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View Full Version : [Setting/System/World] Vana'diel: The Final Fantasy (FFXI)



Nu
2007-09-16, 11:48 PM
In the near future, I'm planning on running a campaign set in the world and using flavor from the online game Final Fantasy XI. You see, I think some of the lore and flavor given to the world of Vana'diel is very interesting, but so few get to see much of it because of the horrendous grind built into the system as well as the numerous flaws in the game. Those kind of things can't be helped, but I figured I'd take an alternative approach to the world of Vana'diel, and I've attempted to merge the system of FFXI with DnD 3.5, and create a new system to use to play in the world of Vana'diel. Who knows? It could be fun. But I want some feedback on this! I have a large portion of it done, but there is still a lot of work to do, so expect updates over the next week or so. Right now I'm interested in fleshing out the world for the missions of the three nations, Rise of the Zilart, and the beginning of Chains of Promathia. I'm not very familiar with the other expansion.

Keep in mind while I may have made some small changes to the world, fluff, and story of Vana'diel, I take no credit for its creation, that all goes to Square-Enix.

Table of Contents

The Races of Vana'diel, the Four Great Nations, and Introduction to Character Classes (http://www.giantitp.com/forums/showpost.php?p=3204173&postcount=1)
Base Classes: Warrior, Thief, Monk, Black Mage (http://www.giantitp.com/forums/showpost.php?p=3204179&postcount=2)
Base Classes: White Mage, Red Mage, and Prestige Classes: Paladin, Beastmaster, Bard (http://www.giantitp.com/forums/showpost.php?p=3204183&postcount=3)
Prestige Classes: Summoner, Ranger, Samurai, Ninja (http://www.giantitp.com/forums/showpost.php?p=3204192&postcount=4)
Prestige Classes: Dark Knight, Dragoon; and Tactical Point System, Weapon Skills, Monster Skills, and Weapon Skill Chains (http://www.giantitp.com/forums/showpost.php?p=3204205&postcount=5)
Magic and Black Magic Spell List (http://www.giantitp.com/forums/showpost.php?p=3204214&postcount=6)
Magic, Spells, and White Magic Spell List (http://www.giantitp.com/forums/showpost.php?p=3204220&postcount=7)
Feats, Weapons, Armor, and Monsters: Humanoids (http://www.giantitp.com/forums/showpost.php?p=3204224&postcount=8)
Monsters: Animals and Oozes (http://www.giantitp.com/forums/showpost.php?p=3204230&postcount=9)
Monsters: Plants and Vermin (http://www.giantitp.com/forums/showpost.php?p=3204236&postcount=10)
Monsters: Constructs, Undead, and Giants (http://www.giantitp.com/forums/showpost.php?p=3204238&postcount=11)
Monsters: Magical Beasts, Dragons, Elementals, and Outsiders (http://www.giantitp.com/forums/showpost.php?p=3204240&postcount=12)
Bard Song List (http://www.giantitp.com/forums/showpost.php?p=3204242&postcount=13)
The History of Vana'diel (http://www.giantitp.com/forums/showpost.php?p=3214973&postcount=15)
Weapon Skill List (http://www.giantitp.com/forums/showpost.php?p=3220052&postcount=19)
Summons: Avatars and Blood Pacts (http://www.giantitp.com/forums/showpost.php?p=3220061&postcount=20)
Summons: Spirits and Summoning Spell List (http://www.giantitp.com/forums/showpost.php?p=3230484&postcount=21)
Ninjutsu Technique List (http://www.giantitp.com/forums/showpost.php?p=3235306&postcount=23)
Beastmaster Call Beast List (http://www.giantitp.com/forums/showpost.php?p=3239993&postcount=24)
Magic Items (http://www.giantitp.com/forums/showpost.php?p=3245193&postcount=25)
Geography of Vana'diel: Quon Continent (http://www.giantitp.com/forums/showpost.php?p=3265630&postcount=26)
Geography of Vana'diel: Mindartia Continent and Jeuno (http://www.giantitp.com/forums/showpost.php?p=3311190&postcount=27)
Moogles and Chocobos (http://www.giantitp.com/forums/showpost.php?p=3339598&postcount=28)


Races of Vana'diel

The Five Player Races

Hume
http://img.photobucket.com/albums/v287/Magil/Vanadiel/Profiles/hume.jpg

As humans from DnD 3.5 SRD.


While humes primarily hail from Bastok, there are more humes spread accross Vana'diel than any other race. Humes also form a large portion of Jeuno's population. Humes are an religiously, ethnically and politically diverse species, and their language, Common, is the one most commonly spoken around the world. Humes make up the majority of the population of Bastok and Jeuno, though they can be found in other nations in reasonable numbers. Humes tend to get along with everyone equally well, though some galka are resentful of the humes in Bastok because of their current condition.

Typical Hume names: Hans, Lorena, Franziska, Alois

Elvaan
http://img.photobucket.com/albums/v287/Magil/Vanadiel/Profiles/elvaan.jpg

+2 Strength, -2 Dexterity.
Medium: As Medium creatures, elvaan have no special bonuses or penalties due to their size.
Elvaan base land speed is 30 ft.
Low-Light Vision: An elvaan can see twice as far as a hume in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
Weapon Proficiency: Elvaan receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.
+2 racial bonus on Listen, Search, and Spot checks. An elvaan who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
+2 racial saving throw bonus against spells or spell-like effects.
+1 bonus to attack rolls against orcs and goblinoids.
Automatic Languages: Common and Elvaan. Bonus Languages: Draconic, Orc, Goblin, and Sylvan.
Favored Class: Warrior. A multiclass elvaan's warrior class does not count when determining whether she takes an experience point penalty.


The elvaan typically dwell in the Kingdom of San d'Oria. There they have battled the fierce orc tribes for years, and held the largest standing army during the Crystal War. They are a proud and noble race that typically follows the goddess of light, Altana. The elvaan have a tradition of knights, and many choose to become swordsmen of some sort. Their language is a well-kept secret, and elvaan typically frown upon sharing it with other races. The elvaan tend to regard the galka with disdain, as they were driven out of their homeland by beastmen. The elvaan also look down upon the mithra and tarutaru, seeing them as mere children. Though the elvaan have a unwilling respect for the humes, they still hold a deep grudge against them for the humiliating defeat San d'Oria suffered at Bastok's hands in the pre-Crystal War era.

Elvaan appear to be tall, lanky elves.

Typical Elvaan names: Arlenne, Jeanvirgaud, Ulycille, Pontaudarme

Mithra
http://img.photobucket.com/albums/v287/Magil/Vanadiel/Profiles/mithra.jpg

+2 Dexterity, -2 Constitution.
Medium: As Medium creatures, mithra have no special bonuses or penalties due to their size.
Mithra base land speed is 30 ft.
Low-Light Vision: A mithra can see twice as far as a hume in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
+4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
+2 racial bonus on Balance, Listen, Move Silently, and Survival checks.
+2 racial bonus to saving throws against weapon skills, TP-based skills, and extraordinary abilities.
+1 bonus to attack rolls against aquatic creatures.
Automatic Languages: Common and Mithran. Bonus Languages: Tarutaru, Sahagin, Tonberry, Goblin, and Sylvan.
Favored Class: Thief. A multiclass mithra's thief class does not count when determining whether she takes an experience point penalty.


The mithra are a predominantly female race of hunters who live alongside the tarutaru in Windurst. Though they are naturally from the Elshimo islands, most of the adventurous and ambitious types now reside in Windurst. They are easily identified by their characteristic ears, which give them spectacular hearing ability, and their long tails, which lend them an excellent sense of balance. They are known for their energy, curiosity, and mischievousness. The mithra enjoy a friendly relationship with the tarutaru, and their of mutual cooperation has made Windurst a nation of peace and prosperity. The mithra are very dexterous and agile. Mithra society is entirely matriarchal, and male mithra(who are exceedingly rare and therefore prized amongst their people) are never allowed to venture outside of their native villages. Mithra have their own language, mithran, and typically worship Vana'diel Herself as the one goddess. Mithra are carefree and tend to especially love the tarutaru who share many interests with the typical mithra, and they don't get along as well with the rigid elvaan or the simple-minded or angsty galka.

Mithra appear to be shorter human females with a catlike face, cat-ears, and a feline tail. The tail is prehensile and gives the mithra excellent balance.

Typical Mithra names: Luuh Koplehn, Kaaya Majiad, Chawo Shipeynyo, Tih Pikeh
Speech: When speaking in common, mithra tend to stress their r's. To use a rather cliche example, "That's perrrfect!"

Tarutaru
http://img.photobucket.com/albums/v287/Magil/Vanadiel/Profiles/tarutaru.jpg

+2 Intelligence, -2 Strength.
Small: As a Small creature, a tarutaru gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humes use, and her lifting and carrying limits are three-quarters of those of a Medium character.
Tarutaru base land speed is 20 ft.
+4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
+2 racial bonus on Hide, Spellcraft, and Use Magic Device checks.
Add +1 to the Difficulty Class for all saving throws against damage spells cast by tarutarus. This adjustment stacks with those from similar effects.
+2 caster level for the purposes of overcoming spell resistance.
+1 racial bonus on all saving throws.
Automatic Languages: Common and Tarutaru. Bonus Languages: Draconic, Mithran, Yagudo, Moogle, Goblin, and Sylvan.
Favored Class: Black Mage. A multiclass tarutaru's black mage class does not count when determining whether she takes an experience point penalty.


The tarutaru a race of skilled mages who call Windurst their home. Although they resemble children in size, this does not reflect their age. In fact, the tarutaru do not seem to change their appearance at all as they age. The tarutaru are said to understand the importance of the balance between natural harmony and magic. Because of this understanding, they have produced some of the greatest mages in the world's history. It was their way of life that fueled the rapid reconstruction of Windurst after its destruction in the same war. The tarutaru enjoy a friendly relationship with the mithra, who live in Windurst as well after they were admitted to the nation by the Star Sybil, the ruler of Windurst and moral leader of all Vana'diel. Tarutaru lack the physical strength and durability of their fellow enlightened races as a result of their racial prejudice towards magical study, and are the most studious and intelligent of the races of Vana'diel - although not the most wise or spiritual. The tarutaru are often presented as heedless of caution and excel at the study of black magic, white magic, and they even the ancient art of summoning--though combining their recklessness, physical vulnerability, and magical prowess can often prove deadly for the tarutaru. Tarutaru have their own language as well, and are not typically very religious, though some(especially white mages) worship Altana. Tarutaru are beloved by all races except the elvaan, who they especially enjoy pulling pranks on.

