2)

Hit Die: d6
Class Skills (2 + Int modifier per level): Craft (Int), Jump (Str), Listen (Wis), Spot (Wis), Survival (Wis), and Tumble (Dex)

Class Features
All of the following are class features of the Armand Paragon.

Natural Armor (Ex): At 1st level, an armand paragon's natural armor bonus increases by +1.

Survival Expertise (Ex): An armand paragon may add his class level to his Survival checks.

Improved Stability (Ex): At 2nd level, an armand paragon's bonuses from stability increase by +2 to a total of +6.

Mobile Stance (Ex): When using his defensive stance racial ability, an armand paragon may move up to 10 feet per round without his defensive stance ending. In addition, any round in which he moves at least 5 feet, he gains an additional +2 dodge bonus to AC.

Ability Boost (Ex): At 3rd level, an armand paragon's Constitution score increases by 2 points.
Athik ParagonBase Attack
BonusFort
SaveRef
SaveWill
SaveSpecialManifesting1st
+0
+2
+0
+0Improved capacity, improved stability
– 2nd
+1
+3
+0
+0Athik Telepathy
+1 level of psion3rd
+2
+3
+1
+1Ability boost (Int +2)


Hit Die: d6
Class Skills (4 + Int modifier per level): Autohypnosis (Wis), Climb (Str), Concentration (Con), Craft (Int), Knowledge (architecture and engineering) (Int), Knowledge (dungeoneering) (Int), Knowledge (psionics) (Int), Profession (Wis), and Psicraft (Int)

Class Features
All of the following are class features of the Athik Paragon.

Improved Capacity (Ex): At 1st level, an athik paragon's carrying capacity increases to be the same as a creature two size categories larger with the same strength score. He does not take speed penalties, check penalties, or have a maximum dexterity bonus due to encumbrance when carrying a medium or heavy load, and he may use all class abilities as if he were carrying only a light load.
In addition, he no longer takes a penalty to his speed when wearing medium armor.

Improved Stability (Ex): An athik paragon's bonuses from stability increase by +2 to a total of +6.

Manifesting: At 2nd level, an athik paragon gains additional power points per day and access to new powers as if he had also gained a level of psion. He does not, however, gain any other benefit a psion would have gained, such as bonus feats.
If an athink paragon has no levels in psion, this class feature has no effect.

Athik Telepathy: An athik paragon gains Athik Telepathy as a bonus feat at 2nd level. If he already possesses this feat, he gains no additional bonus.

Ability Boost (Ex): At 3rd level, an anthik paragon’s Intelligence score increases by 2 points.
Kreen ParagonBase Attack
BonusFort
SaveRef
SaveWill
SaveSpecial1st
+1
+0
+2
+2Favored enemy +2, virulent bite2nd
+2
+0
+3
+3Reminiscence3rd
+3
+1
+3
+3Ability boost (Str +2)

Hit Die: 8
Class Skills (4 + Int modifier per level): Balance (Dex), Climb (Str), Craft (Int), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Spot (Wis), Survival (Wis), and Tumble (Dex)

Class Features
All of the following are class features of the Kreen Paragon.

Favored Enemy (Ex): A kreen paragon gains a favored enemy at 1st level. This functions exactly as the Ranger ability of the same name.

Virulent Bite (Ex): A kreen paragon may add his class level to the DC of his poison bite.

Reminiscence: At 2nd level, a kreen paragon gains Reminiscence as a bonus feat.

Ability Boost (Ex): At 3rd level, a kreen paragon's Strength score increases by 2 points.
Prismatic Kobold ParagonThis is a modification to the standard Kobold Paragon (http://archive.wizards.com/default.asp?x=dnd/we/20060127a) class.Base Attack
BonusFort
SaveRef
SaveWill
SaveSpecialSpellcasting1st
+0
+0
+2
+2Draconic expertise, tunnel defense
– 2nd
+1
+0
+3
+3Banishment resistance, no dark sensitivity
+1 level of sorcerer3rd
+2
+1
+3
+3Ability boost (Cha +2)
+1 level of sorcerer

Hit Die: d6
Class Skills (4 + Int modifier per level): Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Spellcraft (Int), Spot (Wis), and Swim (Str)

Class Features
All of the following are class features of the Prismatic Kobold Paragon.

Draconic Expertise (Ex): A primsatic kobold paragon may add their class level as a racial bonus on Diplomacy and Knowledge (arcana) checks.

Tunnel Defense (Ex): This ability is identical to the Kobold Paragon ability of the same name.

Spellcasting: At 2nd and 3rd level, a prismatic kobold paragon gains new spells per day as if she had also gained a level in sorcerer. She does not, however, gain any other benefit a character of that class would have gained. This essentially means that she adds the level of prismatic kobold paragon to her level in sorcerer, then determines spells per day and caster level accordingly.

If a prismatic kobold paragon has no levels in sorcerer, this class feature has no effect.

Banishment Resistance (Ex): When banished, a primsatic kobold paragon takes only 1d2 negative levels (instead of 1d3+1).

No Dark Sensitivity: At 2nd level, a primsatic kobold paragon loses their race's dark sensitivity.

Ability Boost (Ex): At 3rd level, a primsatic kobold paragon's Charisma score increases by 2 points.



Base Classes
Artificer (ECS)
Craft Reserve – During character creation, artificers (and classes with a similar ability) only gain the craft reserve total from the highest level of artificer taken at character creation. All craft reserve from previous levels is assumed to have been consumed while leveling up or lost during the level up as normal for craft reserve.

Scribe Scroll - Scrolls crafted by Artificers can be used by characters of any class who have the spell on their spell list without making a UMD check, but such scrolls can not be added to spell books or used with any other way of memorizing the spell. They may only ever be cast as normal from the scroll. Yes, this is MRM (Magical Rights Management). Blame House Cannith.
Barbarian (PHB)
City Brawler
The urban slums your grew up in were as dangerous as any barbarian wilderness.
(Originally appearing in Dragon 349)
Level: 1st.
Replaces: If you choose this ability, you do not gain proficiency with martial weapons, medium armor, or shields.
Benefit: You gain Improved Unarmed Strike as a bonus feat, as well as the effects of the Two-Weapon Fighting feat when fighting unarmed or with improvised weapons. Additionally, your penalty when using improvised weapons is reduced by 2, so you only take a -2 penalty instead of the usual -4.

At 6th level, you gain the effects of Improved Two-Weapon Fighting when fighting unarmed or with improvised weapons, and at 11th level, you gain the effects of Greater Two-Weapon Fighting when fighting unarmed or with improvised weapons.Dashing Step
You have mastered the technique of rushing into battle.
(Originally appearing in Dragon 349)
Level: 3rd.
Replaces: If you choose this ability, you do not gain the trap sense ability.
Benefit: You do not take a -2 penalty to Armor Class when charging. Furthermore, you add 1/3 of your barbarian level (rounded down) to your AC against attacks of opportunity when charging.Unshakable
You are fearless.
(Originally appearing in Dragon 349)
Level: 5th.
Replaces: Improved uncanny dodge
Benefit: You are immune to fear effects.
Binder (ToM)
Naberius' Faster Ability Healing does not heal damage you take voluntarily.

Tenebrous' Turn/Rebuke Undead ability gives you exactly 1 turn use that can be used once per 5 rounds. This may be used to turn/rebuke or for anything you can spend turn uses to activate. It never gives you more than 1 turn use at a time, even if you have a feat, item, or other way to increase your number of turn uses.
Cleric (PHB)
Devout Caster
You focus more on your chosen deity's domains than you do on general spellcasting.
Level: 1st.
Replaces: Lose one spell slot per spell level for all spells of level 1st or higher.
Benefit: Gain one additional domain spell slot at each spell level. So, as a first level cleric, you will be able to cast 0+2 1st-level spells. At any spell level where you gain 0 spell slots, you gain only the bonus spells you would be entitled to based on your Wisdom score for that spell level
Additionally, at cleric level 6, you gain access to a third domain your deity offers.
Dragon Shaman (www.giantitp.com/forums/showthread.php?402514#post23857967) (PHB2)
The Dragon Shaman class is replaced by the homebrewed version (http://www.giantitp.com/forums/showthread.php?402514#post23859705) presented in this thread.
Hexblade (CW)
Hexblade uses Mike Mearls' unofficial fix.

The hexblade suffers a little because he came on the scene relatively early in 3.5's life. As R&D pushes the boundaries of the game, we learn that some things we thought were risky or potentially broken aren't. Other times, we learn things that look fine don't actually work in play.

Armored mages fall into the first category. They seem really powerful, but in the long run they aren't. Spells and magic items allow an unarmored mage to build great defenses. The spell mage armor is as good as medium armor, and its duration allows most mages to keep it active at all times. If you compare the hexblade to the duskblade from PH 2, you can see how the thinking has changed.

If you want to boost the hexblade, I'd try the following changes:


Good Fortitude save
Curse ability usable 1 + the hexblade's Cha modifier per day
Curse ability usable as a swift action
Curse ability does not count as used if the target makes his saving throw
Ability to cast in light or medium armor and while carrying a light shield or buckler
At 6th level, the hexblade can cast one hexblade spell per day as a swift action, as long as its original casting time is a standard action or faster. He gains an additional use of this power at levels 8, 11, 14, and 18.

The key to the hexblade is his curse ability, but it's a little un-fun to have it so limited in use. The hexblade also has trouble casting spells and using his melee attacks, so shifting spells to swift actions fits in with the idea of an armored mage.

(These are by no means official. They're just off the top of my head changes I'd consider making.)Dark Companion
The dark companion alternate class feature is exactly as presented in Player's Handbook 2 p47, with the following addition:
As a swift action, a Hexblade may empower his dark companion, allowing it to provide a flanking bonus to the hexblade. This benefit lasts until the end of the hexblade's turn.
Knight (PHB2)
Knight's Code - Any encounter in which the Knight honors his code by intentionally delaying his action to allow his foes to ready themselves (no longer be flat-footed) before the knight acts gains a +1 circumstance bonus on all attack rolls and saves for the rest of that encounter. The knight may take no actions during the round in which he delays to gain this bonus. If he breaks his code of honor during this encounter, he immediately loses this bonus.

Fighting Challenge - The morale bonuses from this ability stack with morale bonuses from other sources.Foot Soldier
In the crowded, narrow streets of Aldhaven, riding atop a mount can hinder your mobility rather significantly. As such, some knights train to fight on foot more aggressively.
Level: 2nd.
Replaces: This benefit replaces the Mounted Combat feat.
Benefit: You may choose to gain Combat Reflexes or any other feat on the knight's bonus feat list. You must meet all prerequisites of the chosen feat.
Add Mounted Combat to the knight's list of bonus feats.
Lurk (CPsi)
Lurk Augment: Lurk augments can be used on ranged attacks within 30 feet. The feat 'Lurk Augment, Ranged' is removed.
The daily use of a lurk augment and the power points spent are not lost if the lurk's attack misses. When a lurk misses, she may choose to "hold the charge," similar to a touch spell, and have it activate on the next successful attack made, or she may choose to let it dissipate harmlessly, immediately regaining the daily use and any power points spent. If a lurk is holding a charge on an augment and activates a new lurk augment, the held charge dissipates as if she chose to release it.True Thief (http://archive.wizards.com/default.asp?x=dnd/psm/20070629a)
A true thief gains Disable Device and Search as class skills.

Psionic Trapfinding, Psionic Uncanny Dodge, Psionic Trapsense, Psionic Skill Mastery, and Psionic Improved Evasion each cost a use of lurk augment to activate and have a duration of 1 hour per class level. If a lurk's psionic focus is expended, she loses the benefit of the augment, but it remains active. She regains the benefit when she regains her psionic focus without needing to spend another use of lurk augment, as long as the duration hasn't ended.Tracker (http://archive.wizards.com/default.asp?x=dnd/psm/20070629a)
A tracker gains Survival as a class skill and Track as a bonus feat.


Psionic Tracker: The bonus increases by +1 for every 2 power points spent.
Binding Attack: The reflex save is (DC 10 + lurk's Int modifier) and increases by 1 for every 2 power points spent. If the target fails his save, he becomes entangled until he spends a standard action, which provokes attacks of opportunity, to disentangle himself.
Monk (PHB)
Flurry of Blows (Ex): A monk does not need to use a full attack to make a flurry of blows. She may choose to use flurry of blows once per round with any attack she makes on her turn.
Mystic (DCS)
Mystics gain 2 domains at 1st level.

Mystics gain the following ability at 1st level:
Divine Conduit (Su): A mystic gains a [Divine] feat of her choice as a bonus feat, even though she cannot turn or rebuke undead. A mystic may not choose Divine Metamagic with this ability.
She may activate the chosen feat a number of times per day equal to 3 + her Cha modifier.

The mystic may take additional divine feats as though she had turn undead and may activate them from the same pool of uses. The mystic does not count as having turn undead for any other purpose, nor may she turn or rebuke undead with this ability.

(Ability suggested by Dragonlance author Cam Banks.)
Paladin (PHB)
Smite Evil is usable an additional number of times per day equal to the paladin's Wisdom bonus.Hunter of Fiends
You actively seek out fiends to slay.
(Originally appearing in Dragon 349)
Level: 1st.
Replaces: Smite evil, Knowledge (nobility and royalty) as a class skill.
Benefit: You gain Favored Enemy (Outsider (evil)), as the Ranger ability, except that the bonus you gain equals 1/2 your Paladin level (rounded down, minimum +1). You gain no additional favored enemies at later levels.
In addition, you gain Track as a bonus feat and add Survival and Knowledge (the planes) as Paladin class skills.Smiting Arrow
You belong to a sacred group of priests who specialize in the use of ranged weapons.
(Originally appearing in Dragon 349)
Level: 1st.
Replaces: If you choose this ability, you do not gain proficiency with heavy armor or shields.
Benefit: You gain the ability to smite evil with a ranged attacked up to 30 feet.
Shadowcaster (ToM)
Bonus Feats: A shadowcaster may not choose a metamagic feat as one of their bonus feats. A shadowcaster may choose any item creation feat as a bonus feat.

Bonus Mysteries per Day: A shadowcaster gain bonus mystery uses per day based on Charisma. This works just like bonus spells. For instance, if your Cha is 14, you can cast one extra mystery of 1st-level and one of 2nd-level per day. These bonus mystery uses form a separate pool of daily uses and can be spent on any mystery of the same level or lower.


Mysteries Known: At 3rd level and every odd-numbered shadowcaster level after that, a shadowcaster can choose to learn a new mystery in place of one she already knows. The new mystery's level must be the same as that of the mystery being exchanged, and it must be at least one level lower than the highest-level mystery she can cast. A shadowcaster can only swap a single mystery at any given level and must choose whether or not to swap a mystery at the same time that she gains her new mystery known for that level.

A shadowcaster can choose to lose lower level mysteries in a path without losing access to higher level mysteries, but she still may not learn new mysteries in a path without knowing all lower level mysteries in that path. For example, if she knows the Steel Shadows and Sight Eclipsed mysteries from the Cloak of Shadows path, she may choose to lose Steel Shadows to learn a different 1st-level mystery and still be able to cast Sight Eclipsed. However, she would not be able to learn Sharp Shadows.


Save DCs: Any mystery you know that is cast as a supernatural ability has its save DC changed to 10 + 1/2 caster level + Cha. This replaces the normal 10 + equivalent spell level + Cha.
The save DC for mysteries cast as spells or spell-like abilities is unchanged.
Shaman (OA)
Due to changes from 3.0 to 3.5, Shaman receives the following changes to its class features.

Class Skills: Remove Knowledge (spirits) and Scry.
Add: A shaman gains a +2 bonus on Knowledge checks involving spirits.

Animal Companion: As the druid ability (http://www.d20srd.org/srd/classes/druid.htm#animalCompanion) of the same name, except that the shaman’s effective druid level is equal to his shaman level – 2, minimum 1.