Tarutaru appear as small human children, with round faces, pointed ears, and dark noses.

Typical Tarutaru names: Augu-Maugu, Hiwon-Biwon, Kimumu, Mukuku*
Speech: Tarutaru speak Common in a sing-songy pattern, often adding an unnecessary word that rhymes with the previous word. They also sometimes add "-aru" to the end of words ending with a t, especially upon ending a sentence. Example: "I'm so very sorry-worry. I wanted to come, but I could notaru. The storm-sorm was too heavy."
*Tarutaru male names are two often-rhyming words, hyphenated. Tarutaru female names are a single word, ending with two syllables that are repeated (like -momo or -keke).

Galka
http://img.photobucket.com/albums/v287/Magil/Vanadiel/Profiles/galka.jpg

+2 Constitution, -2 Charisma.
Medium: As Medium creatures, galka have no special bonuses or penalties due to their size.
Galka base land speed is 30 ft.
Darkvision: Galka can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and galka can function just fine with no light at all.
Stonecunning: This ability grants a galka a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A galka who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a galka can use the Search skill to find stonework traps as a thief can. A galka can also intuit depth, sensing his approximate depth underground as naturally as a hume can sense which way is up.
Hardiness: A galka has a 30% chance to stabilize while unconscious rather than a 10% chance. A character attempting to stabilize a galka gets a +2 circumstance bonus to the Heal check.
Stability: A galka gains 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).
+2 racial bonus to Strength and Grapple checks.
+2 racial bonus to Balance and Intimidate checks.
+2 racial bonus on saving throws against poison.
+1 bonus to attack rolls made with a bludgeoning weapon.
Automatic Languages: Common and Galkan. Bonus Languages: Any beastmen language.
Favored Class: Monk. A multiclass galka's monk class does not count when determining whether she takes an experience point penalty.


The galka capital city, located in the Altepa desert of Zepwell Island off the southwest coast of the Quon continent, fell to an attack from the antica six centuries ago. The surviving galka spread throughout Vana'diel, and a large number of them eventually settled in Bastok. The sheer strength of their powerful physiques is second to none. They have used their skills to contribute to the construction and development of the numerous mines in Bastok. However, it seems that some galka have less than fond feelings for members of the hume race. Also, it should be noted that the galka reproduce through a form of reincarnation, and are all male. The galka have their own oral language, but no written language. The deep spiritual culture of the galka, along with their own religious practices, are on the decline as the hume influence overcomes galka culture in Bastok. It doesn't help matters that the galka tend to worship Vana'diel herself as a deity if they are religious, while the more widely accepted church of Altana remains the most popular amongst the humes of Bastok. While some galka hold a grudge against their hume overseers, many have accepted their current lifestyle and bear the humes no ill will. They tend to get along well enough with the mithra and tarutaru (though the two fun-loving races often regard the galka as excessively angsty and not very fun to be around), but many elvaan are far too proud to associate with a race that lost their homeland to the beastmen.

Galka have a bestial, often hulking appearance, with skin that is shades of white or grey, large, stout bodies (often bulging with muscle), and dark facial hair that often surrounds the entire face. Their facial features are similar to an apes, though it is white aside from the facial hair, and they have short, stubby tails.

Typical Galka names*: High Bear, Invincible Shield, Mighty Fist, Ghemp, Boytz, Gawful
*Galka names are divided into two types: human-given names and "true names." Many galka who are born into Bastok are given names by the humans they serve, and these tend to be names such as "Adjective Noun." Many galka resent this and stick entirely to their "true names."
Speech: Many lower-class galka do not speak common very well. However, there is still a large percentage of the galka population that speaks fluent common.

Vital Statistics:
{table=head]Race|Adulthood|Middle Age|
Old|Venerable

Hume|
15 years|
35 years|
53 years|
70 years|

Elvaan|
20 years|
50 years|
80 years|
100 years|

Mithra|
25 years|
80 years|
120 years|
140 years|

Tarutaru|
30 years|
100 years|
170 years|
200 years|

Galka|
12 years|
30 years|
46 years|
65 years|
[/table]

On height/weight/hair/eyes:
Hume: Humans.
Elvaan: Usually up to a foot taller than humans, but around the same weight. Any human hair color or eye color.
Mithra: As Half-Elves for height/weight. Hair is usually various shades of red/brown/black. Any human eye color, can also be yellow or feline.
Tarutaru: Adult height is around 2'2"-2'9" and about 15-40 lbs. Any eye or hair color, sometimes even have light shades of blue hair(though it's somewhere between blue and grey). Bright blond or red are also common, as is a very dark purple.
Galka: Range from about as tall as a human to about as tall as an elvaan. On the other hand, they are very thick, like dwarves, so they weigh about 125% as much as an average human, more if well-built (and many are, given that physical labor is common among galka). They often have hair surrounding their face, which is often a shade of gray, black, or brown. Eye color is any human eye color, as well as red or orange additionally.

The Four Great Nations

The Republic of Bastok

http://img.photobucket.com/albums/v287/Magil/bastok.gif

The Republic of Bastok lies on the southern end of the Quon continent. It is a grand nation of technology and ingenuity. The combination of the intelligence of the humes and the strength of the galka has formed a mighty world power from what was once considered a backwater region of Vana'diel. Led by the president Karst, and other powerful people like the chief engineer Cid, the hero of the Crystal War, Volker, and Bastok's elite soldiers, the Mythril Brigadiers, Bastok's prosperity continues to the present day.

Bastok's culture is predominately set by the materialistic humes, with the deep spiritual nature of the galka being the minority. The mining tradition of Bastok is strong, and the refinement of newly discovered materials like darksteel and adamantine has paved the way for even more powerful technologies to be developed by the genius engineers of Bastok. While Bastok has had a massive population explosion(mostly humes) in recent years, their lands are largely unsuitable for the cultivation of food, and their construction teams are very overworked. As a result, Bastok exports a large amount of their ore in exchange for a large amount of food imports, and living conditions in the city itself are often cramped.

Bastok's military is comprised of several units: the mythril brigadiers, three elite warriors who are dispatched to especially sensitive situations and fall under the direct command of the president and Volker. They are the galka warrior Iron Eater, the hume red mage Naji, and the hume samurai Ayame. The fourth brigadier, the galka dark knight Zeid, mysteriously vanished following the events of the Crystal War, but his spot is always availible to him should he decide to return. The iron brigadiers are commanded by the mythril brigadiers. The iron brigadiers primarily serve as an offensive unit against the quadav and a guardian of Bastok's trade routes. An iron brigadier company consists of a single brigadier commander, around ten senior brigadiers, and roughly thirty junior brigadiers. There are currently about one hundred companies in the iron brigadiers. The structure of the gold brigadiers is similar, though they serve as an investigation unit commanded by the Surveying Section of the Department of Mining, and are usually sent to scout both potential threats to Bastok and promising ore seams. There are about sixty gold brigadier companies in service. The rest of Bastok's military is comprised of the republican legions. The legions are a military organization led by the Strategic Command of the Department of Defense. The legions, of which there are four (including a naval legion), are the main fighting forces of the Republican army. The smallest unit of the legions is called a contubernium, and consists of ten foot soldiers led by a decurion. Ten contuberniums form one centuria (led by a centurion), and a cohors (led by a praefectus) is formed by nine centuria plus a unit of engineers. A single legion (led by a legatus) is formed with seven cohorts plus three thousand extra soldiers, including heavy infantry, cannoneers or cavaliers, and supply troops. In all, the Republican Legions have close to forty thousand soldiers, a military force that surpasses that of any other nation. This number is only a basic calculation, however. In times of peace, one infantry legion and one naval legion are on active duty, while all other soldiers of less than decurion rank are held in reserve. Also, there are various ways to avoid military service, which cut the actual number of soldiers on active duty down to less than two-thirds of the usual legion strength. It is possible to have someone take your place for active duty, and there are many cases of humes offering to pay the often poverty-stricken galka to stand in for them. In effect, these galka become career soldiers, and the overall strength of the legions is ultimately increased.

The flag of Bastok shows the towering smokestacks of the Metalworks, inside a massive cog, symbolizing the role of technology in Bastok's rise to power.

The Kingdom of San d'Oria

http://img.photobucket.com/albums/v287/Magil/sandoria.gif

The kingdom of San d'Oria lies within a deep forest on the north-central portion of the Quon continent. Strong elvaan tradition and pride has founded a great nation built on both magic and swordsmanship, with the royal family that rules San d'Oria tracing back for 500 years. The current leader of the people, the King Destin, and his three children, the eldest prince and military commander Trion, the younger prince and prominent figure in the church Pieuje, and the youngest princess Claidie, who has just recently reached maturity. But one who wields almost as much(perhaps more in the eyes of some) in San d'Oria is the leader of the Church of Altana, the papsque Muchavatte.

The church of Altana is highly revered in San d'Orian society. The deep faith in Altana is perhaps the last bastion of morale left in the people of the declining Kingdom. While their reliance on iron has left them technologically stagnant, their swordsmiths are the most skilled in the land, and elvaan-made blades are rivaled by none. The elvaan are typically disdainful towards foreigners, especially the humes, as they still hold a grudge against Bastok for their defeat in the pre-Crystal War era. The population growth of San d'Oria is on a slow decline, and though the lands surrounding the kingdom are ideal for crops, high taxes, empty residences, and long tours of duty in the military leave few hands open to work the fields. Their economy is mostly supported by lumber exports via Selbina, and imported sheep, allowing a large textile market to develop and putting the unworked fields to use.

San d'Oria's military is an ancient organization, divided into two main parts: the royal knights and the temple knights. The royal knights are under the direct command of the king, forming the backbone of the San d'Orian army. Their main duties include regular punitive expeditions against the beastmen, along with patrolling and defending the country's borders. The royal knights are led by Lord Rahal. The order consists of around one hundred units led by a general. A single unit is headed by one royal knight, with a retinue of two to three royal swordsmen and four to five royal squires of the same bloodline. The body of the unit is made up of around sixty royal archers and royal spearmen. A grand knight of the realm has ten royal knights as subordinates, and accordingly commands a force ten times the strength of a normal unit. The royal knights are generally well-trained elvaan nobles or elvaan adventurers with extensive battle experience--men and women of unfailing morale and unquestionable loyalty to the crown. In times of war, numbers are bolstered by provincial troops from all corners of the kingdom. The temple knights are a religious order charged with maintaining civil harmony within the capital. The temple knights are led by Lady Curillia. In times of peace, the temple knights are responsible for arresting criminals and heretics, providing security for the Chateau d'Oraguille and the cathedral, and putting down civil strife. When war engulfs the kingdom, they are often sent to the battlefield; in war, their duties extend to holding prayers for victorious outcomes and punishing crime and acts of immorality within the San d'Orian army. An order of the temple knights consists of around sixty units led by a general. An average unit is formed by thirty myrmidons under the command of a temple knight and ten temple squires who have been baptized by the papsque. A grand temple knight has ten temple Knights as subordinates, and accordingly commands a force ten times the strength of a normal unit. All funding for Temple Knight activities comes from the San d'Oria cathedral, so while they are theoretically under the command of the king, any large-scale mobilization requires the permission of the papsque. The royal guard is charged with defending the royal family, and is made up of about one hundred elite soldiers selected from both the royal and temple knights. The reserve knights are the various mercenaries and volunteers who fight alongside the San d'Orian armies in times of battle. Since they are only paid in times of war, many have taken to adventuring in the peace following the Crystal War. The final knight organization is the now-extinct order of the dragon knights. The dragoons of the dragon knights were once under the direct command of the king and comprised of elite warriors who were able to command dragons and wield spears with expert accuracy, but their order no longer exists. While there are still rumors of dragoons appearing throughout Vana'diel, there are no longer any in the service of the San d'Orian army.

The two lions on the San d'Orian flag represent the Royal Knights and the Temple Knights, who safeguard the crown, which represents the royal family.

The Federation of Windurst

http://img.photobucket.com/albums/v287/Magil/windurst.gif
Tribes of tarutaru from the sweeping grasslands and neighboring islands of southern Mindartia united to form this league of states. Later, mithra immigrants from the nearby Elshimo islands joined the tarutaru of Windurst, helping to expand the growing nation. It is governed by a council of representatives from the five ministries of magic, legacies of the five founding tribes. Their decisions are based on the prophecies of the mystic tarutaru Star Sybil who resides in the fabled Heavens Tower, guarded by the patriarch protectors under the command of Semith Lafihna. In one section of the city live the mithra, a race of natural hunters whose skills have brought a new source of wealth to Windurst, led by their stand-in chiefteness, Perih Vashi. While the true chiefteness resides on the distant Elshimo islands, the mithra of Windurst answer to Perih Vashi first. The capital, Windurst City, is a thriving city of magic and trade. Centered around a giant tree of unknown origin, it can barely be imagined that 20 years ago it was nearly razed in the war. The federation itself is surrounded by the vast fields of Sarutabaruta, a wild grassland home to many unique species of plants, as well as the mysterious ruined towers of Horutoto.

A highly advanced form of magical energy is used in many aspects of Windurstian life. The doll-like cardians and brightly glowing fluoro-flora are just a few examples of this power put to practical use. Industry in Windurst also includes the refinement of bronze, but the use of metallic substances is generally not favored. The individual cultures of the tarutaru and mithra tribes are respected and treasured, and evidence of this can be seen in every area of the city. The Federation of Windurst was the hardest hit by the ravages of the Crystal War, but with the assistance of the mithra, the damage has been completely repaired. Tarutaru culture is far from materialistic. In relation to the tarutaru's small size, their residences are spacious and comfortable. The city always has an abundance of food; tarutaru magic enhances crop yields, and the mithra use their hunting and fishing skills to keep the markets overflowing with meat and fish.

The five ministries of magic in Windurst manage the affairs of the federation under the directive of the Star Sibyl. The Orastery is the ministry of magical power, where war warlocks are trained and the secrets of magic are kept and documented. It is led by the minister Ajido-Maruijido, who is also commander of the war warlocks. His sister, the minister Apururu, heads the Manustery, which is the ministry in charge of development and research of the cardian automatons. The Optistery not only keeps historical documents of Windurst, but also researches the stars and heavenly bodies, and is led by the minister Tosuka-Porika. The hero of Windurst, Karaha-Baruha, was the Optistery minister during the Crystal War. The Rhinostery focuses on the cultivation and properties of plants, and is headed by the minister Rukususu. The Aurastery is a school devoted to educating the youth of Windurst, and is headed by the minister Koru-Moru.

The Windurstian military consists of twelve brigades of war warlocks and four brigades of mithra mercenaries. Each war warlock brigade is led by a master caster, who is advised in strategy and command matters by several wise wizards. The actual fighting is carried out by the eight caster companies, each headed by a caster captain who commands thirty veteran soldiers known as combat casters. A caster company is further reinforced with one hundred cardians controlled by a group of tactician magicians. Combat casters must undergo several grueling testing procedures before being accepted into the war warlocks, so their level of expertise in the magical arts is exceptionally high. While the number of war warlocks is relatively low, their power can turn the tide of a battle. The mithra mercenaries are not a permanent part of the federation forces. They are led by the stand-in Mithra chiefteness, Perih Vashi. The free-spirited mithra, despite being the central element of the army, did not wish to become a regimented force; the mithra selected the looser structural organization of a mercenary force. The mercenary major has several mercenary companies under her command, but this number can rise or fall depending on the hunting season. Each mercenary company is led by a mercenary captain, with around one hundred mercenaries assigned to each company. These companies are often joined by an extra fifty or so freeswords, inexperienced soldiers that come under the tutelage of the veteran mercenaries. The patriarch protectors are a unit charged with the protection and security of the various ministries and the parliament of patriarchs. For the sake of security, their numbers and equipment have not been made public, though the unit is thought to hold close to one hundred members.

The five stars connected to the tree on the flag of Windurst symbolize the five ministries of magic, on the branches of the tree that represents Heaven's Tower.

The Grand Duchy of Jeuno

http://img.photobucket.com/albums/v287/Magil/jeuno.gif
The Grand Duchy of Jeuno is built upon Heaven's Bridge, a massive series of towers and bridges that connects the two major continents Mindartia and Quon. Jeuno is ruled by the archduke Kam'lanaut, and while it is a relatively small city, it hosts a booming population of people of all races, from humes to goblins. Kam'lanaut is the one that united the great nations under the banner of the united forces of Altana during the Crystal War. Jeuno is the central hub for airship travel between the other three great nations, and first in the management of diplomatic affairs. The pirate and smuggling group Tenshodo also has a significant presence in the city of Jeuno. While their main base of operations lies in Norg somewhere in the Elshimo islands, a large division of Tenshodo led by the master smuggler Aldo operates well within Jeuno.

The ducal guard is a small, elite unit led by the hume general Wolfgang. Jeuno has no real army, but the ducal guard acts as both a police force within Jeuno and a defense force to protect Jeuno in wartime.

The Jeuno flag bears the seal of Jeuno, which is a triangle, with each edge symbolizing Jeuno's connection to the other three great nations, and the center represents the gigantic series of bridges that connects Mindartia and Quon.

Character Classes

Changes to the Character Class System
Some things will be handled differently from the d20 DnD SRD.

Alignment
No classes will have alignment requirements or restrictions. However, certain classes will be expected to be played in a certain manner, and breaking character is grounds for a DM pimp-slap and/or a visit from King Behemoth.

MP System
Rather than using spells-per-day, magic uses a Magic Point(Spell Points) system. No class prepares spells, and no class has a maximum amount of spells learned. Learning spells and using MP is described in depth in the magic section. The character's maximum MP and the maximum spell level she can cast from is listed in the appropriate class description.

Weapon Skill
Weapon Skill Points are used to determine which "Weapon Skills" you can use(see Tactical Point System, below). A character gets a certain number of Weapon Skill Points she can use that are treated much like skill points. A character must have proficiency with the selected weapon before she can spend allocate Weapon Skill Points to that weapon, thusly, a character has skill with each weapon he or she is proficient with. The maximum rank for a weapon skill is 3 + the character's character level (same as the max rank for a skill).

Iterative Attacks
Iterative attacks have been removed in favor of the Tactical Points system. Additional attacks may be granted by weapon skills and spells such as Haste, feats like Two-Weapon Fighting, class features like double attack or magical items.

Nu
2007-09-16, 11:49 PM
Base Classes

Warrior
Description
The warrior is a master of combat. Equally adept at offense and defense, with heavy armor and access to a wide array of weapons, the warrior is a front-line combatant to be feared and respected. What she lacks in subtlety she makes up for in skill, as this is no brute--the warrior is a disciplined soldier who has studied the art of battle.

Hit Die
d10

Class Skills
The warrior's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Ride (Dex), and Swim (Str).

Skill Points at 1st Level
(4 + Int modifier) x 4.

Weapon Skill Points at 1st Level
(3 + Int modifier) x 4.

Skill Points at Each Additional Level
4 + Int modifier.

Weapon Skill Points at Each Additional Level
3 + Int modifier.