Unarmed Strike: As the monk ability (http://www.d20srd.org/srd/classes/monk.htm#unarmedStrike) of the same name; however, a shaman uses the Monk Unarmed Damage table for a monk of one size category smaller. The shaman's attack is still treated as the normal size for all purposes other than calculating base damage.Cleric/Druid Alternative Class Features
Due to the shaman's nature, he has access to the following alternative class features normally available only to clerics and druids. The levels at which the alternative class feature may be gained is adjusted to match the level that the shaman gains the sacrificed ability. For example, a shaman would gain the Champion Cleric (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#cleric) ACF at 3rd level rather than at 1st, because that is when a shaman gains turn/rebuke. Champion Cleric (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#cleric)
Aquatic Druid [Storm]
Blasphemous Incantation [EoE]
Chastise Spirits [CD] (As the Spirit Shaman ability of the same name, replaces turn/rebuke)
Destroy Undead [EtCR]
Druidic Avenger (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#druidVariantDruidicAve nger)
Elemental Companion [CM]
Master of Spiders [DotU]
Phynxkin Companion [DrM]
Shifter Druid [RoE] (1st and 4th only, replacing animal companion and the bonus feat)
Spontaneous Domain Casting [PHB2]
Urban Companion [City]
Soulborn (http://www.giantitp.com/forums/showthread.php?402514&p=20620982#post20620982) (MoI)
The Soulborn class is replaced by the homebrewed version (http://www.giantitp.com/forums/showthread.php?402514&p=20620982#post20620982) presented in this thread.Natural Soulblade
You fight with your natural weapons rather than with manufactured ones.
Level: 1st.
Replaces: Ability to form your soulblade into a weapon.
Benefit: Instead of forming a new weapon, you choose one of your existing natural weapons when you shape your soulblade. You must choose a permanent natural weapon you possess, not one that exists as the result of a soulmeld or spell.

All of the normal effects of the soulblade apply to that natural weapon, such as gaining an enhancement bonus based on invested essentia.

Your natural soulblade can be bound to any of the normal soulblade chakra binds, regardless of what chakra the weapon would normally be considered.
Spirit Shaman (CD)
Chastise Spirits counts as turn/rebuke undead for the purpose of powering [Divine] feats.


Prestige Classes
Abjurant Champion (CM)
Psychokinetic Champion
From the Adaptation section, "Alternatively, with a bit more work, the class can be transformed into a psionic prestige class, with its boost costing a range of psionic power points."
Level: All
Replaces: Spellcasting, Abjurant Armor, Extended Abjuration, Swift Abjuration, Arcane Boost, Martial Arcanist.
Benefit:
ENTRY REQUIREMENTS
Base Attack Bonus: +5.
Feat: Combat Manifestation.
Psionics: Must be able to manifest 1st-level powers, including at least one psychokinesis power.
Special: Must be proficient with at least one martial weapon.

Class Skills: Lose Knowledge (arcana) and Spellcraft. Gain Knowledge (psionics) and Psicraft.


Powers Known: At each level, the character gains additional power points per day and access to new powers as if she had also gained a level in whatever manifesting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, and so on). This essentially means that she adds the level of psychokinetic champion to the level of whatever manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly. If a character had more than one manifesting class before she became a psychokinetic champion, she must decide to which class she adds the new level of psychokinetic champion for the purpose of determining power points per day, powers known, and manifester level.


Psychokinetic Armor/Extended Psychokinesis/Swift Psychokinesis (Su): As Abjurant Armor/Extended Abjuration/Swift Abjuration, except that each ability applies only when you manifest psychokinesis powers and applies the appropriate Metapsionic feat. Using these abilities does not require you to expend your psionic focus.


Psychic Boost (Su): Beginning at 4th level, you gain the ability to burn power points to empower your martial abilities. As a swift action, you can spend a number of power points to grant yourself one of the following insight bonuses for one round. You may spend a maximum number of power points on this ability in a round equal to your manifester level. Bonus on attack rolls equal to one half the power points spent (rounded down).
Bonus on weapon damage rolls equal to the number of power points spent.
Bonus to AC equal to one half the power points spent (rounded down).
Bonus on saving throws equal to one half the power points spent (rounded down).
Resistance to cold, electricity, fire, and sonic equal to 3 x the power points spent. (Max 45)

Martial Psionicist (Ex): As Martial Arcanist, except that it applies to your chosen manifesting class.
Anima Mage (ToM)
Anima Mind
From the Adaptation section, "You could also relax the prerequisites to open this prestige class to any spellcaster—or even a psionic character."
Level: All
Replaces: Spellcasting, Exploit Vestige, Vestige Metamagic, Vestige Casting.
Benefit:
ENTRY REQUIREMENTS
Alignment: Any nongood.
Skills: Intimidate 4 ranks, Knowledge (the planes) 4 ranks
Feat: Any metapsionic feat.
Psionics: Ability to manifest 2nd-level powers.
Special: Ability to bind a 2nd-level vestige.

Class Skills: Lose Spellcraft. Gain Psicraft.


Powers Known: At each level, the character gains additional power points per day and access to new powers as if she had also gained a level in whatever manifesting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, and so on). This essentially means that she adds the level of anima mind to the level of whatever manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly. If a character had more than one manifesting class before she became an anima mind, she must decide to which class she adds the new level of anima mind for the purpose of determining power points per day, powers known, and manifester level.


Exploit Vestige (Su): As normal, except that you gain a number of power points equal to your manifester level.


Vestige Metapsionics (Su): As vestige metamagic, except that it adds the effects of the chosen metapsionic feat without increasing the number of power points needed to manifest the power.


Vestige Manifesting (Su): As vestige casting, except that it applies to a power your manifest. No special metapsionic effects are added for free, as all psionic abilities are already effectively Still and Silent; however, you may choose to suppress any displays associated with the manifested power without needing to make a Concentration check.
Dweomerkeeper (CD Web)
The Supernatural Spell ability only ignores material components with a cost of 100gp or less. It also does not negate XP costs.
Spells cast with this ability are still spells for the purposes of dispelling and other effects. Only the action of casting the spell is changed.
High Elemental Binder (PGtE)
ENTRY REQUIREMENTS
Feats: Remove Bind Elemental as a prerequisite. Add Augment Elemental [MoE p46] as a prerequisite.
Invisible Blade (CW)
ENTRY REQUIREMENTS
Feats: Remove Far Shot and Point Blank Shot as prerequisites. Add Weapon Finesse as a prerequisite. Weapon Focus can be with any dagger-like weapon rather than just the three specific ones listed.

Unfettered Defense (Ex): Functions in light armor.
Necrocarnate (www.giantitp.com/forums/showthread.php?402514#post23859705) (MoI)
The Necrocarnate class is replaced by the homebrewed version (http://www.giantitp.com/forums/showthread.php?402514#post23859705) presented in this thread.
Watch Detective (MotW)

Watch Detective has full Base Attack Bonus.


No Subdual Penalty (Ex): Renamed and moved to 1st level. See below.

Nonlethal Force (Ex): At 1st level, the watch detective can deal nonlethal damage with a weapon that deals normal damage without suffering a -4 penalty on the attack.


Rival Organization (http://archive.wizards.com/default.asp?x=dnd/we/20070228a) (Ex): This ability is as the Ranger Alternate Class Feature (http://archive.wizards.com/default.asp?x=dnd/we/20070228a) of the same name. A watch detective gains his 1st rival organization at 1st level and his second at 6th level.
Additionally, should the City Watch deem one of the watch detective's rival organizations no longer a threat, he may choose to reassign the bonus to a new criminal organization with one week of study, losing the bonuses against the original organization in the process.



Approved Homebrew Classes
Disciple of Glasya (http://www.giantitp.com/forums/showthread.php?402514&p=20374504#post20374504)
Disciples of Glasya follow the beautiful daughter of Asmodeus, embracing both her charming wiles and the putrescence and disease of her layer of hell. They tend to seek places of political unrest and chaos in attempts to either bring the domain under Glasya's influence or destroy it beyond recognition with virulent plagues.

Ka'chatak (http://www.giantitp.com/forums/showthread.php?402514&p=20373874#post20373874)
The ka'chatak is a skilled kreen warrior who has unlocked the Chat-tok, the Ancestral Memory, of the kreen within himself. Guided by the wisdom of the past, he is a deadly hunter, warrior, and defender of the kreen and garners great respect from his clutch.

Ta'chat-tho (http://www.giantitp.com/forums/showthread.php?402514&p=20373851#post20373851)
Ta’chat-tho are kreen who delve deep to find understanding of the Ancestral Memory. They are respected by their fellow kreen for their wisdom, philosophies, and their knowledge of history, often elevating them to positions of leadership within the clutch. Ta'chat-tho follow the path of chat-tho, the kreen ancestral memory, In an attempt to relearn the mysteries of their ancestors' past.

Thief of Life (http://www.giantitp.com/forums/showthread.php?402514&p=20378826#post20378826)
A thief of life seeks to understand the secrets of life and death by ripping it from the very souls of the living. They desire to harness the soul energies of others for their own personal power, often to gruesome and horrific effect. Their ultimate prize is immortality, and there is precious little they will not do to grasp it.

Rizban
2015-03-07, 07:20 PM
Skills and Feats

Skill Descriptions


Craft (Int; Trained Only)All Craft skills are Trained Only.

Special
Each craft skill may be used as a highly specialized Knowledge check, but the bonus from masterwork tools does not apply to this check. You may learn detailed information about an item you're examining, such as age, quality, and who crafted it, if the item has a maker's mark or trademark work, such as identifying unique brush strokes of a particular artist when using Craft (Painting) or identifying the mark of a famous elven smith when using Craft (Armorsmithing). You may also use Craft indirectly as a Knowledge skill to recall information you've learned about local guilds and individuals related to that particular skill.Diplomacy (Cha)Check
You can change the attitudes of others (nonplayer characters) with a successful Diplomacy check; see the Influencing NPC Attitudes sidebar, below, for basic DCs. In negotiations, participants roll opposed Diplomacy checks, and the winner gains the advantage. Opposed checks also resolve situations when two advocates or diplomats plead opposite cases in a hearing before a third party.

Action
Changing others' attitudes with Diplomacy generally takes at least 1 full minute (10 consecutive full-round actions). In some situations, this time requirement may greatly increase. A rushed Diplomacy check can be made as a full-round action, but you take a -10 penalty on the check.

Try Again
Optional, but not recommended because retries usually do not work. Even if the initial Diplomacy check succeeds, the other character can be persuaded only so far, and a retry may do more harm than good. If the initial check fails, the other character has probably become more firmly committed to his position, and a retry is futile.

Special
A half-elf has a +2 racial bonus on Diplomacy checks.

If you have the Negotiator feat, you get a +2 bonus on Diplomacy checks.

Synergy
If you have 5 or more ranks in Bluff, Knowledge (nobility and royalty), or Sense Motive, you get a +2 bonus on Diplomacy checks.
Influencing an NPC factors in your reputation, prestige, past dealings with the individual and his friends/allies/contacts, as well as the likelihood that he would even listen to you in the first place. Remember, Diplomacy is not magic; however, it is still pretty potent. Your affiliations and reputation can have as much effect on an NPC's attitude as your diplomacy, if not more. For example, a prominent individual in a rival guild will likely never trust you if you've been working against his guild, no matter how high your diplomacy check. Sure, you may make him indifferent and even slightly friendly for a time, but that doesn't mean he trusts you or will do more for you than be polite to your face.

Every nonplayer character will have an attitude towards other characters rated on a scale from -10 to +10, with 0 being Indifferent. Along this scale are a number of key benchmarks that cannot be easily surpassed by mere diplomatic force. For example, Acquaintance (2) cannot be passed on your first meeting with someone. The character simply does not know you well enough to trust you beyond that without some special occurrence. Conversely, short of attacking or gravely insulting someone, it's almost impossible to drop below Dislikes (-2) on a first meeting. Of course, there are some NPCs who will start with a lower attitude...

Use the table below to determine the effectiveness of Diplomacy checks (or Charisma checks) made to influence the attitude of a nonplayer character The DC to forcibly move a character's attitude is 10 + Target Attitude2. To move from tier 3 to tier 4, you would have to beat a DC of 26. You can by pass a benchmark in a single encounter only through the use of magic, the effects of which are always temporary, or by rolling a natural 20.

Of course, quests, events, story progression, organization affiliation, and various other actions tend to give sizable bonuses, typically anywhere from +20 to +30. In other words, simply talking someone into being your best friend is nearly impossible, but proving your intentions with actions is easy enough even for someone without Diplomacy. Diplomacy checks can significantly help you along your way, but it is certainly not magical.

In addition to setting the DCs for using Diplomacy to adjust the attitude, the actual attitude score will apply as a circumstance modifier on various social interactions with that character and how that character talks about you to others. Sometimes information, opportunities, and quests are available only if the NPC's attitude towards you has reached a certain threshold.
AttitudeBenchmark Description
10IntimateOne of your closest friends who will do almost anything for you, even risk his own life.
9
8Friend Wishes you well and will help out as they are able.
7
6AllyWorks with you as if on the same team, but you have no meaningful personal relationship.
5
4Friendly AcquaintanceKnows a bit about you and likes you, will occasionally help you out.
3
2Acquaintance Doesn't know you very well but thinks you're agreeable enough.
1
Indifferent Doesn't know you at all or simply doesn't care.
-1
-2Dislikes Doesn't really know you but doesn't like what they do know.
-3
-4Hostile Knows enough about you to openly dislike you and will occasionally try to thwart you.
-5
-6
-7EnemyWishes you harm and will actively work against you.
-8
-9
-10NemesisWill gladly kill you or have you killed if the opportunity arises.Profession (Wis; Trained Only)Special
If you have a store front, shops, sales cart, or other permanent or semi-permanent location from which you regularly conduct business, you may roll your Profession check for income every day that you work rather than per week. If you have employees, they may each use Aid Other actions to increase your roll.

If you have employees and do not work for the business yourself on a given day, roll as normal using the relevant Profression skill of the most skilled employee you have, adding an additional +2 as if you had made a successful Aid Other check.


Specifically Banned Feats Greenbound Summoning
Mercantile Background
Invisible SpellSpecifically Approved Feats Dead Eye (DMC)
Serenity (DMC)
Scathing Wit (DMC)
Specific Rulings on Feats Spell level adjustments from metamagic can not be reduced below zero for any individual metamagic feat.
Adaptive Style refreshes your maneuvers and may be taken so long as you have at least one maneuver known, regardless of class levels.
Arcane Thesis applies as per the errata. Individual adjustments cannot be reduced below +0, and a spell can never be reduced to below its original level with the use of this feat.
Extra Spell is not list specific, but each use of this feat must be justified to the DM before it is accepted.
Favored/Favored in House/Favored in Guild/Etc. are all replaced by Favored in Organization, as presented below.
Incarnum Related Feats need a little bit of clarification.
Open Least/Lesser/Greater Chakra opens the chosen chakra and gives you the ability to bind to it. This bind does not count against the maximum number of bound chakras granted by class features.
Shape Soulmeld grants the ability to shape and bind one soulmeld of your choice. You must have an open chakra in order to bind this souldmeld, but neither shaping nor binding this soulmeld counts against the maximum number of shaped soulmelds or bound chakras granted by class features.
Bonus Essentia may be taken multiple times. It's effects stack.
Incarnum-Fortified Body is as an feat for all purposes. You gain 1 essentia when you take this feat; however, unlike other Incarnum feats, you may not invest essentia into it.

Keen Intellect uses the original text in Oriental Adventures, not the Dragon Magazine rewrite. The text you find online is probably wrong.
Mindsight, as the feat says, functions similarly to blindsense. It is therefore limited by Line of Effect.
Persistant Spell's range requirements can not be modified by any means, including use of Reach spell, Ocular Spell, or any variation thereof.
Point Blank Shot is removed as a prerequisite for everything that requires it, with the exception of any prestige class that requires Point Blank Shot as a feat for entry and does not require any other feats.
Psicrystal Affinity – A destroyed psicrystal can be replaced using any suitable crystal and 24 hours of meditation. A suitable replacement crystal is of high quality and worth at least 100 gp.
Reserves of Strength's ability to exceed normal limits is limited to the spell's normal limit + the numerical increase provided by the feat, to a max of +3. For example, a fireball could be improved to deal a maximum of 13d6 damage.
Sudden Metamagic and Metashadow Feats that are normally usable 1/day may be used 1/day for each such feat you possess. So, for example, if you have both Sudden Extend and Sudden Silent, you may use each one of them 2/day.
Modified and Homebrewed FeatsFeatPrerequisitesBenefit
Athik TelepathyAthik or Member of the Hive featIncreased telepathy range
Ascetic SpiritualistKi strike (magic), spirit sightMonk and shaman levels stack for determining unarmed damage, and turning and spirits' favor become Wis-based.
Extra MysteryShadowcaster level 3rd.You learn an additional mystery.
Favored in OrganizationMembership in a formal organization, recognized as a member in good standing.Additional perks to being part of an organization.
Grandmaster CraftsmanCraft (armorsmithing, bowcraft, or weaponsmithing) 9 ranks.You craft truly superb masterwork items.
Improved Draconic AuraDraconic aura, any true dragonmarkYour dragonmark strengthens your draconic aura.
Improved Soul SurgeCon 13, soul surge class featureAdd invested essentia to soul surge duration.
Improved SoultheftStolen essentia pool, character level 9th.You gain the ability to hold additional stolen essentia.
Martial StudyBase attack bonus +1.Gain one or more martial maneuvers.
Martial StanceBase attack bonus +1, at least one martial maneuver.Gain a martial stance.
Recover ManeuverBase attack bonus +3, at least one martial maneuver.Refresh maneuvers during combat.
Member of the HiveInt 10, must be accepted by the athiks as beneficial to the hive.Short range telepathy, treated as an athik for most purposes
Midnight FundamentalsCon 13, ability to cast fundamental mysteries.Gain extra uses of fundamental mysteries.
Midnight MetashadowCon 13, ability to cast 1st-level mysteries, any metashadow feat.Gain extra uses of metashadow feats.
Reminiscence Kreen race, ancestral memory, effective character level 4thAccess to an ancestral memory
Soulblade BowSoulbladeYou may shape your soulblade into a ranged weapon.
Soulforged BodyWarforged, 1st level only.Gain 1 essentia, invest essentia in your body to improve saves.
Wild SpiritualistNature sense, spirit sightDruid and shaman levels stack for animal companion and turn undead.

Feat Descriptions


Ascetic Spiritualist [General, Shaman]You practice a school of martial arts that blends the inner ki with the flowing ki of the spirit world.
Prerequisites: Ki strike (magic), spirit sight
Benefit: If you have levels in monk and shaman, you may add your shaman levels to your monk level to determine your unarmed strike damage and ki strike progression.
You also use your Wisdom when determining your turn undead uses, making turning checks, and determining the bonuses from spirits' favor rather than your Charisma.
Special: A shaman can select Ascetic Spiritualist as one of her shaman bonus feats.
Athik Telepathy [Psionic][I]Your telepathy range is greater than that of most athiks.
Prerequisites: Athik or Member of the Hive feat
Benefit: The range of your Hive Telepathy and Hive Cooperation abilities increases by 20 feet.
Extra Mystery [General]You learn an additional mystery.
Prerequisites: Shadowcaster level 3rd.
Benefit: Choose a path of shadow magic that you have access to. You learn one additional mystery in that path at any level up to one lower than the highest level of mysteries you can currently cast. Thus, a 6th-level shadowcaster (maximum mystery level 3rd) gains a new 1st-level or 2nd-level mystery known with which to expand her repertoire, even if she hasn't yet learned a 3rd-level mystery as one of her normal mysteries known.
You must already know at least one mystery in a path to take this feat for that path. You may select any mystery from that path that you can normally learn, even a mystery you already know to gain additional uses of that mystery per day.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a different path.
A shadowcaster can select this feat as one of her path-based bonus feats.
Favored in Organization [General]You are an active and valued member in your organization.
Prerequisites: Membership in a formal organization, recognized as a member in good standing.
Benefit: As an active and necessary member of your organization, select one of your organization's associated skills. As long as you remain a member of that organization, you gain a +2 circumstance bonus on all checks made with that skill.
As additional benefit, you also gain an ability related to your specific organization. The specific ability is unique to your particular organization.
You must pay any monthly dues or other obligations to remain a member in good standing; however, you may be entitled to a discount.
This means the exact benefit is dependent on the organization rather than the organization type of the standard feat(s). If you wish to know the benefits of joining any particular organization, just ask.
Normal: To receive general benefits from your organization, you must pay your full monthly dues. You do not gain any fringe benefits.
Grandmaster Craftsman [General]Your craftsmanship is unique and your skill superb. Items you craft carry the innate marks of your signature style.
Prerequisites: Craft (armorsmithing, bowcraft, or weaponsmithing) 9 ranks.
Benefit: Choose one of the following Craft skills in which you have at least 9 ranks: armorsmithing, bowcraft, or weaponsmithing. This choice cannot be changed once made. Whenever you craft a masterwork item using the chosen skill, you may apply any or all of the masterwork item qualities you know to the item.
When you gain this feat, you learn one masterwork item quality plus one additional masterwork item quality per 5 ranks in the chosen skill, to a maximum of five masterwork item qualities at 20 ranks. You learn new masterwork item qualities if you gain enough additional ranks in the skill to qualify for one. Once you learn a masterwork item quality, you many not exchange it later for a different one.
Special: You can gain this feat multiple times.
If you gain it for a different craft skill, its effects do not stack. Each time you gain this feat, it applies to a different Craft skill.
If you gain it a second time for the same Craft skill, you learn additional masterwork item qualities every 3 ranks rather than every 5. You cannot gain this feat more than twice for the same skill.
Improved Draconic Aura [Draconic]You draw power from your dragonmark to strengthen your draconic aura.
Prerequisites: Draconic aura, any true dragonmark
Benefit: You can you can sacrifice a daily use of the spell-like ability granted by your dragonmark to increase the bonus granted by one of your draconic auras for a number of rounds equal to your Charisma bonus, minimum 1. The increase depends on the strength of your dragonmark of the spell-like ability sacrificed.DragonmarkBonus Increase
Least+1
Lesser+2
Greater+3
Siberys+4
Improved Soul Surge [I]Your soul surges last longer than normal.
Prerequisites: Con 13, soul surge class feature
Benefit: When you activate a soul surge, you may choose an incarnum feat you possess to receive the benefit instead of a shaped soulmeld.
Once per day, you can invest essentia into this feat. The effects of your soul surge last for a number of additional rounds equal to the invested essentia. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours.
You gain 1 point of essentia.
Special: A soulborn may select this feat as one of his bonus feats.
Improved Soultheft [I]Your many hours practicing the dark arts of soultheft have increased your skills drastically.
Prerequisites: Stolen essentia pool, character level 9th.
Benefit: You gain a second stolen essentia pool. This allows you to steal essentia from two different creatures at the same time. Each stolen essentia pool is tracked separately for all purposes and follows all other rules for stolen essentia.
You gain 1 point of essentia.
Martial Stance [Fighter, Monk]Mastering the fundamentals of a particular discipline, you gain the use of a particular combat stance.
Prerequisites: Base attack bonus +1, at least one martial maneuver.
Benefit: When you gain this feat, you can select any stance from a discipline in which you already know at least one maneuver. You must meet the normal prerequisites of the stance. Your initiator level for this maneuver is equal to your base attack bonus.
Special: You can choose this feat more than once. When you take this feat again, you gain knowledge of a new Stance for which you meet the prerequisites. You do not have to select a stance from the same discipline you chose the first time, but you must know at least one martial maneuver from the discipline of any stance you choose. You may not learn more stances than you know maneuvers using this feat.

A fighter may select this feat as one of his fighter bonus feats.
A monk can select this feat as his bonus feat at 2nd or 6th level, even if he doesn't meet the prerequisites; however, he must still meet the prerequisites of the stance he chooses. A monk's initiator level is equal to his monk level plus his base attack bonus from non-monk classes. For example, a Monk 5/Rogue 5 has an initiator level of 8.
Martial Study [Fighter, Monk]Studying the basics of a martial discipline, you learn to use a particular combat maneuver.
Prerequisites: Base attack bonus +1.
Benefit: When you gain this feat, choose a discipline of martial maneuvers. The key skill for the chosen discipline becomes a class skill for all your classes (current and future).
Select any maneuver from the chosen discipline for which you meet the prerequisite. Your initiator level is equal to your base attack bonus. You can use this maneuver once per encounter. It has no recovery method.
Special: You can take this feat multiple times. Each time you take it after the first, you gain one of two benefits.
You may choose a new discipline, gaining one of its maneuvers and its key skill as a class skill, as described above.
Alternatively, you can choose to gain two maneuvers from a discipline to which you have already gained access by means of this feat. Additionally, you gain a +1 bonus on that discipline's key skill, increasing by another +1 each time you take this feat.In either case, you must meet the chosen maneuvers' prerequisites.

A fighter may select this feat as one of his fighter bonus feats.
A monk can select this feat as his bonus feat at 1st, 2nd, or 6th level, even if he doesn't meet the prerequisites; however, he must still meet the prerequisites of the maneuver he chooses. A monk's initiator level is equal to his monk level plus his base attack bonus from non-monk classes. For example, a Monk 5/Rogue 5 has an initiator level of 8.
Member of the Hive [General]You become part of the athik hive and join with the hive mind.
Prerequisites: Int 10, must be accepted by the athiks as beneficial to the hive.
Benefit: You gain the Hive Telepathy psi-like ability of the Athik race, allowing you to communicate telepathically with any athik or creature that possesses this feat within 20 feet. You are also treated as if you were an athik for the purposes of all athik racial abilities.
You gain 1 power point.
As long as you remain a member of the hive in good standing, you gain a +2 competence bonus on checks made with one of the following skills chosen when you gain this feat: Autohypnosis, Knowledge (psionics), or Psicraft.
Special: This feat may be taken in place of Wild Talent and counts as Wild Talent for all purposes.
This feat counts as the Favored in Organization (Athik Hive) feat for most purposes.
An athik may not take this feat.
Midnight Fundamentals [I]Your soul is steeped in shadow, allow you to use basic shadowcasting more often each day.
Prerequisites: Con 13, ability to cast fundamental mysteries.
Benefit: Once per day, you can invest essentia into this feat to gain additional daily uses of fundamentals you know. You gain additional uses per day equal to the number of essentia invested in this feat.
In addition, the save DC of any fundamental you cast is increased by +1 per point of essentia invested in this feat.
Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours.
You gain 1 point of essentia.
Midnight Metashadow [I]
Prerequisites: Con 13, ability to cast 1st-level mysteries, any metashadow feat.
Benefit: Once per day, you can invest essentia into this feat and choose one or more metashadow feats that you know. Each affected metashadow feat gains additional uses per day based on the number of essentia assigned to that metashadow feat.
You can apply this effect to as many metashadow feats as you can afford to invest with essentia. For example, you could invest 1 point of essentia in Enlarge Mystery and 2 points of essentia in Extend Mystery, as long as you had at least 3 points of essentia to invest, had an essentia capacity of 3 or greater, and knew both the Enlarge Mystery and Extend Mystery feats. In this example, you would gain 1 additional daily use of Enlarge Mystery and 2 additional daily uses of Extend Mystery.
Once essentia is invested in a metashadow feat, it remains invested until the feat runs out of daily uses, at which point the essentia returns to your essentia pool.
You gain 1 point of essentia.
Recover Maneuver [Fighter, Monk]You learn how to refocus yourself in the heat of battle, gaining the ability to recover martial maneuvers you have expended.
Prerequisites: Base attack bonus +3, at least one martial maneuver.
Benefit: By spending a full round action to meditate and refocus yourself, you refresh all readied maneuvers that you have expended in this encounter. Doing this does not provoke attacks of opportunity. You may not take more than a 5ft step during your turn, and movement greater than 5ft ruins the meditation, preventing you from refreshing any maneuvers.
Special: A fighter may select this feat as one of his fighter bonus feats.
A monk can take this feat as his bonus feat at 2nd or 6th level, even if he doesn't meet the prerequisites.
Reminiscence [Racial]You tap into the racial memories of your ancestors, gaining unique new abilities.
Prerequisites: Kreen race, ancestral memory, effective character level 4th
Benefit: You gain access to an ancestral memory (http://www.giantitp.com/forums/showsinglepost.php?p=15250890&postcount=3) for which you meet the prerequisites.
Special: You can gain this feat multiple times, each time selecting a new ancestral memory. The same level of the same ancestral memory can not be selected more than once.
Soulblade Bow [General]You learn to shape your soulblade into a ranged weapon to strike at enemies from afar.
Prerequisites: Soulblade
Benefit: When shaping your soulblade, you may choose to shape it into a shortbow, light crossbow, or sling. It functions as normal for a soulblade in most regards.
You may use smite opposition with your Soulblade Bow within 30 feet.
In addition, your soublade gains new abilities as presented below. These augment but do not replace any existing abilities of your soulblade.

Essentia: Each round, your soulblade produces one piece of masterwork ammunition that it can use for each point of essentia invested into it. This ammunition always breaks when used, and any unused ammunition dissipates at the start of your next turn. Any enhancement bonuses or special abilities from your soulblade being bound to a chakra always apply to the weapon itself, not directly to the ammunition.
Chakra Bind (Crown): When shaped as a ranged weapon, you may also choose from the following enhancement options when your soulblade is bound to your crown chakra: Distance, Quick Loading, Seeking.
Special: A soulborn may select this as one of his bonus feats.
Soulforged Body [I]When you were brought to life, the process imbued you with more soul stuff than is standard for warforged. You have always retained some connection to that soul energy and have become a natural user of what is known as Incarnum.
Prerequisites: Warforged, 1st level only.
Benefit: You gain 1 point of essentia at 1st level, regardless of whether you choose a meldshaping class.
Additionally, you may invest essentia in your body. Every point of invested essentia grants you a +1 resistance bonus on all saving throws. The maximum essentia capacity is as normal for a character of your level.
Special: Unlike most feats, this feat must be taken at 1st level during character creation. This feat may not be taken at the same time as Psiforged Body.
Wild Spiritualist [General, Shaman]Your diverse ties to the spirits of the natural world blend together, forging a stronger bond between yourself and the spirits.
Prerequisites: Nature sense, spirit sight
Benefit: If you have levels in druid and shaman, you may add your druid levels to your shaman level to determine the effective druid level for your animal companion. This can never make your effective druid level exceed your character level. In order to add your levels together, you must dismiss your druid animal companion and cannot summon a new one.
Your druid and shaman levels also stack for the purpose of determining your effective cleric level for the purposes of turning or rebuking undead.
Special: A shaman can select Wild Spiritualist as one of her shaman bonus feats.

Rizban
2015-03-07, 07:21 PM
Equipment and Supplies

Specifically Banned Items Candle of Invocation
Thought Bottle
Amber Amulets of Vermin (all)

Special RulingsThe following official items have some special ruling in Aldhaven different from the standard printed version or have a rules clarification here to reinforce what is written in the official version.

Using Items as Prerequisites - Items can serve as the prerequisites for feats/PrCs/etc., but losing the item causes you to lose all benefits from what you used it to gain. If you used an item for a PrC, you lose all abilities of the PrC should you lose the item and suffer a number of negative levels equal to the number of levels you have in the PrC (which can not be healed by any means). However, you'll still gain XP as a character of your full level, even if you can't use the levels. Regaining the item or the prerequisite in some other manner restores the use of class features. Negative levels are removed automatically after a night of proper rest and never result in permanent level loss. Eternal Wands - These follow the rules as written. If it's not an arcane spell, it's not in an eternal wand. If you can't cast arcane spells, you can't activate the wand without UMD.
An eternal wand holds an arcane spell ... allows any character who can cast arcane spells to use
An eternal wand holds a single arcane spell ... Any character who can cast arcane spells can activate Quori Embedded Shard (Power Link) - Each character is limited to a maximum of one Power Link shard.


Masterwork Item QualitiesIn many legendary tales, heroes seek out renowned craftsmen to forge mighty weapons and armor for them. These items are not always magical in nature. Indeed it is the skill and ability of the craftsman that allows them to create truly unique and wondrous tools that see the heroes to victory. Whether it is the dwarf who makes superbly tough armor or a distant city known for their secret arts of folding metal to craft exquisite blades, the skills of these artisans create truly remarkable weaponry. (This whole section based on and only slightly modified from the Master's Forge: Crafting Legends article, Dragon Magazine 358. Original author unattributed in that source.)

Note that items purchased during character creation may not take advantage of this system, unless you qualify for the requisite feat and craft the items yourself.