The Warrior
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+2|
+0|
+0|Bonus Feat, Provoke

2nd|
+2|
+3|
+0|
+0|Bonus Feat

3rd|
+3|
+3|
+1|
+1|Berserk

4th|
+4|
+4|
+1|
+1|Bonus Feat

5th|
+5|
+4|
+1|
+1|Defender

6th|
+6|
+5|
+2|
+2|Bonus Feat

7th|
+7|
+5|
+2|
+2|Double Attack

8th|
+8|
+6|
+2|
+2|Bonus Feat

9th|
+9|
+6|
+3|
+3|Warcry, Mettle

10th|
+10|
+7|
+3|
+3|Bonus Feat

11th|
+11|
+7|
+3|
+3|Aggressor

12th|
+12|
+8|
+4|
+4|Bonus Feat

13th|
+13|
+8|
+4|
+4|Savagery

14th|
+14|
+9|
+4|
+4|Bonus Feat

15th|
+15|
+9|
+5|
+5|Double Strike

16th|
+16|
+10|
+5|
+5|Bonus Feat

17th|
+17|
+10|
+5|
+5|Mighty Strike

18th|
+18|
+11|
+6|
+6|Bonus Feat

19th|
+19|
+11|
+6|
+6|

20th|
+20|
+12|
+6|
+6|Battle Master, Bonus Feat[/table]

Weapon and Armor Proficiency
A warrior is proficient with all simple and martial weapons and with all armor and shields.

Bonus Feat
At the 1st level and each even-numbered level thereafter, the warrior gets a bonus feat. This bonus feat is any feat marked as a warrior bonus feat(see Feats).

Provoke (ex)
As a standard action, the warrior may make an Intimidate check opposed by an opponent's Sense Motive check. If the warrior threatens the target, this is reduced to a swift action. The target must be able to see and hear the warrior and be within 30'. If the warrior wins the check, the opponent must attempt to target the warrior with any attacks or offensive actions it makes on its next turn. If it cannot do so, then it must attempt to move into range of the warrior and try again, and if it is unable to move close enough, it may target something else.

Berserk (ex)
A warrior of the 3rd level or higher can sacrifice defense for improved weapon damage. On a warrior's action, before making attack rolls for a round, a warrior may go into the berserk stance. A warrior in this stance gains several benefits, based on her warrior level.

A warrior in the berserk stance gains a +4 bonus to damage rolls This bonus increases to +6 at the 9th level, and +8 at the 15th level. She also gains a +2 morale bonus to Will saves against fear and charm effects. This bonus increases to +3 at the 9th level and +4 at the 15th level.

While in the berserk stance, the warrior's armor, natural armor, and shield bonuses to armor class are halved. The warrior adds 1.5x her Strength bonus to damage rolls with one-handed weapons instead of just her Strength bonus. She adds her Strength bonus to damage rolls made with offhand weapons instead of half her strength bonus, and 2.5x her Strength bonus to attacks made with two-handed weapons instead of double her Strength bonus.

Beginning at the 10th level, whenever the warrior fails a Will save in Berserk stance, she may delay the effect until the berserk effect wears off. This does not count against the spell's duration.

A warrior of the 12th level or higher is immune to fear (magical or otherwise) while in the berserk stance.

The berserk stance remains active until the warrior's next turn. Berserk cannot be activated if the warrior is in the defender stance.

Defender (ex)
A warrior of the 5th level or higher can sacrifice damage for defense. On a warrior's action, before making attack rolls for a round, she may choose to adopt the defender stance. While in this stance, the warrior gains several benefits.

The warrior may not add her Strength modifier to damage rolls as normal while in the defender stance. However, she gains damage reduction equal to her Strength bonus(if any). This damage reduction increases by 2 at the 9th level and 4 at the 15th level. The warrior ignores an amount of damage any attack would deal to her equal to her Strength bonus (+2 at the 9th level, +4 at the 15th level) while defender is active.

Beginning at the 10th level, a warrior is immune to the first use of Power Attack used against her in a given round while in the defender stance. The first foe that uses Power Attack against a warrior in the defender stance takes the penalty on attack rolls but deals no additional damage from Power Attack.

A warrior of the 12th level or higher gets a +1 Dodge bonus to armor class until the beginning of his next turn each time she is attacked while in the defender stance.

The defender stance remains active until the warrior's next turn. Defender cannot be activated if the warrior is in the berserk stance.

Double Attack (ex)
A warrior of the 7th level or higher has the chance to gain an extra attack whenever she connects with a melee attack. Each time a warrior makes a successful melee attack she has a 25% chance to make an additional, immediate attack at the same attack bonus as the attack that triggered double attack. This attack must be on the same target as the attack that triggered double attack. Attacks made using a weapon skill, readied actions, and attacks of opportunity may trigger double attack, but the extra attack only gains damage roll bonuses that a normal melee attack on that round would gain(such as those from berserk). The extra attack must be made with the same weapon as the one that triggered double attack. Extra attacks gained via double attack cannot trigger double attack.

Warcry (su)
Once per encounter, a warrior of the 9th level or higher can let loose a savage warcry to increase the battle effectiveness of herself and her comrades. As a swift action, the warrior gives her allies within 60'(including the warrior herself) gets a morale boost to attack and damage rolls equal to 1/3rd of the warrior's class level(rounded down). These bonuses last a number of rounds equal to 2 + the warrior's Charisma bonus(treat a negative modifier as 0).

Mettle (ex)
A warrior of the 9th level or higher can resist magical attacks with greater effectiveness. If a warrior succeeds on a Fortitude or Will save against an attack that would normally produce a lesser effect on a successful save, she instead negates the effect. A warrior doesn't gain the benefit of mettle while unconscious or sleeping.

Aggressor (ex)
A warrior of the 11th level or higher may sacrifice evasion for accuracy. On a warrior's action, before making attack rolls for a round, she may adopt the aggressor stance. While in this stance, the warrior gains several benefits.

The warrior loses her Dexterity bonus to armor class. Unlike most effects that cause a character to lose her Dexterity bonus to armor class, the warrior only loses half of her total dodge bonus to armor class while using aggressor. Other effects that cause the warrior to lose her Dexterity bonus to armor class still cause the warrior to lose all dodge bonuses. In addition, the warrior gains a +5 bonus to attack rolls plus an additional +1 bonus to attack rolls for every 2 AC lost upon adopting the stance.

In addition, whenever the warrior is attacked in the aggressor stance, the attacker provokes an attack of opportunity from the warrior. This does not grant the warrior additional attacks of opportunity in a given round.

The aggressor stance remains active until the warrior's next turn. The aggressor stance can be stacked with either berserk or defender.

Savagery (ex)
A warrior of the 13th level or higher has an even fiercer warcry. Whenever the warrior uses the warcry ability, all allies within 60'(including the warrior herself) gets 30 + 10 x the warrior's Charisma bonus(treat a negative modifier as 0) TP.

Double Strike (ex)
As a free action once per encounter, a warrior of the 15th level or higher may increase the chance for her next attack to trigger double attack to 100%.

Mighty Strike (ex)
Once per day, a warrior of the 17th level or higher may focus her savagery into a single attack. Mighty strike is activated as a swift action. The next successful attack the warrior makes automatically scores a threat, and the warrior gets a +20 bonus to the critical confirmation roll for this attack. A warrior must go at least 8 hours without significant battle to regain use of this ability.

Battle Master (ex)
A warrior of the 20th level or higher is a peerless battle master. She gains several benefits.

The warrior gets an additional attack of opportunity per round.
Whenever a warrior strikes a foe, she gains a +2 circumstance bonus to armor class against that foe.
While in the berserk stance, the warrior is immune to mind-affecting abilities.
While in the defender stance, the warrior is immune to critical hits and precision-based damage.
While in the aggressor stance, the warrior retains her Dexterity bonus and Dodge bonus to armor class against attacks of opportunity.

Thief

Hit Die
d6

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

Skill Points at 1st Level
(8 + Int modifier) x 4.

Weapon Skill Points at 1st Level
(2 + Int modifier) x 4.

Skill Points at Each Additional Level
8 + Int modifier.

Weapon Skill Points at Each Additional Level
2 + Int modifier.

The Thief
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+0|
+2|
+0|Sneak Attack +1d6, Trapfinding

2nd|
+1|
+0|
+3|
+0|Evasion

3rd|
+2|
+1|
+3|
+1|Sneak Attack +2d6, Trap Sense +1

4th|
+3|
+1|
+4|
+1|Trick Attack +1d6

5th|
+3|
+1|
+4|
+1|Uncanny Dodge

6th|
+4|
+2|
+5|
+2|Sneak Attack +3d6, Trap Sense +2, mug

7th|
+5|
+2|
+5|
+2|Accomplice, flee

8th|
+6|
+2|
+6|
+2|Trick Attack +2d6

9th|
+6|
+3|
+6|
+3|Sneak Attack +4d6, Trap Sense +3

10th|
+7|
+3|
+7|
+3|Improved Uncanny Dodge, Special Ability

11th|
+8|
+3|
+7|
+3|Assassin

12th|
+9|
+4|
+8|
+4|Sneak Attack +5d6, Trap Sense +4, Trick Attack +3d6

13th|
+9|
+4|
+8|
+4|Special Ability

14th|
+10|
+4|
+9|
+4|Hide in plain sight

15th|
+11|
+5|
+9|
+5|Sneak Attack +6d6, Trap Sense +5

16th|
+12|
+5|
+10|
+5|Special Ability, Trick Attack +4d6

17th|
+12|
+5|
+10|
+5|Triple Attack

18th|
+13|
+6|
+11|
+6|Sneak Attack +7d6, Trap Sense +6

19th|
+14|
+6|
+11|
+6|Special Ability

20th|
+15|
+6|
+12|
+6|Trick Attack +5d6, perfect dodge
[/table]

Weapon and Armor Proficiency
A thief is proficient with all simple weapons, as well as the hand crossbow, knife, rapier, and short sword. Thieves are proficient with light armor, as well as the buckler.

Sneak attack
If a thief can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The thief’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the thief flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 at every third thief level. Should the thief score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With an unarmed strike, a thief can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. A thief can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The thief must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A thief cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

Trapfinding
Thieves (and only thieves) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Thieves (and only thieves) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. A thief who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

Evasion (Ex)
At 2nd level and higher, a thief can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the thief is wearing light armor or no armor. A helpless thief does not gain the benefit of evasion.

Trap sense (Ex)
At 3rd level, a thief gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the thief reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level. Trap sense bonuses gained from multiple classes stack.

Trick attack
If a thief of the 4th level or higher is able to strike at a foe at the same time as one of her allies, she can take advantage of the opportunity to strike more viciously and even trick the monster into thinking the attack came from her ally. The thief's attack deals extra damage whenever she readies an attack action to strike whenever an ally attacks the same foe. The extra damage is 1d6 at the 4th level and increases by an additional 1d6 every fourth thief level thereafter. In order for this additional damage to be dealt, both the thief's attack and her ally's attack must be successful. The foe must make a Sense Motive check with a DC equal to the damage dealt by the attack or it believes that the attack came from the one who struck alongside the thief. Should the thief score a critical hit with a trick attack, this extra damage is not multiplied. Ranged attacks can count as trick attacks only if the target is within 10 feet and you are standing within 5 feet of the ally executing the attack. She may use a trick attack to deal nonlethal damage with an unarmed strike or the standard -4 penalty. If the target can be sneak attacked and is flanked by the rogue or denied its Dexterity bonus to AC, trick attack damage may be stacked with sneak attack damage.

Uncanny dodge (ex)
Starting at 5th level, a thief can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized. If a thief already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead.

Mug (Ex)
At the 6th level, the thief gains the ability to mug a victim while sneak attacking. Whenever the thief hits with a sneak attack and the thief has a free hand, she may make a disarm attempt to grab an item worn by the target as a free action. Mugging an opponent doesn't provoke an attack of opportunity as a normal grabbing attempt would, but it still uses an unarmed strike attack roll.

Accomplice (Ex)
From the 7th level onwards, the presence of other people within 5 feet is considered sufficient cover for a thief to hide.

Flee (ex)
Starting at the 7th level, a rogue may flee at increased speed. A number of times per day equal to the thief's Constitution modifier (minimum 1/day), the thief may triple her movement speed for 30 seconds(5 rounds). Flee increases the thief's jumping distance as normal for increased speed. This does not stack with other effects that increase the thief's movement speed.

Improved uncanny dodge (ex)
A thief of 10th level or higher can no longer be flanked. This defense denies another thief the ability to sneak attack the character by flanking her, unless the attacker has at least four more thief levels than the target does. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum thief level required to flank the character.

Special abilities
On attaining 10th level, and at every three levels thereafter (13th, 16th, and 19th), a thief gains a special ability of her choice from among the following options.

Crippling strike (ex)
A thief with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.

Defensive roll (ex)
The thief can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the thief can attempt to roll with the damage. To use this ability, the thief must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll—if she is denied her Dexterity bonus to AC, she can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the thief’s evasion ability does not apply to the defensive roll.

Improved evasion (ex)
This ability works like evasion, except that while the thief still takes no damage on a successful Reflex saving throw against attacks henceforth she takes only half damage on a failed save. A helpless thief does not gain the benefit of improved evasion.

Opportunist (ex)
Once per round, the thief can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the thief’s attack of opportunity for that round. Even a thief with the Combat Reflexes feat can’t use the opportunist ability more than once per round. The thief may add trick attack damage to this attack if it is successful (and sneak attack damage as well if the target is denied its Dexterity bonus to armor class or is being flanked by the thief).

Skill mastery
The thief becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions. Upon gaining this ability, she selects a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. A thief may gain this special ability multiple times, selecting additional skills for it to apply to each time.

Feat
A thief may gain a bonus feat in place of a special ability. The thief must meet all prerequisites for the feat.

Assassin (Ex)
A thief of the 11th level or higher may add her Dexterity modifier to the damage rolls of all Trick Attacks. Additionally, the threat range of her weapon is doubled while using Trick Attack (this doesn't stack with other effects that increase her weapon's threat range).

Hide in plain sight (Ex)
A thief of the 14th level or higher can use the Hide skill even while being observed.

Triple attack (Ex)
A thief of the 17th level or higher has the chance to gain two extra attacks whenever she connects with a melee attack. Each time a thief makes a successful melee attack she has a 20% chance to make two additional, immediate attacks at the same attack bonus as the attack that triggered triple attack. This attack must be on the same target as the attack that triggered triple attack. Attacks made using a weapon skill, readied actions, and attacks of opportunity may trigger triple attack, but the extra attack only gains damage roll bonuses that a normal melee attack on that round would gain(such as those from berserk). The extra attack must be made with the same weapon as the one that triggered triple attack. Extra attacks gained via triple attack cannot trigger triple attack.

Perfect dodge (Ex)
Once per day, a thief of the 20th level or higher may gain a +20 dodge bonus to armor class as an immediate action. This bonus lasts until the beginning of the thief's next turn.

Monk
Description
The monk fights with his mind as well as his fists. Forging heavy armor and often, even the use of weaponry, the monk is trained to turn her very body into a lethal weapon. The monk is amazingly resistant to harm, and in a pinch, can dish out some serious damage. Though monks tend to prefer a quiet life, they are ever-vigilant against the threats to themselves and their homelands, and will not hesitate to fight should the call come.

Hit Die
d12

Class Skills
The monk’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).

Skill Points at 1st Level
(6 + Int modifier) x 4.

Weapon Skill Points at 1st Level
(2 + Int modifier) x 4.

Skill Points at Each Additional Level
6 + Int modifier.

Weapon Skill Points at Each Additional Level
2 + Int modifier.

The Monk
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Unarmed Combat|AC Bonus|Speed Bonus

1st|
+1|
+2|
+2|
+2|Bonus Feat, Unarmed Combat|
+1/-1|
+0|
0'

2nd|
+2|
+3|
+3|
+3|Bonus Feat, Evasion|
+2/+0|
+0|
0'

3rd|
+3|
+3|
+3|
+3|Still Mind|
+3/+1|
+0|
10'

4th|
+4|
+4|
+4|
+4|Improved Unarmed Combat, Ki Strike(magic), Slow Fall 20'|
+4/+2|
+0|
10'

5th|
+5|
+4|
+4|
+4|Counter, Resist Virus|
+5/+3|
+1|
10'

6th|
+6|
+5|
+5|
+5|Bonus Feat, Slow Fall 30'|
+6/+4|
+1|
20'

7th|
+7|
+5|
+5|
+5|Chakra|
+7/+5|
+1|
20'

8th|
+8|
+6|
+6|
+6|Slow Fall 40'|
+8/+6|
+1|
20'

9th|
+9|
+6|
+6|
+6|Improved Evasion|
+9/+7|
+1|
30'

10th|
+10|
+7|
+7|
+7|Ki Strike(earth), Slow Fall 50'|
+10/+8|
+2|
30'

11th|
+11|
+7|
+7|
+7|Resist Poison, Greater Unarmed Combat|
+11/+11|
+2|
30'

12th|
+12|
+8|
+8|
+8|Slow Fall 60'|
+12/+12|
+2|
40'

13th|
+13|
+8|
+8|
+8|Spell Resistance|
+13/+13|
+2|
40'

14th|
+14|
+9|
+9|
+9|Slow Fall 70'|
+14/+14|
+2|
40'

15th|
+15|
+9|
+9|
+9|Chi Blast|
+15/+15|
+3|
50'

16th|
+16|
+10|
+10|
+10|Ki Strike(light), Slow Fall 80'|
+16/+16|
+3|
50'

17th|
+17|
+10|
+10|
+10|Mantra|
+17/+17|
+3|
50'

18th|
+18|
+11|
+11|
+11|Slow Fall 90'|
+18/+18|
+3|
60'

19th|
+19|
+11|
+11|
+11|Counterstance|
+19/+19|
+3|
60'

20th|
+20|
+12|
+12|
+12|Hundred Fists, Slow Fall Any Distance|
+20/+20|
+4|
60'
[/table]

Weapon and Armor Proficiency
A monk is proficient with the club, crossbow(light or heavy), nunchuku, quarterstaff, sai, and sling. Monks are proficient with light armor but not shields.

AC Bonus
The monk adds her Wisdom bonus(treat a negative modifier as 0) to her AC as long as she is unencumbered, wears light or no armor, and has no armor check penalty. In addition, the monk gets a +1 bonus to AC at the 5th level and an additional +1 every 5 monk levels thereafter. These bonuses to AC apply even against touch attacks or when the monk is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears medium or heavy armor, when she carries a shield, when she carries a medium or heavy load, or when she wears armor with an armor check penalty.

Unarmed Combat
The monk is always considered to have the Improved Unarmed Strike feat. The monk is considered armed even when she is unarmed. She threatens adjacent squares normally even while carrying no weapons and her attacks do not provoke attacks of opportunity. The monk may also choose whether her attacks deal lethal or nonlethal damage with no penalty. A monk’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. The monk deals more damage with her unarmed strikes than normal individuals; from the 1st level to the 3rd level her unarmed strikes deal 1d6 damage. From the 4th level onwards, consult the chart for Improved Unarmed Strike Bonuses. This damage is not reduced for small creatures or increased for large creatures.

A monk’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a monk may even make unarmed strikes with her hands full. However, if both of the monk's hands are free, she gains an additional bonus. When making unarmed strikes with her fists, she is considered to be fighting with two weapons, her primary hand and her offhand, but does not suffer the usual penalty for attacking with two weapons. The monk attacks with her offhand fist at a -2 penalty and she may attack with her offhand fist even on a standard attack action; she need not use a full attack action to gain this additional attack. All multihit weapon skills are still considered to use her primary hand for each hit. The offhand first still deals damage as a standard unarmed strike for the monk. Both hands must be free and she must attack with her fists to gain these benefits. A monk always applies her full Strength bonus to unarmed strikes, even when attacking with her offhand.

Bonus Feat
At 1st level, a monk may select either Improved Grapple or Stunning Fist as a bonus feat. At 2nd level, she may select either Combat Reflexes or Deflect Arrows as a bonus feat. At 6th level, she may select either Improved Disarm or Improved Trip as a bonus feat. A monk need not have any of the prerequisites normally required for these feats to select them.

Evasion (ex)
At 2nd level or higher if a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.

Fast Movement (ex)
At the 3rd level, the monk gets a +10' bonus to her movement speed. This bonus increases by an additional 10' every 3 monk levels thereafter. The monk loses these bonuses when she wears medium or heavy armor, when she carries a shield, when she carries a medium or heavy load, or when she wears armor with an armor check penalty.

Still Mind (ex)
A monk of 3rd level or higher gains a +2 bonus on Will saving throws against fear and charm effects.