Basic Mechanics
This system allows the adding of special item qualities to weapons and armor produced by a truly skilled craftsman. These qualities are non-magical in nature and can only be applied by a craftsman with a high enough skill, the Grandmaster Craftsman feat, and only when the item is originally crafted.
In order to apply a masterwork item quality to an item, the item must be crafted with a masterwork component, as per the Craft skill. Each item quality modifies the price and Craft DC of the masterwork component. Note: The cost you pay for masterwork item qualities is one-third of the given amount, just as it is for the cost in raw materials.
Whenever a craftsman creates a masterwork item, he may select any number of masterwork item qualities that he knows to add to the item, and all benefits and the price and DC modifications are cumulative. The chosen qualities become an innate part of the masterwork item itself.

Masterwork Item QualitiesAcid Washed
Swords made from two or more metals are often acid washed to bring out the contrast in appearance between the two metals. Although typically performed on bladed weapons, some experimental craftsmen have attempted to mimic the process with other metal weapons and armor. Acid washing creates elaborate and beautiful patterns on the surface of the weapon.
Benefit: Items created with the acid washed quality gain a +4 bonus on saving throws made against acid, rust, and disintegration.
Restriction: May only be applied to metal weapons and armor.
Price: +100 gp (light armor and weapons); +200 gp (medium and heavy armor)
Masterwork Craft DC: +5Basket Hilt
A basket hilt is an elaborate guard piece that serves to protect the hand holding the sword against attacks. Basket hilts come in many forms, from a nearly solid curved shield of metal to an elaborately woven pattern.
Benefit: Regardless of appearance, a basket hilt grants a +4 bonus on attempts to resist being disarmed.
Restriction: May only be applied to swords.
Price: +50 gp
Masterwork Craft DC: +3Deceptive
Although this technique is frowned upon by many, especially law-abiding citizens and the City Watch, some craftsmen perfect the technique of making a weapon look like another item entirely. For instance, a bow might be made to slide into a wooden container that resembles a walking stick, or a sword and its sheath may appear as a walking cane.
Benefit: A deceptive weapon grants its bearing a +4 circumstance bonus on Sleight of Hand checks made to hide or otherwise disguise the weapon.
Restriction: May only be applied to weapons.
Price: +800 gp
Masterwork Craft DC: +7Enhanced Bracing
Weaponsmiths in areas with large, open terrain frequently learn to create spears and polearms specifically designed to withstand a charge from mounted cavalry or raging opponents. These weapons use special bases designed to dig into the ground in order to prevent the weapon from becoming dislodged when striking against a charging foe.
Benefit: A weapon with this masterwork item quality provides a +2 circumstance bonus on damage rolls when set against a charge.
Restriction: May only be applied to spears and polearms that can be braced against a charge.
Price: +100 gp
Masterwork Craft DC: +3Environmentally Adapted
Armorsmiths who ply their trade in locales known for extreme weather learn ways to adapt their styles to produce armor specially suited to the environment. In hot locales, armorsmiths create well-ventilated suits of armor to prevent overheating, while in cold climates the craftsmen insulate their armor in order to help maintain body heat.
Benefit: An environmentally adapted suit of armor provides a +2 circumstance bonus on saving throws against harsh environmental conditions in either extreme heat or extreme cold (determined when the armor is created).
Restriction: May only be applied to armor.
Price: +100 gp
Masterwork Craft DC: +5Folded Metal
A technique perfected by blacksmiths to increase the strength of their weapons, the folded metal technique makes for highly durable weapons. This process involves folding two or more heated metals onto each other numerous times during forging.
Benefit: A folded metal weapon gains a +4 bonus to its hardness.
Restriction: May only be applied to metal weapons.
Price: +100 gp
Masterwork Craft DC: +7Fuller
The fuller, also known as a blood groove, is a furrow that travels down the length of a blade from the hilt to just before the tip, designed to reduce the weight of the blade and increase its strength. This allows a craftsman to create a lighter blade without diminishing the strength of the weapon, a process difficult to perfect but, when successful, producing a weapon both strong and light.
Benefit: The fuller reduces the weight of a weapon by 20% or 1/2 pound, whichever is greater, and increases the hardness by 2.
Restriction: May only be applied to swords.
Price: +150 gp
Masterwork Craft DC: +5Lightweight
One of the most valuable techniques a skilled armorsmith can learn is how to reduce the overall weight of his armor without sacrificing any of the protection it provides. Lightweight armors are extremely valuable and are sought after by adventurers and soldiers alike.
Benefit: The overall weight of a suit of a lightweight suit of armor is reduced by 20% or 1 pound, whichever is greater. This benefit applies after any weight changes made due to a special material, such as mithril.
Restriction: May only be applied to metal armor.
Price: +200 gp (light and medium); +500 gp (heavy)
Masterwork Craft DC: +7Long-Range
After long trials and many errors, bowyers and crossbow makers learned the secrets to making extremely long-ranged weapons. Although not a difficult process once the tricks are known, discovering how to increase the range of a weapon without diminishing accuracy can be an arduous task.
Benefit: The range increment of a long-range weapon is increased by +20 feet.
Restriction: May only be applied to bows and crossbows.
Price: +100 gp
Masterwork Craft DC: +3Ornate
Although most soldiers in the field care little for the decorative aspects of their weapons and armor, many craftsmen come to pride themselves on the ability to make their items both utilitarian and beautiful. An ornate weapon or suit of armor brings with it a certain amount of prestige, especially since quality of decoration is often a sign of great honor or station.
Benefit: Ornate weapons and armor grant the owner a +2 circumstance bonus on Diplomacy or Intimidate checks (chosen when the weapon or armor is created) when wielded or worn.
Restriction: May be applied to any weapon or suit of armor.
Price: +400 gp (light armor); +600 gp (medium or heavy armor); +500 gp (weapons)
Masterwork Craft DC: +5Perfect Balance
Weaponsmiths know the value of stability, and they often strive for the perfect balance point in every weapon the create. While a poorly balanced weapon can make the wielder clumsy in combat, a weapon with perfectly distributed weight can help a combatant remain effective even when unstable.
Benefit: A melee weapon with perfect balance grants its wielder a +1 circumstance bonus to AC when fighting defensively or taking the total defense action.
Restriction: May only be applied to melee weapons.
Price: +300 gp
Masterwork Craft DC: +7Razor Sharp
Some craftsmen can coax a superior edge from a blade, hardening it so that it doesn't dull or break in combat. Swordsmen consider such weapons extremely valuable, as such blades not only slice into opponents more easily, but they also stick within such foes much less frequently.
Benefit: A razor sharp weapon deals an extra +1 point of damage.
Restriction: May only be applied to bladed slashing weapons.
Price: +1,000 gp
Masterwork Craft DC: +10Reinforced
One of the most challenging qualities to apply to a suit of armor, reinforcement is also one of the most highly sought after. Few craftsmen can ever perfect the technique. Reinforcing a suit of armor effectively changes the armor's value, often making what some would consider lesser armor into something significantly more useful. By lining the armor with toughened leather, small metal plates, or other hardened material, the armorsmith provides a little extra defense without compromising flexibility.
Benefit: The AC of reinforced armor is increased by +1, but the overall weight of the armor increases by 10%, or a minimum of 2 pounds.
Restriction: May only be applied to armor.
Price: +800 gp (light); +1,000 gp (medium); +1,200 gp (heavy)
Masterwork Craft DC: +10Resilient
Adventurers, more than those in any other profession, see the value in especially durable weapons and armor. Those craftsmen who learn to create items that can stand up to abuse as well as the normal wear and tear find their skills in high demand, as constant use can dull and break valuable items. For this reason, many craftsmen take the extra time to create weapons and armor that can stand up to even the most extreme conditions and gain a reputation for producing excellent wares.
Benefit: Resilient weapons and armor have 5 more hit points than standard items of the same type.
Restriction: May be applied to any weapon or suit of armor.
Price: +200 gp
Masterwork Craft DC: +5Segmented
One of the tricks armorsmiths use to make their armor more attractive to prospective buyers is to increase the flexibility. Heavy armor does many warriors little good when they rely on their agility as much as their raw physical might. Thus, many craftsmen learn to segment armor in order to create more points of greater articulation.
Benefit: A suit of segmented armor increases its maximum Dexterity bonus by +1.
Restriction: May only be applied to armor.
Price: +200 gp (light and medium); +300 gp (heavy)
Masterwork Craft DC: +5Serrated
Dealing particularly nasty wounds, a serrated weapon possesses small notches along its edge to tear flesh. Often used on swords and the tips of arrows, the serrated masterwork item quality can cause excessive bleeding beyond the initial damage.
Benefit: Serrated weapons deal 1 point of damage each round for 1d4 rounds following a successful critical hit. This damage does not apply to creatures immune to critical hits and does not stack. Multiple instances of this damage only increase the duration.
Restriction: May only be applied to piercing and slashing weapons.
Price: +600 gp
Masterwork Craft DC: +5Somatic Armor
Most common in magic-rich societies, some armorsmiths specialize in creating suits of armor specifically designed to meet the needs of spellcasters. Craftsmen occasionally create more flexible armor that more easily allows for the complicated maneuvers of somatic components.
Benefit: A suit of armor with this masterwork item quality reduces the chance of arcane spell failure by 5%, making it easier for a caster to wear without interrupting spellcasting.
Restriction: May only be applied to armor with an arcane spell failure chance.
Price: +400 gp (light); +800 gp (medium); +1,000 gp (heavy)
Masterwork Craft DC: +7Vital Coverage
One of the greatest flaws facing armor is the large number of vulnerable points needed to keep the wearer mobile. Although no suit of armor can completely protect its wearer, some craftsmen make sure to reinforce the armor near the most vital organs, provide flaps and panels that block attacks against otherwise exposed flesh, and generally seal any vulnerabilities that could lead to devastating damage.
Benefit: Any suit of armor with this quality grants an additional +2 AC against attack rolls made to confirm critical hits.
Restriction: May only be applied to armor.
Price: +200 gp (light); +400 gp (medium); +800 gp (heavy)
Masterwork Craft DC: +7

Rizban
2015-03-07, 07:22 PM
Magic and Spells

Specifically Banned Spells Celerity, et al.
Faith Healing
Power Word: Pain
Raise Dead, Resurrection, and any other form of resurrection, including by wish/miracle.
Shivering Touch, et al.Specifically Approved Spells Revivify, Psionic Revivify, and any other form of resurrection that can and must be cast within one of round of death.


DragonpactsA dragonpact is a mystical bargain made between a sorcerer and a powerful dragon, which costs the sorcerer gold and a spell slot and requires careful negotiation. Based on the level of spell slot the sorcerer sacrifices, he gains up to 5 spell-like abilities usable a number of times per day. The exact pacts available are based on the type of dragon who makes the pact.

Level of Spell-like AbilitySlot1st2nd3rd/4th5th/6th7th/8th2nd2/day––––3rd3/day1/day–––4th3/day2/day–––5th3/day3/day1/day––6th3/day3/day2/day––7th3/day3/day3/day1/day–8th3/day3/day3/day2/day–9th3/day3/day3/day3/day1/day10th13/day3/day3/day3/day2/day1 Normally, only a 20th-level dragon shaman has access to this level of dragonpact.

Rizban
2015-03-07, 07:23 PM
Monsters and Denizens

Rizban
2015-03-07, 07:25 PM
[Extra Reserved Post]

Rizban
2015-03-07, 10:43 PM
[Final Reserved Post]

That's it for reserving posts.

LordDavenport
2015-03-18, 02:23 PM
took me like 40+ read throughs to notice the change to martial study. Very nice, helps with charicters that want to take like 20 maneuvers.

planswalker
2015-06-01, 12:30 AM
Would you consider approving the prismatic kobold race (http://whatshallbe.wikia.com/wiki/Kobolds) for Aldhaven? If not, I can work the character otherwise, assuming my little addition of Solaron and Minrhet into the Temple District still exists.

Rizban
2015-06-01, 12:40 PM
Prismatics are approved, of course, but with one change. They have Dark Sensitivity. It's just like Light Sensitivity, but it reacts in darkness instead of daylight. I'll do up a full racial entry above later today or tomorrow as I have time.

planswalker
2015-06-01, 01:13 PM
... dark sensitivity is really awesome and I wish I'd thought of it!

Rizban
2015-06-01, 11:19 PM
There we go. Prismatic kobolds are officially written up and added to the list of approved races. They are now no longer restricted to merely being an NPC race in Aldhaven. I should have done that quite awhile ago, but no one had requested to play one. :smalltongue:

Debatra
2015-10-16, 02:10 PM
As far as the "Items as Prerequisites" ruling, does being attuned to a Runestaff (Magic Item Compendium, page 223) count as being able to spontaneously cast the spell(s) it contains?

Rizban
2015-10-16, 11:06 PM
As far as the "Items as Prerequisites" ruling, does being attuned to a Runestaff (Magic Item Compendium, page 223) count as being able to spontaneously cast the spell(s) it contains?I'm going to say no on that one, mainly for balance reasons. There's other ways to count as spontaneously casting. I will allow it as being able to cast the named spells for prerequisite purposes, just not the spontaneous aspect.

Rizban
2016-02-01, 11:03 PM
Ka'chatakThe ka'chatak is a skilled kreen warrior who has unlocked the Chat-tok, the Ancestral Memory, of the kreen within himself. Guided by the wisdom of the past, he is a deadly hunter, warrior, and defender of the kreen and garners great respect from his clutch.

Becoming a Ka'chatak
Many kreen hunters follow the path of the ranger, which is an ideal entry for the ka'chatak. The wisdom of kreen hunters past enables a ranger to continue to improve his abilities particularly well, more so than with any other class. Barbarians and fighters also become ka'chatak, but they have a more difficult time acquiring the necessary skills. However, any kreen warrior who wishes to honor and learn from his ancestors will benefit from this class.

Requirements
To qualify to become a ka'chatak, a character must fulfill the following criteria. Race: Kreen
Base Attack Bonus: +5
Skills: Knowledge (nature) 5 ranks
Feats: Two-Weapon or Multiweapon Fighting, Weapon Focus (gythka), Reminiscence
Special: If lacking the Reminiscence feat, may have experienced a natural racial memory trigger, such as viewing the Sands of Klik'chak in Da'luk, or have been trained by an accomplished ta'chat-tho.



Base Attack
Bonus
Fort
Save
Ref
Save
Will
SaveSpecial

Reminiscence[/td][/tr]
1st
+1
+0
+0
+2
Racial familiarity, ranger class features
1
2nd
+2
+0
+0
+3
Dune stalker
1
3rd
+3
+1
+1
+3

2
4th
+4
+1
+1
+4
Slayer
2
5th
+5
+1
+1
+4
Tir'gythka
3

Hit Die: d6
Class Skills (4 + Int modifier per level): Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (history) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Spot (Wis), Survival (Wis), and Tumble (Dex).

Class Features
All of the following are class features of the Ka'chatak.

Weapon and Armor Proficiency: A ka'chatak gains no new proficiencies with any weapons, armor, or shields.

Reminiscence: At 1st level and every odd level thereafter, a ka'chatak gains access to a specific memory, called a reminiscence, contained within his ancestral memory. He may select any one ability of his choice from the kreen ancestral memory chart (http://www.giantitp.com/forums/showsinglepost.php?p=15250890&postcount=3), but he must meet all the prerequisites for the chosen ability.

Racial Familiarity (Ex): As a ka'chatak begins to unlock the knowledge of the past, he learns better how to deal with his own race. A ka'chatak gains a +5 circumstance bonus on Diplomacy checks made to influence the attitude of other kreen and on Gather Information checks when dealing with kreen.

Ranger Class Features: If a ka'chatak has ranger levels, his ka'chatak levels stack for purposes of determining the abilities of his wild empathy and caster level with ranger spells but not any other ranger class feature such as favored enemies or spells per day.

Dune Stalker (Ex): At 2nd level and higher, a ka'chatak adds his class level as a circumstance bonus on all Hide and Move Silently checks.

Slayer (Ex): Through the revelation of ancestral memories of the champions among the kreen, a ka'chatak becomes a greater hunter. He may select one of his favored enemies and gains an additional +4 bonus against that favored enemy. If he does not already have a favored enemy, he gains one as per the ranger class feature but with a +4 bonus rather than a +2. Additionally, he gains a +4 bonus on melee attack rolls against the selected enemy.