Improved Unarmed Combat
The monk's unarmed strike damage increases to 1d8 at the 4th level and increases every 4 monk levels thereafter. Additionally, from the 4th level onwards, her unarmed strike damage increases with each successive hit made in a single round. Her damage increases on each attack made during her action and continues to increase until the beginning of her next action, at which point it resets to normal. This includes attacks of opportunity made while not in her own action and also includes multi-hit weapon skills. The damage done increases as according to the chart below:

Improved Unarmed Strike Bonuses
Hit # ---------------- Monk Level
{table=head]Attack Number|4th-7th|8th-11th|12th-15th|16th-19th|20th
1st Hit|
1d8|
1d10|
2d6|
2d8|
2d10

2nd Hit|
1d8|
1d10|
2d6|
2d8|
2d10

3rd Hit|
1d10|
2d6|
2d8|
3d6|
3d8

4th Hit|
1d10|
2d6|
2d8|
3d6|
3d8

5th Hit|
2d6|
2d8|
3d6|
3d8|
4d8

6th Hit|
2d6|
2d8|
3d6|
3d8|
4d8

7th Hit|
2d8|
2d10|
3d8|
4d8|
4d10

8th+ Hit|
2d8|
2d10|
3d8|
4d8|
4d10
[/table]

Ki Strike (su)
At 4th level, a monk’s unarmed attacks are empowered with ki. Her unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. From the 10th level onwards, the monk may deal earth damage with her unarmed attacks if she desires. From the 16th level onwards, the monk may deal light damage with her unarmed attacks if she desires.

Slow Fall (ex)
At 4th level or higher, a monk within arm’s reach of a wall can use it to slow her descent. When first using this ability, she takes damage as if the fall were 20 feet shorter than it actually is. The monk’s ability to slow her fall (that is, to reduce the effective distance of the fall when next to a wall) improves with her monk level until at 20th level she can use a nearby wall to slow her descent and fall any distance without harm.

Counter (ex)
Any attacks made by opponents a monk of the 5th level or higher threatens have a 20% chance to provoke an attack of opportunity from the monk. A monk may make an attack of opportunity as a counter a number of times per round equal to her Wisdom bonus(minimum 1/round) without counting towards her number of attacks of opportunity allowed per round. If the monk qualifies for unarmed combat, she may use both unarmed strikes for this attack of opportunity.

Resist Virus (ex)
A monk of the 5th level or higher is immune to all diseases, including magical diseases.

Chakra (su)
At 7th level or higher, a monk can heal her own wounds. She can heal a number of hit points of damage equal to twice her current monk level + her Wisdom bonus(treat a negative modifier as 0) each day, and she can spread this healing out among several uses. In addition, once per day she can remove all negative status conditions from herself. These two abilities may be used separately or as a single standard action.

Improved Evasion (ex)
At 9th level, a monk’s evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion.

Greater Unarmed Combat (ex)
From the 11th level onwards, the monk no longer suffers the -2 attack roll penalty when attacking with her offhand using an unarmed strike. Her secondary fist is no longer considered an offhand weapon.

Resist Poison (ex)
A monk of the 11th level or higher is immune to all poisons.

Abundant Step (su)
At the 12th level, a monk gains the ability to slip magically between spaces. As a standard action, the monk disappears and teleports up to 50 feet away. A monk must have line of sight and line of effect to her destination. If the monk attempts to use abundant step to enter an occupied space, the use is wasted and the monk does not move. A monk may use abundant step a number of times per day equal to her Wisdom bonus(minimum 1/day).

Spell Resistance (ex)
At 13th level, a monk gains spell resistance equal to her current monk level + her Wisdom modifier + 10. In order to affect the monk with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the monk’s spell resistance.

Chi Blast (sp)
A monk of the 15th level or higher may focus her inner 'chi' to form a burst of spiritual energy as a standard action. The monk makes a ranged touch attack against a single target within 100' + 10' per monk level. If successful, the target takes damage equal to 20% of the monk's current HP, rounded down. Any bonuses that affect normal melee damage rolls may be added to this damage total, as it can be considered an unarmed melee attack with base damage equal to 20% of the monk's current HP.

Mantra (su)
A monk of the 17th level or higher may use her Chakra ability on allies by touching them. Additionally, she can use her Chakra ability to heal status conditions an additional number of times per day equal to her Wisdom bonus(treat a negative modifier as 0).

Counterstance (ex)
Once per day, a monk of the 19th level or higher may adopt a stance that allows her to counterattack with ease, but leaves her more open to attack. While in this stance, she loses the bonus to AC granted by her monk level and Wisdom modifier. However, all attacks against the monk by opponents the monk threatens provoke attacks of opportunity as per the counter class feature(which means she may make attacks of opportunity without them counting as her attacks of opportunity for the round as per her Wisdom modifier). This stance lasts for a number of rounds equal to the monk's Wisdom modifier + 3 or until dismissed. Entering or dismissing counterstance is a swift action.

Hundred fists (ex)
Once per day, a monk of the 20th level or higher may invoke the hundred fists technique. On a full attack action, the monk can continuously make unarmed strikes. There is no limit to how many attacks she may make in one round using this ability, but she must stop as soon as she misses or deals no damage on a successful attack. Each attack after the first incurs a cumulative -2 penalty to the attack roll.

Black Mage
Description
The black mage is the master of black magic. She has mastered the elemental forces of magic and can manipulate them into powerful spells, typically focused on damage and disabling. Black magic is a very powerful force, but if used improperly it is not a very effective weapon--and thus black mages must be learned individuals who know what spells to cast when. A smart black mage chooses spells the that her foes are most vulnerable to, and casts them to great effect.

Hit Die
d4

Class Skills
The black mage’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int).

Skill Points at 1st Level
(2 + Int modifier) x 4.

Weapon Skill Points at 1st Level
(1 + Int modifier) x 4.

Skill Points at Each Additional Level
2 + Int modifier.

Weapon Skill Points at Each Additional Level
1 + Int modifier.

The Black Mage
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Max MP|Max Spell Level

1st|
+0|
+0|
+0|
+2|Scribe Scroll|
2|
1

2nd|
+1|
+0|
+0|
+3||
4|
1

3rd|
+1|
+1|
+1|
+3||
7|
2

4th|
+2|
+1|
+1|
+4|Elemental Seal 1/day|
11|
2

5th|
+2|
+1|
+1|
+4|Magic attack bonus +1|
16|
3

6th|
+3|
+2|
+2|
+5||
24|
3

7th|
+3|
+2|
+2|
+5||
33|
4

8th|
+4|
+2|
+2|
+6|Elemental Seal 2/day|
44|
4

9th|
+4|
+3|
+3|
+6|Conserve MP|
56|
5

10th|
+5|
+3|
+3|
+7|Magic attack bonus +2|
72|
5

11th|
+5|
+3|
+3|
+7||
88|
6

12th|
+6|
+4|
+4|
+8|Elemental Seal 3/day|
104|
6

13th|
+6|
+4|
+4|
+8||
120|
7

14th|
+7|
+4|
+4|
+9|Mana Font|
136|
7

15th|
+7|
+5|
+5|
+9|Magic attack bonus +3|
152|
8|

16th|
+8|
+5|
+5|
+10|Elemental Seal 4/day|
168|
8

17th|
+8|
+5|
+5|
+10|Elemental Focus|
184|
9

18th|
+9|
+6|
+6|
+11||
200|
9

19th|
+9|
+6|
+6|
+11||
216|
9

20th|
+10|
+6|
+6|
+12|Magic attack bonus +4, Elemental Seal 5/day|
232|
9
[/table]

Weapon and Armor Proficiency
A black mage is proficient with the club, crossbow(light or heavy), dagger, quarterstaff, scythe, and short spear. Black mages are not proficient with any armor or shields. Armor of any type interferes with a black mage's movements, which can cause her spells with somatic components to fail.

Spells
A black mage casts black magic spells which are drawn from the black mage spell list. A black mage can cast any spell she knows at will and may know any number of spells. Learning spells is described in detail in the magic section. A black mage begins play knowing three 1st level spells.

To learn, prepare, or cast a spell, the black mage must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a black mage's spell is 10 + the spell level + the black mage's Intelligence modifier.

Like other spellcasters, a black mage can cast only as long as she has the required MP. Her maximum MP each level is given on Table: The Black Mage. She recovers MP by resting, as described in the magic section. In addition, she receives bonus MP if she has a high Intelligence score.

Scribe scroll
A black mage gets Scribe Scroll at the first level as a bonus feat.

Elemental seal (su)
At the 4th level, the black mage gains the ability to allow her next spell she casts to overcome the target's spell defenses with ease. Elemental Seal is activated as a swift action. The spell gets a +20 bonus to caster level checks made to overcome spell resistance. If the target is naturally resistant to the spell, the spell ignores this resistance(but not immunity). The black mage gains an additional use of this ability per day at the 8th level and every four levels thereafter.

Magic attack bonus (ex)
From the 5th level onwards, the black mage's effective caster level is increased by 1 when casting elemental spells. This stacks with similar effects. This caster level bonus increases by an additional 1 at the 10th, 15th, and 20th levels.

Conserve MP (ex)
Whenever a black mage of the 9th level or higher casts a spell, she has a 20% chance to cast the spell at half the total MP cost. This ability does not stack with mana font.

Mana font (su)
At the 14th level, the black mage gains the ability to activate mana font as a swift action. Mana font lasts a number of rounds equal to 1 + the black mage's Intelligence bonus(treat a negative modifier as 0). While under the effect of mana font, all spells cost 1 MP regardless of their spell level, and you automatically succeed all Concentration checks to cast defensively. Metamagic feats may not be used while using Mana Font.

Elemental focus (su)
Once per day, a black mage of the 17th level or higher may add an additional effect on one of her elemental seal uses. Elemental focus increases the save DC of a spell with the elemental seal benefit by an amount equal to the black mage's Intelligence bonus(treat a negative modifier as 0). All variable effects of the spell are maximized.