Tir'gythka (Ex): At 5th level, a ka'chatak becomes a true master of the gythka. Through training and ancestral memories, a ka'chatak learns to strike with astonishing strength. This ability allows him to treat both ends of a gythka as two-handed weapons when using it as a double weapon. This allows him to add 1-1/2 times his Strength bonus on damage rolls with each end of the weapon, and any damage bonus from the Power Attack feat is doubled when used with the weapon.
This does not increase the penalties for fighting with two weapons. The gythka is still treated as a one-handed and a light weapon for the purposes of penalties when fighting with two weapons.

Ka'chatak was originally based on the Revenant Blade prestige class from Player's Guide to Eberron. I liked the concept of the ancestral guidance and focus on double weapons, both of which fit well with the kreen's racial weapon and existing ancestral memory. I adapted the class to fit with the kreen and allowed it to gain reminiscence in place of the ancestral guidance ability.

Rizban
2016-02-01, 11:08 PM
Ta’chat-tho“Ke chat kera g'de'na, ti'a na'g'tokmma'ak. Tak n'cha'ik ti'a-tho ker se'chat.”
(I remember our common past, each one of our ancestors. You would hardly believe how many lives this represents…)

Tk-k’t, Kreen ta’chat-tho

Ta’chat-tho are kreen who delve deep to find understanding of the Ancestral Memory. They are respected by their fellow kreen for their wisdom, philosophies, and their knowledge of history, often elevating them to positions of leadership within the clutch. Ta'chat-tho follow the path of chat-tho, the kreen ancestral memory, In an attempt to relearn the mysteries of their ancestors' past.

Only kreen can become ta’chat-tho, but they can be from any class. The majority are wizards, clerics, and archivists as those are the most likely to dedicate themselves to better understanding their race’s ancient history.

Ta’chat-tho are seen as the living repositories of their race's millenia old history, often becoming advisors to clutch-leaders and a source of inspiration to their fellow Kreen.

Becoming a Ta’chat-tho
Most Ta'chat-tho come from the ranks of the clergy, starting as clerics. Though their spellcasting abilities suffer a bit, they become priests and leaders among their people. Paladins and rangers also find their way into this class. There are also a number of non-divine casters who follow the path of the ta'chat-tho, but their numbers are fairly limited.

Requirements
To qualify to become a ta’chat-tho, a character must fulfill the following criteria. Race: Kreen
Skills: Concentration 10 ranks, Knowledge (nature) 10 ranks.
Feats: Iron Will, Reminiscence
Special: If lacking the Reminiscence feat, may have experienced a natural racial memory trigger, such as viewing the Sands of Klik'chak in Da'luk, or have been intensely trained by an accomplished ta'chat-tho.



Base Attack
Bonus
Fort
Save
Ref
Save
Will
SaveSpecial

Reminiscence[/td][/tr]
1st
+0
+0
+0
+2
Chat-tho awakening, pheromone presence (acknowledgment)
1
2nd
+1
+0
+0
+3
Ancestral wisdom
2
3rd
+1
+1
+1
+3
+1 level of existing divine spellcasting class
2
4th
+2
+1
+1
+4
Pheromone presence (enthrallment)
3
5th
+2
+1
+1
+4
Ancestral understanding
3
6th
+3
+2
+2
+5
+1 level of existing divine spellcasting class
4
7th
+3
+2
+2
+5
Pheromone presence (dedication)
4
8th
+4
+2
+2
+6
Chat-tho enlightenment
5
9th
+4
+3
+3
+6
+1 level of existing divine spellcasting class
5
10th
+5
+3
+3
+7
Pheromone presence (inspiration)
6

Hit Die: d8
Class Skills (6 + Int modifier per level): Appraise (Int), Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Knowledge (all skills, taken individually) (Int), Listen (Wis), Perform (oratory) (Cha), Profession (Wis), Sense Motive (Wis), Speak Language (n/a), Spot (Wis), and Survival (Wis).

Class Features
All of the following are class features of the Ta’chat-tho.

Weapon and Armor Proficiency: A ta’chat-tho gains no new proficiencies with any weapons, armor, or shields.

Chat-tho Awakening (Ex): The strong connection a ta'chat-tho shares with his genetic ancestors bolsters his spiritual resilience. At 1st, 4th, and 9th levels, a ta'chat-tho gains a +1 racial bonus to his Will saves.

Pheromone Presence (Ex): A ta'chat-tho can emit pheromones that all kreen recognize as emanating from one who is especially in touch with the ancestral memory. These pheromones can be used to trigger intense reactions in other kreen. A ta'chat-tho may use Pheromone Presence a number of times per day equal to the number of Reminiscences he has, including those gained through the Reminiscence feat. Different types of pheromones can be emitted as he advances within this class Acknowledgment: At 1st level, a ta'chat-tho continually emis pheromones that encourage positive relations with other kreen. All kreen within 60 feet react to the ta'chat-tho as though they were two steps more friendly in attitude. This ability can be activated or suppressed as a free action and has a 24 hour duration.
Enthrall: At 4th level, a ta'chat-tho can release pheromones that enthrall all kreen as the spell with the following exceptions. This ability only affects kreen and has a maximum range of 60 ft. The save DC is 10 + Wis modifier + the number of Reminiscences the ta'chat-tho has, including those gained through the Reminiscence feat. Emitting these pheromones requires a standard action to activate and can be maintained for up to 1 hour using only a standard action each round. Even after this ability ends, the kreen retain their initial attitude toward the ta'chat-tho.
Kreen affected by these pheromones for at least an hour become eligible to begin learning the ways of the ta’chat-tho or ka'chatak, even if they make their save.
Dedication: At 7th level, a ta'chat-tho can release pheromones that cause an almost irresistible suggestion as the spell with the following exceptions. This ability affects any number of kreen in a 30-ft.-radius emanation. The save DC is 10 + 1/2 class level + Wis modifier + the number of Reminiscences the ta'chat-tho has, including those gained through the Reminiscence feat. The request must be brief and reasonable and delivered entirely in the kreen language. Even after this ability ends, the kreen retain their initial attitude toward the ta'chat-tho. Emitting these pheromones requires a full-round action.
Inspiration: At 10th level, a ta'chat-tho can emit pheromones that inspire other kreen to experience the greatness of their race’s past deeds. All kreen within 30 feet gain a +4 racial bonus on attack rolls, saves, ability checks, and skill checks, immunity to fear effects, and 10 temporary hit points for the next hour. Emitting these pheromones requires 1 minute.

Reminiscence: At 1st level and every even level thereafter, a ta'chat-tho gains access to a specific memory, called a reminiscence, contained within his ancestral memory. He may select any one ability of his choice from the ancestral memory chart (http://www.giantitp.com/forums/showsinglepost.php?p=15250890&postcount=3), but he must meet all the prerequisites for the chosen ability.

Ancestral Wisdom (Ex): At 2nd level, a ta'chat-tho gains a racial bonus to all Wisdom-based skills equal to his ta’chat-tho level.

Spellcasting: When a ta'chat-tho gains 3rd, 6th, and 9th level, he gains new spells per day and an increase in caster level (and spells known, if applicable) as if he had also gained a level in any one divine spellcasting class to which he belonged before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained. If he had more than one divine spellcasting class before he became a ta'chat-tho, he must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.
A kreen who possesses no divine spellcasting ability instead gains a +1 racial bonus on attack and damage rolls with his natural weapons and kreen racial weapons at each of these levels.

Ancestral Understanding (Ex): By tapping into the experience of uncounted kreen generations, the ta'chat-tho can add his Wisdom modifier (if positive) to all Intelligence checks and Intelligence-based skill checks in addition to his Intelligence modifier.

Chat-tho Enlightenment (Ex): At 8th level, a ta'chat-tho gains a permanent 2 point increase to his Wisdom score. This is a racial bonus.

Rizban
2016-02-02, 02:55 AM
Disciple of GlasyaCreated by Jeriah (http://www.giantitp.com/forums/showsinglepost.php?p=12537300&postcount=2). Modified slightly for AVB
http://fc07.deviantart.net/fs70/i/2010/325/c/8/living_dead_girl_by_whiteknight222-d33a0hu.jpg


Becoming a Disciple of Glasya
Disciples of Glasya hail from all walks of life, though they are exclusively female. The majority of her followers come from bordellos and other houses of ill repute. Anywhere women are victimized and disease is prone to spread, the call of Glasya can be heard.
Bards and fighters are most likely to answer her call, spreading her pestilences across the land, though others have been known to follow her ways, particularly evil clerics.

Requirements
To qualify to become a disciple of Glasya, a character must fulfill the following criteria. Alignment: Lawful Evil
Base Attack Bonus: +5
Gender: Female
Feat: Brand of the Nine Hells (Glasya)
Special: Must worship Glasya.
Must have willingly contracted at least three diseases and survived without magical or supernatural aid.



Base Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
1st
+1
+2
+0
+0
Mark of Malbolge, plaguebearer
2nd
+2
+3
+0
+0
Charm of Glasya, contagion strike 1/day
3rd
+3
+3
+1
+1
Delay symptoms, dread disease
4th
+4
+4
+1
+1
Perfume of Malbolge, strong stomach
5th
+5
+4
+1
+1
Belittle, chronic illness
6th
+6
+5
+2
+2
Contagion strike 2/day
7th
+7
+5
+2
+2
Contagion spray
8th
+8
+6
+2
+2
Virulent affliction
9th
+9
+6
+3
+3
Putrid beauty +2
10th
+10
+7
+3
+3
Contagion strike 3/day, living plague, touch of Glasya

Hit Die: d8
Class Skills (2 + Int modifier per level): Bluff (Cha), Concentration (Con), Diplomacy (Cha), Disguise (Cha), Heal (Wis), Intimidate (Cha), Knowledge (religion), and Profession (Wis),

Class Features
All of the following are class features of the Disciple of Glasya.

Weapon and Armor Proficiency: A disciple of Glasya gains proficiency with the scourge if she does not already possess it. She does not gain proficiency with any other weapon or with any armor or shields.


Mark of Malbolge: At 1st level, a disciple of Glasya gains Mark of Malbolge as a bonus feat, even if she does not meet the prerequisites.


Plaguebearer (Ex): A disciple of Glasya becomes highly resistant to disease through repeated exposure. She can willingly contract a disease without suffering any of the normal effects of the disease, but each different disease she contracts in this way lowers her Constitution by 1. This penalty can not be removed as long as she is a carrier for the disease.

The diseases she carries spread in their usual way, but the disciple of Glasya may choose to cause anyone who contracts a disease from her to delay the initial Fortitude save against the disease for up to 1 hour per class level. This delay does not increase the incubation period of the disease. She may also choose to suppress any diseases she carries as a free action so that they do not spread at all unless she wills it.

A disciple of Glasya may choose to automatically contract one non-supernatural, non-magical disease of her choice when she gains the first level of this class. She may select any disease from those available through the contagion spell for this disease. She may only be a carrier of one disease at a time, though she may later carry one additional disease for each odd level she gains, two at 3rd, three at 5th, etc., but she does not gain these new diseases automatically.

A disciple of Glasya is not immune to disease, and if she becomes immune to disease, she loses the benefit of this ability as all diseases are purged from her system. If exposed to a disease that she does not carry, she must decide to become a carrier for the disease or become infected as normal, suffering all the normal effects of the disease. When a disciple of Glasya chooses to become a carrier of a new disease, she must succeed on a Fortitude save against the disease. When she does, she becomes a carrier, no longer suffers any effects of the disease, and the penalty to her Constitution score increases by 1. If she fails the save, she becomes infected as usual. If she succeeds on her later saves to cure the disease, she may choose at that time to become a carrier instead of curing it.

If she is already carrying the maximum number of diseases she can for her level when she chooses to become a carrier for a new disease, she may attempt to purge one disease she already carries to replace it with the new one. To purge a disease, she must make a successful Fortitude save against the disease's normal DC. If she fails this save, she becomes infected with the old disease, immediately taking damage with no incubation period and must be cured of the disease as normal. On a successful save, her immune system rids her of the disease with no ill effects. In either case, she successfully becomes a carrier for the new disease.


Charm of Glasya (Su): A disciple of Glasya gains the ability to channel her patron archdevil's charming ways to corrupt a vulnerable target or evade detection to further the corruption later. She gains charm person, disguise self, enthrall, and suggestion as supernatural abilities with a caster level equal to her class level. The save DCs are Charisma based.

She can use these supernatural abilities a combined number of times per day equal to her Charisma modifier + 1 (minimum 1).


Contagion Strike (Su): Once per day, a 2nd-level disciple of Glasya may attempt to channel any disease she carries into a melee attack, even if the disease is not injury-based. If the attack is successful and causes damage, the target must immediately make a Fortitude save (the disease's normal save DC + disciple of Glasya level + Cha bonus (if any)) or immediately contract the disease. After contracting the disease, the target makes daily saving throws as normal, but all saving throws to resist the disease use the modified DC.

At 6th level and 10th level, the disciple of Glasya may make a contagion strike one additional time per day, as indicated on table.


Delay Symptoms (Su): At 3rd level, a disciple of Glasya may choose to double the incubation period of any disease she carries when infecting a target. An infected target can spread the disease to others as normal after the normal incubation period, but he does not make any saves or suffer any effects of the disease until much later. Often, the originally infected target will show symptoms the same day or later than others he has unintentionally infected show them, making it difficult to track the disease back to its original host.

At 7th level, the disciple of Glasya can choose to triple the normal incubation period.


Dread Disease (Su): A 3rd level disciple of Glasya is capable of intensifying the disease strains she harbors, increasing their damage by 50% of the standard damage.

Using this ability requires the disciple of Glasya to spend 2 tumors from her Mark of Malbolge feat. These spent tumors regrow at a rate of 1 per 10 rounds rather than the normal rate.


Perfume of Malbolge (Su): The fetid reek of Malbolge permeates the air around a disciple of Glasya. By spending one of her tumors, a disciple of Glasya can acquire an effect similar to the intoxicating perfume of a paeliryon loyal to Glasya. This ability duplicates the effects of one of the following spells, chosen when activated: fog cloud, mind fog, stinking cloud. These effects are centered on the disciple of Glasya and move with her. She is immune to any harm the effects might cause her, but they may still obscure her sight.

Each use of this ability lasts a number of rounds equal to her class level, and only one effect may be active at a time. Save DCs are Charisma based.

Tumors spent on this ability regrow after 1 hour rather than the normal rate.


Strong Stomach (Ex): A disciple of Glasya spends so long around putrescence that she is no longer affected by things which would turn the stomachs of mere mortals. She can no longer become sickened or nauseated.


Belittle (Su): Learning the ways of the devils loyal to Glasya, her disciples learn the taunts and insults that come naturally to a paeliryon. As a standard action, a disciple of Glasya can unleash a torrent of epitaphs and insults. All nonbaatezu who do not worship Glaya within a 60-foot cone must succeed on a Will save DC 10 + disciple of Glasya level + Cha bonus (if any) or be stunned for 1 round and become shaken for 1d4 rounds thereafter. A creature that successfully saves cannot be affected again by the disciple of Glasya's belittle ability for 24 hours.


Chronic Illness (Su): A 5th level disciple of Glasya's diseases are much harder to shake off than normal. For any disease harbored by the disciple of Glasya that a target contracts, the number of successful daily saving throws required before the disease is eliminated is doubled.


Contagion spray (Su): A disciple of Glasya of at least 7th level may use one of her daily uses of contagion strike when she uses her Mark of Malbolge feat to spray a stream of noxious filth at an adjacent target. The target risks contracting the chosen disease and must save against it as if struck by a contagion strike, even if it succeeds on the save to resist becoming sickened.


Virulent Affliction (Su): An 8th level disciple of Glasya’s diseases have incubated long enough to reach maximum potency in her system. Any disease carried by a disciple of Glasya that infects another deals maximum ability damage. This stacks with Dread Disease, above.
Using this ability requires the disciple of Glasya to spend 3 tumors from her Mark of Malbolge feat. These three spent tumors regrow at a rate of 1 per 20 rounds rather than the normal rate.


Putrid Beauty (Ex): At 9th level, a disciple of Glasya becomes almost supernaturally beautiful, despite the pestilence that mars her body. Her Charisma permanently increases by 2.