Black Mage Spell List
1st level: Stone, Water, Aero, Blind, Poison, Blaze Spikes, Feather
2nd level: Fire, Blizzard, Thunder, Stonega, Waterga, Aeroga, Bio, Sleep, Tractor, Drain, Stun
3rd level: Stone II, Water II, Aero II, Firaga, Blizzaga, Thundaga, Ice Spikes, Rasp, Drown, Choke, Burn, Frost, Shock, Poisonga
4th level: Fire II, Blizzard II, Thunder II, Stonega II, Waterga II, Aeroga II, Bind, Aspir, Warp, Poison II
5th level: Stone III, Water III, Aero III, Firaga II, Blizzaga II, Thundaga II, Shock Spikes, Bio II, Sleep II, Drain II
6th level: Fire III, Blizzard III, Thunder III, Stonega III, Waterga III, Aeroga III, Poisonga II, Warp II
7th level: Stone IV, Water IV, Aero IV, Firaga III, Blizzaga III, Aeroga III, Doom
8th level: Fire IV, Blizzard IV, Thunder IV, Stonega IV, Waterga IV, Aeroga IV, Flare, Bio III, Drain III
9th level: Firaga IV, Blizzaga IV, Thundaga IV, Quake, Flood, Tornado, Merton, Freeze, Burst, Death

Nu
2007-09-16, 11:52 PM
Base Classes(Continued)

White Mage
Description
The white mages are the healers of Vana'diel. Their mastery of white magic gives them the ability to heal even the most grievous of wounds in the midst of battle, and cure almost any aliment suffered by an ally. The white mage keeps her teammates going--without her, their more powerful enemies would surely overpower them. A white mage can turn the tide of battle with a single spell, and this is not a power to be taken lightly. With the gift of white magic comes great responsibility.

Hit Die
d6

Class Skills
The white mage's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Perform (Cha), Profession (Wis), and Spellcraft (Int).

Skill Points at 1st Level
(2 + Int modifier) x 4.

Weapon Skill Points at 1st Level
(1 + Int modifier) x 4.

Skill Points at Each Additional Level
2 + Int modifier.

Weapon Skill Points at Each Additional Level
1 + Int modifier.

The White Mage
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Max MP|Max Spell Level

1st|
+0|
+0|
+0|
+2|Martyr|
2|
1

2nd|
+1|
+0|
+0|
+3||
4|
1

3rd|
+1|
+1|
+1|
+3|Magic defense bonus +1|
7|
2

4th|
+2|
+1|
+1|
+4|Divine Seal 1/day|
11|
2

5th|
+2|
+1|
+1|
+4||
16|
3

6th|
+3|
+2|
+2|
+5|Magic defense bonus +2, regeneration|
24|
3

7th|
+3|
+2|
+2|
+5||
33|
4

8th|
+4|
+2|
+2|
+6|Divine Seal 2/day|
44|
4

9th|
+4|
+3|
+3|
+6|Magic defense bonus +3|
56|
5

10th|
+5|
+3|
+3|
+7|Devotion|
72|
5

11th|
+5|
+3|
+3|
+7||
88|
6

12th|
+6|
+4|
+4|
+8|Divine Seal 3/day, magic defense bonus +4|
104|
6

13th|
+6|
+4|
+4|
+8||
120|
7

14th|
+7|
+4|
+4|
+9|Benediction|
136|
7

15th|
+7|
+5|
+5|
+9|Magic defense bonus +5|
152|
8|

16th|
+8|
+5|
+5|
+10|Divine Seal 4/day|
168|
8

17th|
+8|
+5|
+5|
+10|Divine Veil|
184|
9

18th|
+9|
+6|
+6|
+11|Magic defense bonus +6|
200|
9

19th|
+9|
+6|
+6|
+11||
216|
9

20th|
+10|
+6|
+6|
+12|Divine Seal 5/day|
232|
9
[/table]

Weapon and Armor Proficiency
A white mage is proficient with the club, crossbow(light or heavy), light mace, maul, quarterstaff, and shortbow. White mages are not proficient with any armor, but they are proficient with shields. Armor of any type interferes with a white mage's movements, which can cause her spells with somatic components to fail. A white mage may still cast spells freely while carrying a light shield or buckler.

Spells
A white mage casts white magic spells which are drawn from the white mage spell list. A white mage can cast any spell she knows at will and may know any number of spells. Learning spells is described in detail in the magic section. A white mage begins play knowing three 1st level spells.

To learn, prepare, or cast a spell, the white mage must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a white mage's spell is 10 + the spell level + the white mage's Wisdom modifier.

Like other spellcasters, a white mage can cast only as long as she has the required MP. Her maximum MP each level is given on Table: The White Mage. She recovers MP by resting, as described in the magic section. In addition, she receives bonus MP if she has a high Wisdom score.

Martyr (su)
By touching a creature, the white mage can channel her own lifeforce into that of the touched creature. The white mage loses any amount of HP to cure double that amount of damage on the touched creature. The white mage may use this ability a number of times per day equal to her Wisdom bonus(treat a negative modifier or a modifier of zero as 1). Unlike other healing abilities, this has no effect on the undead. The damage the white mage deals to herself is unaffected by any effects that reduce damage. The white mage cannot use this ability on herself.

Magic Defense Bonus (ex)
At the 3rd level, the white mage gains a +1 bonus to saving throws against supernatural abilities, spells, and spell-like effects. This bonus increases by 1 every 3 levels thereafter.

Divine Seal (su)
At the 4th level, the white mage gains the ability to allow her next healing spell to be especially potent. Divine Seal is activated as a swift action. The next Cure or Curaga spell cast after using Divine Seal has its dice rolls maximized, and the caster level for the white mage casting the spell is increased by 1 + (spell level / 2) + (caster's white mage level / 4). The white mage gains an additional use of this ability per day at the 8th level and every four levels thereafter.

Regeneration (ex)
From the 6th level onwards, the white mage heals 1 point of damage per white mage level every hour. Nonlethal damage heals at a rate of 1 point per white mage level every five minutes. This ability cannot be aided with the Heal skill.

Devotion (su)
Once per day, a white mage of the 10th level or higher may touch a creature other than herself and channel her own lifeforce to restore magic power to the touched creature. The white mage loses any amount of HP to restore half that much MP to the touched creature(this may not allow the creature to exceed its maximum MP). The white mage may not use this ability on herself. This ability may be used once per day. The damage the white mage deals to herself is unaffected by any effects that reduce damage.

Benediction (su)
Once per day, a white mage of the 14th level or higher may heal with great power. All creatures of the white mage's choice within 50' of the white mage are healed for an amount equal to double the white mage's maximum HP. Unlike other healing abilities, this has no effect on the undead.

Divine Veil (su)
From the 17th level onwards, the white mage may use her divine seal ability on spells that remove status conditions as well. When doing so, these spells remove the appropriate conditions from all targets within a 60' of the touched creature.

White Mage Spell List
1st level: Cure, Protect, Dia, Poisona, Banish, Glow, Rejuvenate
2nd level: Curaga, Banishga, Shell, Paralyze, Blindna, Silena, Flash, Deodorize, Restore
3rd level: Cure II, Protectra, Shellra, Paralyna, Slow, Aquaveil, Sneak, Banish II, Regen, Barelementra
4th level: Curaga II, Banishga II, Protect II, Invisbility, Blink, Haste, Silence, Dia II, Erase
5th level: Cure III, Shell II, Stoneskin, Teleport, Raise, Banish II, Viruna, Regen II
6th level: Curaga III, Banishga III, Protectra II, Shellra II, Reraise, Stona, Cursna
7th level: Cure IV, Protect III, Raise II, Banish IV, Dia III, Regen III
8th level: Curaga IV, Banisga IV, Shell III, Reraise II, Esuna
9th level: Cure V, Protectra III, Shellra III, Raise III, Holy, Antielement Field

Red Mage
Description
Red mages in a word? Versatility. The red mage combines the aspects of the warrior, thief, white mage, and black mage into one, unique package. Though the red mage is not as skilled at front-line combat as the warrior or monk, and she lacks the precise skill of the ninja and thief, and she is not as adept at weaving magic as the black or white mage, she can do a little of it all and she's proud of it. The red mage can fulfill any role the party lacks--and she has a few unique tricks of her own, as well.

Hit Die
d8

Class Skills
All class skills are considered class skills for the red mage. However, the maximum skill rank for a given skill is 1 rank lower for the red mage than it is for any other class. Thus, a multiclass character who takes a level of red mage does not increase her maximum skill level for the first level of red mage, but she does for each red mage level thereafter.

Skill Points at 1st Level
(6 + Int modifier) x 4.

Weapon Skill Points at 1st Level
(2 + Int modifier) x 4.

Skill Points at Each Additional Level
6 + Int modifier.

Weapon Skill Points at Each Additional Level
2 + Int modifier.

The Red Mage
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Max MP|Max Spell Level

1st|
+0|
+0|
+2|
+2|Spellblade +1d6|
1|
1

2nd|
+1|
+0|
+3|
+3|Doublecast 1/day, Special Ability|
3|
1

3rd|
+2|
+1|
+3|
+3||
5|
2

4th|
+3|
+1|
+4|
+4|Spellblade +2d6|
9|
2

5th|
+3|
+1|
+4|
+4|Doublecast 2/day|
13|
2

6th|
+4|
+2|
+5|
+5|Convert 1/day, Special Ability|
21|
3

7th|
+5|
+2|
+5|
+5|Spellblade +3d6|
29|
3

8th|
+6|
+2|
+6|
+6|Sage's Recall(1 spell)|
40|
3

9th|
+6|
+3|
+6|
+6|Empowered Spellblade|
49|
4

10th|
+7|
+3|
+7|
+7|Doublecast 3/day, Special Ability, Spellblade +4d6|
66|
4

11th|
+8|
+3|
+7|
+7||
80|
4

12th|
+9|
+4|
+8|
+8|Convert 2/day|
95|
5

13th|
+9|
+4|
+8|
+8|Spellblade +5d6|
108|
5

14th|
+10|
+4|
+9|
+9|Special Ability|
124|
5

15th|
+11|
+5|
+9|
+9|Doublecast 4/day|
138|
6|

16th|
+12|
+5|
+10|
+10|Convert 3/day, Sage's Recall(2 spells), Spellblade +6d6|
160|
6

17th|
+12|
+5|
+10|
+10||
167|
6

18th|
+13|
+6|
+11|
+11|Special Ability|
182|
7

19th|
+14|
+6|
+11|
+11|Spellblade +7d6|
195|
7

20th|
+15|
+6|
+12|
+12|Doublecast 5/day, Greater Sage's Recall|
203|
7
[/table]

Weapon and Armor Proficiency
A red mage is proficient with all simple weapons as well as the rapier, shortbow, and short sword. Red mages are proficient with light armor and bucklers. Unlike other casters, a red mage may cast freely while wearing light armor and using bucklers. Medium or heavy armor and shields other than bucklers interfere with the red mage's spells with a somatic component as normal.