Living Plague (Ex): By 10th level, the infernally charged diseases that infect the disciple of Glasya’s internal systems literally change her from the inside out. Her type changes to outsider (native). The remove disease spell now causes her actual harm if cast upon her, dealing 1d6 points of damage per caster level with no saving throw. Disciples of Glasya of this level learn to avoid directly confronting paladins and other curative individuals. A disciple of Glasya also becomes instantly aware of all diseases infecting anyone she can see within 100 feet.


Touch of Glasya (Su): A disciple of Glasya can make a melee touch attack and spend one of her tumors to force a disease in an already infected target to immediately complete its incubation time. The target must make his first daily save against the disease using its normal save DC + the disciple of Glasya's Charisma modifier or take damage immediately. If the target saves against the disease, he takes no damage, as usual.

Additionally, she can spend a tumor to reduce the incubation period of any disease she carries to immediate when delivered by her contagion strike ability, forcing the infected individual to make his first daily save using its normal save DC + the disciple of Glasya's Charisma modifier or take damage immediately. If the target saves against the disease, he takes no damage, as usual. This ability can not infect a target with a specific disease if he has already contracted that disease and made a successful save against it; however, it can be used to trigger another save against a disease that the target has failed a save against.

Tumors spent on this ability do not regrow until the disciple of Glasya has had a full night of rest.

Rizban
2016-02-03, 03:35 AM
Thief of LifeA thief of life seeks to understand the secrets of life and death by ripping it from the very souls of the living. They desire to harness the soul energies of others for their own personal power, often to gruesome and horrific effect. Their ultimate prize is immortality, and there is precious little they will not do to grasp it.

Becoming a Thief of Life
Almost all thieves of life begin as common rogues with an uncommon thirst for knowledge and life or a fascination with death but fear of it. Many dabble in magic, though most who do tend to be meldshapers.

Requirements
To qualify to become a Thief of Life, a character must fulfill the following criteria. Alignment: Any nongood.
Type: Humanoid or Monstrous Humanoid.
Skills: Heal 4 ranks, Knowledge (arcana) 4 ranks, Knowledge (religion) 2 ranks.
Sneak Attack: +2d6
Essentia Pool: 1.

Base Attack
BonusFort
SaveRef
SaveWill
SaveSpecialLifesense1st
+0
+2
+2
+0Immunity to fear, steal vigor
5 ft.2nd
+1
+3
+3
+0Resilient flesh, sneak attack +1d6
10 ft.3rd
+2
+3
+3
+1Rend soul 1/day
10 ft.4th
+3
+4
+4
+1Consume soul fragment, steal vitality
15 ft.5th
+3
+4
+4
+1Sneak attack +2d6
15 ft.6th
+4
+5
+5
+2Inured to death, rend soul 2/day
20 ft.7th
+5
+5
+5
+2Lifesight
20 ft.8th
+6
+6
+6
+2Sneak attack +3d6
25 ft.9th
+6
+6
+6
+3Rend soul 3/day
25 ft.10th
+7
+7
+7
+3Steal immortality
30 ft.

Hit Die: d6
Class Skills (6 + Int modifier per level): Balance, Bluff, Climb, Concentration, Craft, Decipher Script, Diplomacy, Disable Device, Disguise, Escape Artist, Gather Information, Heal, Hide, Knowledge (arcana), Knowledge (religion), Listen, Move Silently, Open Lock, Profession, Search, Sense Motive, Sleight of Hand, Spellcraft, Spot, Tumble, Use Magic Device, and Use Rope.

Class Features
All of the following are class features of the Thief of Life.

Weapon and Armor Proficiency: A thief of life gains no new proficiency with any weapons, armor, or shields.

Stolen Essentia: When killing or seriously harming another creature, a thief of life steals fragments of that creature's soul. These stolen fragments take the form of Stolen Essentia, which is held in the stolen essentia pool, separate from your normal essentia. Being torn from another creature's soul, it does not readily mix with your own personal soul energies.
–Stolen essentia acts as normal essentia and may be invested in soulmelds, class features, feats, and other essentia receptacles just as normal essentia can, and you can have both invested in the same receptacle. If you take essentia damage from any source, you may choose whether to take the damage to either your essentia pool or your stolen essentia pool, but all damage must apply to a single pool. However, If you take more damage than you have essentia in the chosen pool, excess damage is dealt to the other essentia pool. Damage dealt to stolen essentia cannot be healed.
–You may only have stolen essentia from one creature at a time. If you steal essentia from another creature, any stolen essentia you already possess is immediately lost. Stolen essentia from different creatures does not stack; however, if you gain stolen essentia from the same creature using different class features, the stolen essentia from that creature stacks.
–Despite its impermanent nature, stolen essentia is not temporary essentia and therefore stacks with temporary essentia gained from other sources.
You may hold stolen essentia for a number of days equal to your class level, after which it dissipates.

Improved Meldshaper level: Each time you gain a level of thief of life, you also increase your meldshaper level as if you had gained a level in the meldshaping class to which you belonged prior to gaining the thief of life level. You do not, however, gain any other abilities of that class, such as additional soulmelds, extra chakra binds, increased essentia, or new tiers of chakra binds.

Immunity to Fear (Ex): Your repeated exposure to death fortifies you against the horrors of life. You are immune to fear.

Lifesense (Ex): A thief of life can sense the ebb and flow of life energy around her. You can sense the location of living creatures within 5 feet as though you had blindsense, though you can sense only living creatures with this ability. You also instantly know the condition of creatures near death within this range as though you were using the deathwatch spell.
–The range of this ability increases by 5 feet at 2nd-level and by another 5 feet at every even level after that.

Steal Vigor (Su): Anytime you reduce a living creature to -1 or fewer hit points with a sneak attack, you gain temporary hit points equal to that creature's Hit Dice. These hit points last for a number of hours equal to the creature's Hit Dice.
–You also gain 1 stolen essentia point, which you can immediately invest in any essentia receptacle (even incarnum feats) as a free action.

Resilient Flesh (Ex): Flush with stolen life energy, a thief of life's flesh becomes resistant to extreme damage. As long as you possess at least 1 stolen essentia, you gain a 25% chance to negate critical hits and sneak attacks and Damage Reduction 5/-.

Sneak Attack (Ex): This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 at 2nd-, 5th-, and 8th-level.

Rend Soul (Su): When delivering a sneak attack to a living creature, a thief of life can bypass the flesh to rend the target's very soul. When you use this ability, you may sacrifice sneak attack damage to deal Charisma damage to the target creature. For each die of sneak attack you choose to forfeit, you deal 1 Charisma damage. If a creature has an essentia pool, you may choose to deal essentia damage instead of Charisma damage. If you deal more damage than the creature has essentia, the excess damage is dealt as Charisma damage.
–You gain 1 point of stolen essentia for every point of Charisma or essentia damage that you deal to the target.
–At 3rd level, you may use this ability once per day. The daily uses of this ability increase by 1 at 6th and 9th level.

Consume Soul Fragment (Su): As a full-round action, you may completely consume a fragment of stolen soul energy to gain a temporary boost to yourself. To use this ability, you willingly take at least 1 damage to your stolen essentia pool, which cannot be reduced or prevented. For each point of stolen essentia lost, you immediately heal 5 hit points per class level and heal 1 point of ability damage or essentia damage to your personal essentia pool. Additionally, you gain a profane bonus on attack rolls, saves, and skill checks equal to the number of stolen essentia consumed that lasts for 1 round per class level.

Steal Vitality (Su): When using her steal vigor ability, a thief of life also becomes immune to fatigue, exhaustion, and sleep effects. If already fatigued or exhausted, you are cured of those conditions. You also gain a profane bonus equal to one half the target creature's Hit Dice on saves against disease, poison, paralysis, and stunning.
–Additionally, the essentia capacity of one of your essentia receptacles is increased by 1, superseding the normal maximum essentia capacity.
–These effects last for a number of hours equal to the target creature's Hit Dice, and any essentia invested over the normal maximum at the end of the duration automatically becomes uninvested.

Inured to Death (Ex): You become immune to energy drain and ability damage and drain.
At 9th-level, you become immune to death effects.

Lifesight (Su): As a move action, you may focus your lifesense to pinpoint accuracy. For a number of rounds equal to your Constitution modifier, you can see living creatures within your lifesense area as though you had blindsight.

Steal Immortality (Su): You can take advantage of a dying creature to temporarily cheat death. Whenever you reduce a creature to -10 or fewer hit points with a sneak attack, in addition to stealing its life energy, you consume a portion of its soul. If the slain creature's Hit Dice equal or exceed your own, you become effectively immortal for the next year. Your body does not age (delaying the onset of ability score penalties but not mental ability score improvements) and cannot be magically aged. You also need not eat, drink, or sleep, and even the need to breathe is greatly reduced such that you can go without breathing for ten times the normal duration before suffering the effects of suffocation. You also become immune to poison, disease, paralysis, and stunning effects.
–You also gain stolen essentia equal to one-half the slain creature's Hit Dice, which you can immediately invest in any essentia receptacle, even incarnum feats, as a free action.
–Any creature slain by this attack cannot be brought back to life except by means of a miracle, true resurrection, wish, or similar magic. Furthermore, you become instantly aware of any creature you have slain in this way being brought back to life, though you don't necessarily know where the resurrection occurs.

This class was originally found in Faiths of Eberron; however, it has been significantly reworked and rewritten for the world of Aldhaven. Original homebrew thread can be found here (http://www.giantitp.com/forums/showthread.php?477258-The-Thief-of-Life).

Rizban
2016-04-03, 08:27 PM
Soulborn
Alignment: Soulborns are strongly polarized in their alignments. They can only be lawful good, chaotic good, lawful evil, or chaotic evil.



Base Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special

Soulmelds
Essentia
Chakra Binds
1st
+1
+2
+0
+0
Aura, read chakra, smite opposition 1/day, soulblade
-
1
-
2nd
+2
+3
+0
+0
Chakra binds (hands), incarnum defense
1
2
1
3rd
+3
+3
+1
+1
Bonus feat
1
2
1
4th
+4
+4
+1
+1
Mettle, soul surge +1
1
3
1
5th
+5
+4
+1
+1
Smite opposition 2/day
1
3
1
6th
+6/+1
+5
+2
+2
Chakra binds (feet)
2
4
2
7th
+7/+2
+5
+2
+2
Bonus feat
2
5
2
8th
+8/+3
+6
+2
+2
Chakra binds (crown)
2
5
2
9th
+9/+4
+6
+3
+3
Share incarnum defense 1/day
2
6
2
10th
+10/+5
+7
+3
+3
Smite opposition 3/day
3
6
3
11th
+11/+6/+1
+7
+3
+3
Bonus feat
3
7
3
12th
+12/+7/+2
+8
+4
+4
Chakra binds (arms, brow, shoulders)
3
8
3
13th
+13/+8/+3
+8
+4
+4
Share incarnum defense 2/day
3
8
3
14th
+14/+9/+4
+9
+4
+4
Soul surge +2
4
9
4
15th
+15/+10/+5
+9
+5
+5
Bonus feat, site opposition 4/day
4
9
4
16th
+16/+11/+6/+1
+10
+5
+5
Chakra binds (throat, waist)
4
10
4
17th
+17/+12/+7/+2
+10
+5
+5
Share incarnum defense 3/day
4
11
4
18th
+18/+13/+8/+3
+11
+6
+6
Chakra binds (heart)
5
11
5
19th
+19/+14/+9/+4
+11
+6
+6
Bonus feat, timeless body
5
12
5
20th
+20/+15/+10/+5
+12
+6
+6
Smite opposition 5/day
5
12
5

Hit Die: d10
Class Skills (2 + Int modifier per level, ×4 at 1st level)): Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Jump (Str), Knowledge (arcana) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), and Swim (Str).
A lawful good soulborn adds Diplomacy to the soulborn class skills listed above. A chaotic good soulborn adds Gather Information to the list. A lawful evil soulborn adds Bluff to the list, and a chaotic evil soulborn adds Intimidate to the list.

Class Features
All of the following are the new/modified class features of the Soulborn. All not listed here are as the standard Soulborn class feature as presented in Magic of Incarnum. Refer to that book for the relevant information.

Read Chakra (Su): At will as a Swift Action, you may determine the alignment of any creature within 30 feet of you by making a Spellcraft check with a DC equal 10 + the creature's Hit Dice. If your Spellcraft check is 20 or higher, you may also detect and identify any ongoing spells, spell-like abilities, shaped soulmelds, and chakra binds that an enemy is currently using as usual for a Spellcraft check. [Ability original created by Person_Man (http://www.giantitp.com/forums/member.php?15131-Person_Man)]

Soulblade (Su)
At 1st level, you are able to shape incarnum into a powerful weapon called a soulblade. A soulblade is not a soulmeld, but it is treated as one for most effects. Essentia may be invested into a soulblade, and it may be bound to certain chakras. It does not count as a shaped soulmeld and does not take up a chakra slot, unless bound to that chakra.

When shaped, a soulblade takes the form of a battleaxe, flail, longsword, or warhammer, which is sized appropriately for you and considered to be of masterwork quality. Damage you deal with a soulblade gains the alignment descriptor matching your alignment and penetrates damage reduction accordingly.

Your soulblade cannot be sundered or otherwise destroyed, except by effects that unshape soulmelds. If your soulblade is unshaped, you may shape it again at any time with 10 minutes of meditation. If your soulblade leaves your hand for any reason, it returns to your grasp at the beginning of your next turn. If that's impossible, it falls to your feet instead. Any other creature attempting to wield your soulblade gains none of its special benefits but can wield it as a normal weapon of its kind.

Essentia: The soulblade gains an enhancement bonus on attack and damage rolls equal to the number of points of essentia you invest in it.

Chakra Bind (Hands)
When bound to your hands chakra, the damage a soulblade deals increases by one step, as if its size category had been increased.
Essentia: You gain an insight bonus on attack rolls made to confirm critical hits equal to the number of points of essentia you invest in your soulblade.

Chakra Bind (Crown)
When bound to your crown chakra, your soulblade gains one of the following enhancements: corrosive, flaming, frost, ghost touch, impact, keen, screaming, shock, or throwing. You may change the chosen enhancement by meditating on your soulblade for 5 minutes.
Essentia: For every two points of essentia you invest in your soulblade, the chosen enhancement is strengthened.
Corrosive, flaming, frost, screaming, and shock do one extra die of damage for each two essentia invested.
If at least two essentia are invested in a ghost touch weapon, you can deal sneak attack and critical hit damage to undead.
Keen and Impact weapons deal an extra 2 damage on critical hits for every point of essentia invested.
A throwing weapon will return to your hand immediately after making the attack as long as at least 2 essentia are invested, allowing you to potentially throw it multiple times in a round as well as having it in hand to make attacks of opportunity.

Chakra Bind (Arms)
When bound to your arms chakra, your soulblade gains one of the following enhancements: acidic burst, axiomatic, anarchic, flaming burst, holy, icy burst, screaming burst, shocking burst, or unholy. You may change the chosen enhancement by meditating on your soulblade for 5 minutes.
You may only choose axiomatic, anarchic, holy, or unholy if the chosen enhancement matches your alignment.
Essentia: For every two points of essentia you invest in your soulblade, the chosen enhancement deals one extra die of damage to their normal damage. This does not affect critical hit damage.

Meldshaping: As standard soulborn class feature; however, it is adjusted to match the above table.
Additionally, your meldshaper level is equal to your soulborn level.

Chakra Binds: As standard soulborn class feature, adjusted to match the above table.

Bonus Feat: As standard soulborn class feature, adjusted to match the above table.

Mettle (Ex): At 4th level, a soulborn becomes able to resist magical and supernatural attacks with great willpower or fortitude. If he makes a successful Will or Fortitude save against an attack or ability that normally would have a lesser effect on a successful save, he instead completely negates the effect. An unconscious soulborn does not gain the benefit of mettle.

Soul Surge (Su): Starting at 4th level, whenever you successfully use smite opposition against an enemy, you immediately gain a surge of soul energy as your own strongly aligned soul rallies to do battle with its nemesis. After making a successful smite opposition attack, choose one soulmeld you currently have shaped. The essentia capacity of the chosen soulmeld is increased by 1. Additionally, you gain temporary essentia equal to your Charisma modifier, minimum 1, and may immediately invest this essentia into any essentia receptacle, including incarnum feats, as a free action.

This effect lasts for a number of rounds equal to 3 + your Constitution modifier. You may have multiple uses of this ability active at the same time, and the benefits stack.

Starting at 14th level, the chosen soulmeld's essentia capacity is instead increased by 2.

This version of the soulborn is designed to slightly strengthen the class to make it playable without completely rewriting it from scratch. Other than accelerating the meldshaping, the only real change I've added is a homebrewed soulborn unique pseudo-soulmeld to give the class a unique focus and the soul surge ability. The Soulblade class feature is a combination of the incarnate weapon soulmeld and the ideas behind the soulknife class/psychic warrior's soulbound weapon ACF.

This homebrew is not meant to be a total rewrite, nor is it meant to strengthen the class to obscene levels that make playing anything else pointless. My purpose in this is to make Soulborn a viable meldshaping class with the fewest changes to the class necessary to bring it in line with, or slightly behind, the incarnate and totemist. I feel that the changes I've made should be sufficient; however, I'm open to suggestions and criticism.

The following are the primary issues with the Soulborn class that I attempted to address when making this replacement.
Anemic Meldshaping: Soulborn was clearly meant to be the "paladin" of meldshaping and was modeled on the paladin chassis. While the half casting setup arguably works for paladins and rangers, the lack of relevant access to the meldshaping system at early levels and the inability to use many basic mechanics of that system even once a soulborn gains access is crippling, and far more so than just having low-level spells. To address this, I lowered the levels at which soulmelds become available and at which essentia is first gained as well as when chakra binds become available. However, I did not increase the number of soulmelds available at higher levels while I did slightly increase the number of available chakra binds.

Low Essentia: The standard soulborn has very, very little essentia compared to the incarnate and totemist. As written in MoI, a 20th-level soulborn will have 13 essentia, 10 from the class and 3 from bonus incarnum feats. The incarnate will have 26 and the totemist will have 20. I addressed this minor issue by increasing the class granted essentia from 10 to 12 and added 2 additional bonus incarnum feats granted at higher levels, specifically 15th and 19th level. This brings the soulborn up to 17 essentia. That's still less than the totemist, as it probably should be, but it's enough to have a meaningful amount to invest in melds and feats.

Weak Essentia Manipulation: Incarnates gain a permanent +2 capacity to all soulmelds, and totemists gain +2 capacity to any meld currently bound to their totem chakra. Soulborns have no such ability. The save DC for soulborn soulmelds equals 10 + the essentia invested into the soulmeld + his Con modifier. By default, this makes a soulborn's save DCs 2 lower than those of an incarnate or totemist. Couple that with the fact that the majority of a soulborn's offensive soulmelds offer saves while those of the incarnate and especially the totemist do not, and a soulborn is at an even bigger disadvantage. Simply adding more essentia doesn't fix this, so I addressed it by adding the Soul Surge class feature. While weaker than the permanent boosts that incarnates and totemists gain, making it less flexible outside of combat and only active at certain times of the day, it's relevant when it's actually needed: in combat.

Low Meldshaper Level: The majority of a soulborn's soulmelds offer saves, which also allows for spell resistance, because all soulmelds that allow saves also allow SR. Half meldshaper level means that the standard soulborn can't overcome relevant SR, making most of their melds useless. Under AVB rules, the standard class will have a higher meldshaper level, but I made note of it being increased here as well.

Delayed Access to Chakras: A soulborn gains least chakras at 8th, while an incarnate gains them at 2nd/4th, a totemist gains them at 5th, and they're available by feat at 6th. Additionally, a soulborn only gains lesser chakras at 14th level, while incarnates and totemists gain them at 9th, and they're available by taking a feat at 12th! A soulborn has to burn his limited feats to gain a class feature at a reasonable level, and then the feat becomes almost worthless two levels later. Additionally, a soulborn has multiple soulmelds which offer chakra binds that a soulborn just never gains. The relevant feats for greater chakras are available at level 18+, and the heart and soul only at epic levels.
To address this, I broke up access to the least chakras into 3 abilities gained at 2nd, 6th, and 8th. Lesser chakras are gained at 12th (same as the feat), greater chakras at 16th, and the heart chakra at 18th. This is still slower than either of the other two base classes by several levels but doesn't completely cripple the soulborn.

No Unique, Defining Feature: Incarnates have access to the most soulmelds and can do the most with them and have immense flexibility. Totemists have the angry avatar of nature motif. Soulborns have... full BAB. Granted, they also have a smite feature, which is honestly a small upgrade from the paladin's smite evil, but other than two unique and underwhelming soulmelds, a standard soulborn is just a gimpy incarnate holding a sword. For a martial focused incarnum user, it's sad that they don't even have access to Incarnate Weapon, the soulmeld that actually creates a weapon! To change this, I created the soulblade class feature, which is a combination of the incarnate weapon soulmeld and the Soulbound Weapon (http://archive.wizards.com/default.asp?x=dnd/psm/20070214a) alternate class feature of the Psychic Warrior. I made it a class feature rather than a soulmeld, because I wanted it to remain unique to the class rather than allow it to be picked up by anyone with the Shape Soulmeld feat.


My main goal was to modify soulborn just enough that it would be viable not just alone but also as a reasonable entry to Incarnum PrCs. I didn't actually look at the PrCs consciously while modifying this class, but I think I accomplished that anyway.
Looking through the list:
Incandescent Champion is actually pretty nice. It gives a soulborn extra essentia that he needs to max out more of his melds/feats and gives some decent class abilities. It doesn't progress anything the soulborn already has though.
Incarnum Blade continues the weapon focused shtick and has easy entry requirements. So, it's a natural fit after getting everything you want from the base class. Soulborn has easier access than Incarnate or Totemist due to having full BAB.
It meshes well with Ironsoul Forgemaster, even though a soulborn misses out on the Weapon Bond if he uses his soulblade (unless the DM counts shaped soulmelds as crafted items, which I probably would in games I DM). The IF grants the arms chakra several levels early for soulborn, granting its highest level bind on the soulblade early. That balances out the loss of weapon bond well enough, I suppose. It's still a fairly even split between soulborn or incarnate as being the optimum entry, depending on your character goals.
Soulborn is now a viable entry for Necrocarnate, though not necessarily as strong as incarnate, particularly since you'll lose out on the final level of necrocarnate unless you take a feat to open the crown chakra at level 6. Since a large number of soulborn melds are necrocarnum melds anyway, this seems like a natural fit if you want to go the direction of a death knight.
Soulborn complements Sapphire Hierarch in a gish build quite well. Due to the total lack of chakra progression, this may make it favor soulborn slightly over incarnate who needs the binds to succeed best with his melds. But, really, let's face it. If you're playing SH, you're playing a cleric with an incarnum splash.
For Soulcaster/Soul Manifester, a soulborn could work with a gish build, but it requires 10 levels in soulborn if you don't pick up extra soulmelds via feats. Since soulcaster is primarily meant as a theurge class for two "casting" classes, this seems like a good result.
Spinemeld Warrior doesn't benefit from soulborn any more than it does from any other incarnum class, but it's meant to be a skarn PrC for non-meldshapers. So, that still works right. Standard entry at level 6 grants the arms chakra bind at the same level as normal for soulborn, so you still get the top bind for the soulblade if you choose to go that route.
Totem Rager still can't be entered by anything but a totemist, as it should be.
Umbral Disciple is hard to enter for a pure soulborn without multiclassing, because Hide and Listen are cross class skills. With a rogue/scout/etc. dip, soulborn is a pretty good fit, though incarnate may actually still be a fair bit better in the long run.
Witchborn Binder... well, it still sucks. Just pretend it isn't there...
For Thief of Life (Faiths of Eberron), a soulborn still needs a multiclass splash to get the sneak attack prereq. It's a pretty good fit for ToL due to the PrC's lack of meldshaping progression and extra essentia supply, though I'd still probably use a totemist for it if I was going in as a primary meldshaper because of the easier access to multiple meaningful attacks.

Original homebrew thread (http://www.giantitp.com/forums/showthread.php?413263-Modified-Soulborn).

Rizban
2019-04-20, 01:36 PM
Dragon ShamanAbilities: Constitution and Strength are the most important abilities to a dragon shaman, as they determine not only his effectiveness in melee combat but also the save DC of his breath weapon. He also wants a good Charisma score, as that affects the save DC of his spell-like abilities and other class features.

Alignment: A dragon shaman’s alignment must be within one step of his patron dragon.

Base Attack
BonusFort
SaveRef
SaveWill
Save

SpecialBreath
WeaponDraconic
Auras


1st+1
+2
+0
+2Draconic aura +1, draconic arcana, dragon patron

3


2nd+2
+3
+0
+3Breath weapon, draconic adaptation
1d6
3


3rd+3
+3
+1
+3Draconic lineage
1d6
4


4th+4
+4
+1
+4Draconic resolve, energy resistance
2d6
4


5th+5
+4
+1
+4Draconic aura +2
2d6
5


6th+6/+1
+5
+2
+5Dragonpact, draconic adaptation
3d6
5


7th+7/+2
+5
+2
+5Draconic aura (second aura)
3d6
6


8th+8/+3
+6
+2
+6Draconic Legacy, energy immunity
4d6
6


9th+9/+4
+6
+3
+6Commune with dragon patron, extended breath range
4d6
7


10th+10/+5
+7
+3
+7Draconic aura +3, draconic adaptation
5d6
7


11th+11/+6/+1
+7
+3
+7Second dragonpact
5d6
8


12th+12/+7/+2
+8
+4
+8Draconic aura (third aura)
6d6
8


13th+13/+8/+3
+8
+4
+8Shifting aura
6d6
9


14th+14/+9/+4
+9
+4
+9Draconic adaptation
7d6
9


15th+15/+10/+5
+9
+5
+9Draconic aura +4
7d6
10


16th+16/+11/+6/+1
+10
+5
+10Third dragonpact, extended breath range
8d6
10


17th+17/+12/+7/+2
+10
+5
+10Draconic aura (fourth aura)
8d6
11


18th+18/+13/+8/+3
+11
+6
+11Draconic adaptation
9d6
11


19th+19/+14/+9/+4
+11
+6
+11Greater shifting aura
9d6
12


20th+20/+15/+10/+5
+12
+6
+12Draconic aura +5
10d6
12



Hit Die: d10

Class Skills (2 + Int modifier per level): Climb (Str), Craft (Int), Intimidate (Cha), Knowledge (arcana) (Int), and Search (Int).
A dragon shaman gains additional class skills based on his patron dragon.

Class FeaturesAll of the following are the class features of the Dragon Shaman.

Weapon and Armor Proficiency
Dragon shamans are proficient with all simple and martial weapons, with light and medium armor, and with shields, but not tower shields.

Dragon Patron
Each dragon shaman serves a powerful, ancient dragon who becomes their patron. By performing a mystical ceremony, a dragon shaman forms an arcane bond with a willing dragon, even if the two have never met or are separated by vast distances. It is through this link that a dragon shaman gains their powers. The dragon patron may choose to contact the dragon shaman telepathically at any time, regardless of distance and across planar boundaries, though the patron only rarely does so. How active a role the dragon plays in the dragon shaman's life depends on the personality and interests of the dragon patron.

A dragon shaman must choose a type of true dragon as his patron: black, blue, brass, bronze, copper, gold, green, red, silver, or white. His alignment must be within one step of the patron dragon, or it will refuse the bond.

The dragon shaman gains additional class skills based on the type of dragon chosen. He also gains the related Draconic Heritage feat as a bonus feat.

PatronAlignments
Class SkillsEnergy Type
Draconic Legacy Spell-like AbilitiesBlackNE, CE, CNHide, Move Silently, SwimAcidCharm animal (snakes and lizards only), deeper darkness, insect plagueBlueNE, LE, LNBluff, Hide, SpellcraftElectricityMajor image, mirage arcana, ventriloquismBrassNG, CG, CNBluff, Gather Information, SurvivalFireControl winds, endure elements, tonguesBronzeNG, LG, LNDisguise, Survival, SwimElectricityControl water (4th level), speak with animals, water breathingCopperNG, CG, CNBluff, Hide, JumpAcidSilent image, stone shape, wall of stoneGoldNG, LG, LNDisguise, Heal, SwimFireBless, daylight, dispel evilGreenNE, LE, LNBluff, Hide, Move SilentlyAcidCharm person, dominate person, plant growthRedNE, CE, CNAppraise, Bluff, JumpFireDetect secret doors, suggestion, true seeingSilverNG, LG, LNBluff, Disguise, JumpColdAir walk, feather fall, wind wallWhiteNE, CE, CNHide, Move Silently, SwimColdObscuring mist, sleet storm, wall of ice

Draconic Arcana
A dragon shaman's caster level for all of his class features is equal to his class level. The save DC for any of the dragon shaman's supernatural or spell-like abilities is equal to 10 + 1/2 his class level + his Cha modifier, unless otherwise stated.

A dragon shaman can select draconic feats as if he were a sorcerer of his class level. Unlike a sorcerer, a dragon shaman does not gain spell slots. For the purposes of draconic feats that interact with spellcasting, a dragon shaman uses his breath weapon. The effective spell level of his breath weapon for the purposes of activating draconic feats is equal to its base damage. So, the breath weapon of a 6th level dragon shaman counts as a 3rd-level spell. Effects that increase his breath weapon's damage do not increase its effective spell level.

Feats that activate when a spell is cast, such as Draconic Flight, are activated when the dragon shaman attacks with his breath weapon. If he is required to sacrifice a spell slot to activate a feat, such as with Draconic Arcane Grace, he may sacrifice a use of his breath weapon, requiring him to wait 1d4 rounds before using it again as if he had used his breath weapon normally.

Draconic Aura (Su)
By channeling the arcane might of his patron dragon, the dragon shaman can form an aura of power. A dragon shaman knows three draconic auras of his choice at 1st level, gaining more auras known at every odd level. He can choose to manifest any aura he knows. His aura's benefits affect each ally within 30 feet, including himself. Any aura penalties instead affect each enemy within range. He may define any creature within his aura as ally, enemy, or neither as he chooses.

The dragon shaman's aura bonus begins at +1 and increases by 1 for every class five levels he has.

A dragon shaman may have two auras active at the same time at level 7, three active at level 12, and four at level 17. Each aura requires a separate action to project or change.

Projecting an aura is a swift action. The aura remains in effect until the dragon shaman dismisses it as a free action or he becomes unconscious or is slain.

Breath Weapon (Su)
At 2nd level, a dragon shaman gains a breath weapon of a type based on his dragon patron. Each time he uses his breath weapon, he can choose to breathe in either a 15-foot cone or a 30-foot line, regardless of the breath weapon's energy type. His breath weapon deals 1d6 damage for every two class levels. A successful Reflex save (DC 10 + 1/2 class level + his Con modifier) halves this damage.

A dragon shaman is immune to his own breath weapon but not to other breath weapons or similar effects, including those of other dragon shamans. Once a dragon shaman breathes, he can’t use his breath weapon again until 1d4 rounds later.

At 9th level, the range of a dragon shaman's breath weapon increases to a 30-foot cone or a 60-foot line. The range increases again at level 16 to a 60-foot cone or 120-foot line.

Draconic Adaptation (Ex)
Channeling the arcane might of his patron dragon changes a dragon shaman physically, granting him some of the benefits of dragonkind.
At 2nd level, a dragon shaman gains low-light vision, darkvision out to 30 feet, and his natural armor increases by +1.
At level 6, he gains a +2 bonus on the skill granted by his Draconic Heritage feat, his darkvision increases to 60 feet, and natural armor increases to +2.
At 10th level, his low-light vision extends to double normal, darkvision functions out to 90 feet, and natural armor increases to +3.
At 14th level, his skill bonus increases to +4, darkvision extends to 120 feet, and natural armor increases to +4.
Finally, at level 18, his skill bonus increases to +6, low-light vision is four times that of a normal human, and natural armor increases to +5.

Additionally, each time a dragon shaman gains dragonic adaptation, he gains a bonus feat from the following list: any draconic feat, and breath channeling feat, double draconic aura, dragon trainer, heavyweight wings, improved dragon wings, or reinforced wings. He must meet the prerequisites of the feat he chooses.

Draconic Lineage
Dragon shamans of 3rd level gain the Dragon Lineage feat appropriate to their patron dragon as a bonus feat. For example, a dragon shaman with a blue dragon as their patron dragon would gain Blue Dragon Lineage.

Draconic Resolve (Ex)
At 4th level, a dragon shaman becomes immune to the frightful presence of dragons. He also becomes immune to paralysis and sleep effects.

Energy Resistance (Ex)
A dragon shaman of 4th level gains resistance 10 to the energy type associated with his patron dragon. At 8th level, he gains immunity to that energy type.

Dragonpact (Su)
A dragonpact is a mystical bargain made between a sorcerer and a powerful dragon, which costs the sorcerer gold, spell slots, and tedious negotiation. A dragon shaman, however, has a powerful dragon patron who grants him the benefits of dragonpacts without need for such haggling. At 6th level, a dragon shaman may select any dragonpact offered his dragon patron, gaining the spell-like abilities that the pact offers with no further cost to himself. The effective spell slot for determining the strength of his dragonpacts is the equal to the effective spell level of his breath weapon.

A dragon shaman may change his chosen dragonpact with an hour of meditation, but he may do so only once per day and must not have used any of the spell-like abilities of his current dragonpact that day. Once the meditation is completed, the dragon shaman immediately loses one dragonpact he possess and gains the new one offered by his patron dragon.

At levels 11 and 16, a dragon shaman may form additional dragonpacts at the same time, allowing him to have access to more spell-like abilities each day.

Draconic Legacy
At 8th level, a dragon shaman gains Draconic Legacy as a bonus feat. He can use the granted spells as spell-like abilities. Each can be used a number of times each day as if it were part of a dragonpact. For example, an 8th-level dragon shaman could use a 1st-level spell granted by Draconic Legacy 3 times per day.

Commune With Dragon Patron (Su)
While a dragon patron may choose to contact its dragon shamans at any time, they rarely do so. Beginning at 9th level, a dragon shaman gains the ability to telepathically contact his dragon patron to ask questions directly. This functions as the commune spell, but the dragon shaman is limited to asking only one question per three class levels. This ability may be used once per week.

Shifting Aura (Ex)
Starting at 13th level, when you spend a swift action to project or change your active draconic aura, you may project or change two auras instead of only one. At level 19, you can project or change up to three auras at a time.

Dragon Shaman and Prestige ClassesDragon shamans benefit in a specific way from prestige classes that grant "+1 level of existing arcane spellcasting class" or "+1 level of existing spellcasting class." When a dragon shaman takes a level in such a prestige class, he gains an increased caster level and progresses his breath weapon damage (and its save DC) and auras known as if he had gained a level of the dragon shaman class. He does not gain any other benefits of the dragon shaman class, such as increased aura strength, number of auras projected, or draconic adaptations

A dragon shaman has an arcane caster level equal to his class level, allowing him to meet such prerequisites. He can also meet the prerequisites of prestige classes and other options that require casting a specific spell if he has that spell as a spell-like ability, and his breath weapon has an effective spell level, allowing him to meet the requirements of casting spells of a specific level. Additionally, because he counts as a sorcerer of his class level, a dragon shaman with at least one dragonpact counts as being able to cast spells without preparation.

Dragon Disciple
Bonus Spells: The Bonus Spells ability of a dragon disciple can be applied in one of two ways at each level. Once this decision is made at a given level, it cannot be changed.

When gaining a bonus spell, the dragon disciple may apply it to his dragonpacts. Rather than being limited by spell level, the extra use is limited to either the 1st, 2nd, 3rd, 4th, or 5th SLA granted by his dragonpacts. Each day, he may assign this extra daily use to the SLA from any of his dragonpacts of the appropriate level.

As an alternative, at any level that grants a bonus spell, the dragon shaman may choose to learn one new draconic aura.

Breath Weapon (Su): A dragon shaman who becomes a dragon disciple does not gain a new breath weapon. Instead, his dragon shaman breath weapon progresses by one full die at 3rd and 7th level, as if he had gained two levels in dragon shaman. His dragon disciple level also stacks to determine the save DC.

Dragon Lord
The dragon lord gains draconic auras in a way similar to the dragon shaman. The draconic auras known stack, as does the strength of the draconic aura. The dragon lord does not allow the dragon shaman to project additional auras or grant any other features of the dragon shaman class. So, for example, a Dragon Shaman 6/Dragon Lord 1 would have an aura strength of +3 but may only project 1 draconic aura at a time.

Draconic AurasBy channeling the incredible arcane might of his patron dragon, a dragon shaman can create a draconic aura. Unless otherwise noted, a draconic aura affects all allies within 30 feet who have line of effect to you, including yourself. Projecting an aura is a swift action, and it remains in effect until you dismiss it, become unconscious, or die, even if you are otherwise unable to act.


Arcane Insight
This aura grants a bonus on Decipher Script, Knowledge, and Spellcraft checks. While active, you have the ability use read magic and detect magic as spell-like abilities at will.

Arcane Vigor
Your aura grants fast healing equal to your aura bonus, but it can only restore creatures to a maximum of one-half their normal hit points.

Blindsense
You gain blindsense within a range of 5 feet × your aura bonus.

Breath Guard
Allies within your aura are immune to damage from your breath weapon. Additionally, they gain energy resistance to your breath weapon's energy type equal to 5 × your aura bonus. This resistance stacks with your energy resistance from your dragon shaman class levels if you are not yet immune.

Draconic Prowess
This aura grants a bonus on the save DC of any spell or effect that has the same energy type as your breath weapon. It also grants your allies a bonus on Strength check, Strength based skill checks, and on weapon damage rolls.

Dragonfire
Your breath weapon deals 1d6 extra damage for each point of your aura bonus (this does not increase your breath weapon's effective spell level). Your allies deal extra weapon damage equal to 2 × your aura bonus. The extra weapon damage is energy damage of the same type as your breath weapon.

Dragonhide
This aura grants damage reduction 2/magic for each point of your aura bonus. It also grants you, but not your allies, spell resistance equal to your Cha bonus plus 5 × your aura bonus.

Dragontongue
This aura grants a bonus on Bluff, Diplomacy, and Intimidate checks. Allies within your aura also temporarily gain the ability to speak and understand draconic.

Energy Aura
You convert the power of your breath weapon into raw power that flares violently around you. Enemies within your aura take 1d6 damage per point of your aura bonus each round at the start of their turn, Reflex half. This damage is the same energy type as your breath weapon. You cannot use your breath weapon while this aura is active, nor can you activate this aura during the rounds you must wait to use your breath weapon again.

Frightful Presence
You gain a frightful presence similar to that of a true dragon while this aura remains active. Whenever you attack or charge, any creature within your aura must make a Will save or become shaken for a number of rounds equal to your aura bonus. The DC to resist this effect is 10 + 1/2 your class level + your Cha modifier + your aura bonus. Creatures who succeed on their Will save remain immune to your frightful presence for 24 hours. Your allies are immune to this effect.

Hoard Sense
While active, your allies gain a bonus on Appraise and Search checks equal to 2 × your aura bonus. You, but not your allies, may also use a spell-like ability similar to detect magic, except that it detects precious metals, coins, and gems within the area of effect of your aura.

Keen Senses
Your aura grants a bonus to Initiative and 2 × your aura bonus to Listen and Spot checks. Allies within range temporarily gain low-light vision.

Potent Breath
The recovery time for breath weapons within your aura is reduced by a number of rounds equal to your aura bonus, to a minimum of 1.

Resolve
The aura of resolve grants a bonus on Concentration checks, Constitution checks, and saves against fear, paralysis, and sleep.

Swiftwing
Your aura grants a bonus on Climb, Jump, and Swim checks and increases climb, fly, and swim speed by 5 × your aura bonus. It does not grant these move speeds if you do not already have them.

Shamanic Invocation
This is not an aura. Instead, if you select this option, you learn one of the least draconic invocations available to dragonfire adepts. Using this invocation follows all the standard rules applicable to dragonfire adepts, except that you ignore any arcane spell failure chance. This option cannot be selected at 1st level.

Rizban
2019-04-21, 02:22 AM
[blank post]

Rizban
2019-04-21, 02:41 PM
Necrocarnate

Base Attack
BonusFort
SaveRef
SaveWill
Save
Special1st+0
+2
+0
+2Harvest soul (1 minute), improved meldshaper level2nd+1
+3
+0
+3Necrocarnum soulshield3rd+1
+3
+1
+3Chakra binds (arms, brow, shoulders)4th+2
+4
+1
+4Extra chakra bind, extra soulmeld5th+2
+4
+1
+4Essentia trap6th+3
+5
+2
+5Necrocarnum zombie master (half damage)7th+3
+5
+2
+5Greater soultheft, extra soulmeld8th+4
+6
+2
+6Chakra binds (throat, waist), extra chakra bind9th+4
+6
+3
+6Expanded necrocarnum meld capacity10th+5
+7
+3
+7Extra soulmeld, harvest soul (full-round action)11th+5
+7
+3
+7Chakra bind (heart)12th+6
+8
+4
+8Extra chakra bind13th+6
+8
+4
+8Chakra bind (soul), extra soulmeld, necrocarnum zombie master (2 zombies)

Hit Die: 6
Class Skills (2 + Int modifier per level): Bluff (Cha), Craft (Int), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession, Spellcraft.

Class Features
All of the following are the class features of the Necrocarnate.

Stolen Essentia
When harvesting the souls of the dead, a necrocarnate captures and holds fragments of that creature's soul. These stolen fragments take the form of Stolen Essentia, which is held in the Stolen Essentia Pool, separate from your normal essentia. Being torn from another creature's soul, it does not readily mix with your own personal soul energies.

Stolen essentia acts as normal essentia and may be invested in soulmelds, class features, feats, and other essentia receptacles just as normal essentia can, and you can have both invested in the same receptacle. If you take essentia damage from any source, you may choose whether to take the damage to either your essentia pool or your stolen essentia pool, but all damage must apply to a single pool. However, If you take more damage than you have essentia in the chosen pool, excess damage is dealt to the other essentia pool. Damage dealt to stolen essentia cannot be healed.

You may only have stolen essentia from one creature at a time. If you steal essentia from another creature, any stolen essentia you already possess is immediately lost. Stolen essentia from different creatures does not stack; however, if you gain stolen essentia from the same creature using different class features, the stolen essentia from that creature stacks.

Despite its impermanent nature, stolen essentia is not temporary essentia and therefore stacks with temporary essentia gained from other sources.

You may hold stolen essentia for a number of days equal to your class level, after which it dissipates.

Harvest Soul (Su)
This ability grants Stolen Essentia equal to one-half your necrocarnate level (rounded up) to a max of the creature’s Hit Dice. The duration is as per the Stolen Essentia ability above.

Necrocarnum Soulshield (Su)
The duration is 1 minute per necrocarnum soulmeld shaped.

Essentia Trap (Su)
This ability grants Stolen Essentia. The duration is as per the Stolen Essentia ability above.

Greater Soultheft (Ex)
At 7th level, you gain an additional stolen essentia pool. This allows you to steal essentia from two different creatures at the same time. Each stolen essentia pool is tracked separately for all purposes and follows all other rules for stolen essentia.

As with soulborn, this is a fix rather than a full rewrite. Necrocarnate is already quite good and is likely the strongest PrC in Magic of Incarnum. This revision is part nerf, part change, and part fix. Not much has changed, but the things that have are significant. Harvested Essentia: The main issue here was the lack of a cap on harvested essentia. As originally written, the necrocarnate wanted to spend the first part of each day slaughtering the weakest mobs he can find to max out his essentia. Basically, walk past an anthill, burn it down, and harvest the souls of the ants to get 100+ essentia and max out all receptacles for the day.

To fix this, I added the Stolen Essentia mechanic, which I originally created for my Thief of Life rewrite. This limits the essentia stolen, but it also greatly expands its duration. I also capped the harvested essentia to the HD of the target.

However, this limited the essentia too much for what the class was designed to do. So, I also tweaked Essentia Trap to use the stolen essentia mechanic. Finally, I added the Greater Soultheft ability to allow stolen essentia from two targets instead of only one.

At 13th level, after killing and harvesting a 20 HD creature, the necrocarnate will have 17 essentia from it (1/2 class level from harvest + 1/2 target’s HD from trap). This number will of course be lower or higher based on the HD of monsters that the DM throws their way. The necrocarnate will be incentivized to want to fight the biggest monster he can, though he only really needs to kill one about once every two weeks.
Necrocarnum Soulshield: The issue here was that no duration was ever defined. I have added one that seemed reasonable.
Greater Soultheft: Because of the limitation of only having stolen essentia from a single creature, I added this ability. There’s also a feat which does the same thing. The two stack.[/LIST]

nonsi
2019-05-04, 02:12 AM
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I'm curious, is the entire ban list balance-associated, or is some of it settings associated, or simply to minimize bookkeeping?
I'm asking because at first glance, not all of it seems potentially broken.
For example: ToB was meant to counter the "Melees don't get nice things" syndrome.
Also, specifically regarding Chaining alternate class features: If B can substitute A and C can substitute B, why can't C substitute A? Do you have an actual example that causes actual balance issues?
And what's wrong with Anthropomorphic Animals? (unless you remove polymorph altogether - which Anthropomorphism is a lesser version of)
As far as Dragon magazine classes go, I don't remember ever encountering anything particularly broken there (and the only potentially problematic monster I remember is the Greater Doppelganger - I think it's from there).

Rizban
2019-05-05, 12:59 PM
I'm curious, is the entire ban list balance-associated, or is some of it settings associated, or simply to minimize bookkeeping?
I'm asking because at first glance, not all of it seems potentially broken.
For example: ToB was meant to counter the "Melees don't get nice things" syndrome.All of the above. Aldhaven isn't a typical campaign setting, and the balance point is a bit different than your standard adventuring campaign. It's primarily a setting for solo characters with a focus on social intrigue, low chance to rest and recover daily abilities, high levels of lethality, and a not insignificant potential for PvP combat.

This rule set was designed for balance and the ability to standardize the rules and expectations across the 5 or 6 DMs that were running the game and the 40ish players playing the game at the height of its popularity and make my job administering and updating the shared world easier.

There are definitely some balance issues in this rule set if you try to apply it to a "standard" campaign setting with a group of heroes going out to save the world. However, in Aldhaven, there are a number of setting inherent expectations and limitations that cause this to be a much more balanced rule set than a casual reading would reveal.


Also, specifically regarding Chaining alternate class features: If B can substitute A and C can substitute B, why can't C substitute A? Do you have an actual example that causes actual balance issues?How about the Ranger trading combat style, improved combat style, combat style mastery for wild shape (as druid; Small or Medium animals only) and fast movement (as barbarian) then trading that wild shape for the Shapeshifter ACF from PHB2? Can you find a character that would benefit from a 1 level dip into Ranger for +10 movement speed and the ability to shift into a wolf at will without losing any actual class features, and then doing that on a mystic ranger so that you also have spellcasting access with that dip? I'm pretty sure you can find some way to benefit from that...

Should a ranger with only a limited animal companion and limited wild shape as compared to a druid's abilities of the same name be able to change those out for another ACF? Is that balanced? Is that "fair" if the ACF is "supposed" to be for a totally different class? If the abilities are 100% equivalent, then yeah, maybe. If not, then probably not. The ban on class feature chaining is more to remove ambiguity and make checking character submissions easier. It's easier to just say, "Don't do this potentially questionable thing," than it is to go through case by case giving the details and explanations for why each thing is or is not allowed and then discussing it repeatedly over several different character submissions then going through explaining it again to their actual DM so that the DM knows what the character is capable of doing. The game was just too big to deal with all of that on top of the already massive administrative burden.


And what's wrong with Anthropomorphic Animals? (unless you remove polymorph altogether - which Anthropomorphism is a lesser version of)Partially that they aren't that appropriate to the setting and partially balance (I don't like any LA +0 race should have a +6 or +8 to an ability score). Mostly, it's banned because it's a template, and templates as a whole are banned.


As far as Dragon magazine classes go, I don't remember ever encountering anything particularly broken there (and the only potentially problematic monster I remember is the Greater Doppelganger - I think it's from there).There are a few things that are broken and easily abused, but it's mostly an access thing. The majority of DMs running the game had no access to Dragon/Dungeon Magazines without looking for illegal PDF downloads, which I wasn't going to encourage. It's easier to just ban it from the rule set than it is to have a player bounced around based on DM source book access as opposed to which DM had available player slots.