Spells
A red mage casts both white and black magic spells which are drawn from the red mage spell list. A red mage can cast any spell she knows at will and may know any number of spells. Learning spells is described in detail in the magic section. A red mage begins play knowing four 1st level spells.

To learn, prepare, or cast a spell, the red mage must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a red mage's spell is 10 + the spell level + the red mage's Charisma modifier.

Like other spellcasters, a red mage can cast only as long as she has the required MP. Her maximum MP each level is given on Table: The Red Mage. She recovers MP by resting, as described in the magic section. In addition, she receives bonus MP if she has a high Charisma score.

The red mage's caster level rules are different than those of most casters. When casting a enhancing or enfeebling spell, the red mage's caster level is equal to her red mage level, but while casting a healing, divine, dark, or elemental spell, the red mage's caster level is equal to one-half of her red mage level.

Spellblade (su)
The red mage is capable of altering the magic energies that form a spell as she casts it. During the red mage's action, she may cast an elemental spell as a swift action, but rather than casting the spell as normal, she instead bestows elemental damage on a melee weapon of the red mage's choice that she wields. The elemental damage caused by the weapon corresponds to the elemental damage the spell deals(a Stone spell causes the weapon to deal earth damage). When using this on a double weapon, both ends are affected. The weapon deals 1d6 additional damage, and this damage increases by 1d6 at the fourth level and every three levels thereafter. The effect lasts for one round plus one additional round for each spell level the spell used to enchant the weapon was. Spellblade cannot stack with itself. If someone other than the red mage who enchanted the weapon with Spellblade attempts to wield the weapon, the Spellblade enchantment has no effect.

Doublecast (ex)
Beginning at the 2nd level, the red mage has the ability to cast two spells at an exceptional speed. Once per day, the red mage may cast two spells with the casting time of standard action or less as a full-round action.

The red mage may also doublecast two spells with the maximum casting time of a full-round action in the time it would take to cast the spell of the two with the longest casting time(for example, a red mage may cast two spells with the casting time of a standard action as a single standard action, or a spell that requires a full-round action and standard action as a full-round action). To successfully do so, however, the red mage must make a Concentration check(DC 10 + spell level of the first spell + spell level of the second spell[for example, when doublecasting a 2nd level spell and a 3rd level spell, the red mage must make a Concentration check of at least 15]). If you fail the check, you lose the spells just as if you had cast them to no effect. The red mage may not cast defensively while doublecasting in this manner.

The red mage may expend a use of doublecast to have a single spell affect two weapons she wields with spellblade as a single swift action if she has the Two-Weapon Fighting feat. Alternately, she may expend a use of doublecast to use spellblade to enchant two separate weapons she wields with two separate spells as a single swift action if she has the Two-Weapon Fighting feat.

The red mage gets an additional use of doublecast each day at the 5th, 10th, 15th, and 20th levels. When doublecasting, the combined spell level of the two spells cast may not exceed the character's red mage level. For example, for a character to use doublecast to cast a 3rd spell and a 2nd spell, she must have at least five red mage levels.

Special Ability
At the 2nd level and every four levels thereafter, the red mage gains a special ability of her choice from among the following options.

Spell Affinity (ex)
The red mage's spellcasting prowess improves. When a red mage selects this ability, her effective caster level increases by 1 and all of her save DCs increase by 1. These bonuses only applies to spells the red mage has access to via her red mage levels. The red mage may select this special ability only once.

Magic Attack Bonus (ex)
The red mage's effective caster level increases by 1 when casting elemental spells.

Magic Defense Bonus (ex)
The red mage gets a +1 bonus to saving throws against supernatural abilities, spells, and spell-like effects.

Evasion (ex):
A red mage who selects this ability can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the red mage is wearing light armor or no armor. A helpless red mage does not gain the benefit of evasion.

Improved Uncanny Dodge (ex)
A red mage who selects this ability can no longer be flanked. This defense denies a rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more thief levels than the target has red mage levels. The levels from the classes that grant uncanny dodge stack to determine the minimum level a thief must be to flank the character. The red mage must have the uncanny dodge ability in order to select this ability.

Improved Weapon Finesse (ex)
A red mage with the Weapon Finesse feat may select this ability in order to strike at her foes with precision as opposed to raw force. When wielding a weapon in one hand and using the Weapon Finesse feat to replace her STR modifier with her DEX modifier on the attack roll, the red mage may also replace her STR modifier with her DEX modifier on the attack's damage roll(in the case of an off-hand weapon, the red mage only adds half of her DEX modifier to the damage roll). In addition, the red mage no longer suffers an armor check penalty on attack rolls when she wields a buckler and uses the Weapon Finesse feat.

Mystic Fortitude (ex)
The red mage's affinity with the supernatural strengthens her body against magical forces. A red mage who selects this ability gains a bonus equal to half of her HD to Fortitude saves against supernatural abilities, spells and spell-like effects. In addition, whenever the red mage makes a successful Fortitude saving throw against a spell or spell-like ability that allows a Fortitude save, the red mage negates all negative effects of the spell.

Skill Swap (ex)
A red mage who selects this ability may ready her mind for the performing of a particular skill at the expense of being strangely inept at a skill with which she is normally quite proficient. After a good night's sleep, the red mage may choose which skills to use this ability with. After doing so, the red mage may take a skill check penalty up to the amount of ranks she has in a single skill to gain an equal competence bonus to skill checks for any other single skill for the day(for the purpose of synergy bonuses and other such effects, the red mage is treated as actually having ranks in the skill equal to the competence bonus). This effect lasts 24 hours.

Skill Mastery
A red mage who selects this ability becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions. Upon gaining this ability, she selects a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. A red mage may gain this special ability multiple times, selecting additional skills for it to apply to each time.

Bonus Feat
Instead of gaining a special ability, red mage may select a bonus feat. This feat may be any metamagic feat, any feat that provides a bonus to skill checks, any Warrior bonus feat, Advanced Red Magic, or Greater Red Magic. The red mage must still meet all the prerequisites for the selected feat.

Uncanny Dodge (ex)
From the 3rd level onwards, the red mage can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized. If a red mage already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead.

Convert (su)
From the 6th level onwards, a red mage can convert her life energy to magical energy and vice versa twice a day. As a swift action, the red mage converts her MP into twice as much HP and her HP into half as much MP(for example, a red mage with 20 HP and 15 MP who uses convert would end with 30 HP and 10 MP). The red mage may convert twice a day, and gains an additional use of convert per day at the 12th and 18th levels. This may not cause the red mage to exceed her maximum HP or MP; instead the value that would overflow instead fills to full.

Sage's Recall
At the 8th level, the red mage may prepare a spell she does not know how to cast in advance. As long as the red mage has been exposed to the spell via some method; such as having seen it cast, having it cast on her, or learning it from a god; the red mage may prepare a single spell each day even if she does not know the spell. This spell still consumes MP, and the red mage may only cast this spell once per day. The red mage requires a good night's sleep and ten minutes recalling the process of casting the spell in order to prepare the spell. She chooses which spell to prepare in this time. The spell must be from the red mage spell list and must be of a spell level the red mage can cast. At the 16th level, she may prepare two spells in this manner. The normal red mage caster level penalties apply to these spells.

Empowered Spellblade (su)
From the 9th level onwards, a red mage may use divine spells with Spellblade, causing her weapon to deal light damage. Likewise, the red mage may use dark spells with Spellblade, causing her weapon to deal dark damage.

Greater Sage's Recall
From the 20th level onwards, the red mage can now cast a spell each day that is beyond the abilities of an ordinary red mage. When choosing her prepared spells for Sage's Recall, the red mage may choose one spell that is not on the red mage spell list of any spell level. The spell retains its MP cost and spell level, despite the red mage's casting capabilities.

Red Mage Spell List
1st level: Cure, Protect, Dia, Stone, Water, Aero, Blind, Blaze Spikes, Poison, Feather, Glow, Rejuvenate
2nd level: Shell, Paralyze, Deodorize, Fire, Blizzard, Thunder, Gravity, Sleep, Tractor, Bio, Barelement, Restore
3rd level: Cure II, Slow, Aquaveil, Sneak, Regen, Stone II, Water II, Aero II, Ice Spikes, Rasp, Drown, Choke, Burn, Frost, Shock, Dispel
4th level: Protect II, Invisbility, Blink, Haste, Silence, Dia II, Fire II, Blizzard II, Thunder II, Bind, Warp, Refresh, Poison II
5th level: Cure III, Shell II, Stoneskin, Raise, Regen II, Stone III, Water III, Aero III, Shock Spikes, Sleep II, Bio II
6th level: Phalanx, Fire III, Blizzard III, Thunder III
7th level: Cure IV, Dia III, Regen III, Stone IV, Water IV, Aero IV

Prestige Classes

Paladin
Description
The paladins are the holy defenders of Vana'diel. They sacrifice the offensive power of the warrior in exchange for a limited ability to use white magic, and more focused defensive abilities. The paladin protects her allies from harm and heals those who are wounded. At the same time, the paladin smites the wicked and stands between the weak and the strong. Her steadfast determination and devotion give her courage in times of weakness, and thus the paladin is a powerful force of good in the world of Vana'diel.

Hit Die
d10

Class Skills
The paladin’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), and Sense Motive (Wis).

Skill Points at Each Level
2 + Int modifier.

Weapon Skill Points at Each Level
2 + Int modifier.

Prerequisites
In order to become a paladin, a character must be of the 5th character level or higher, and have shield proficiency, 4 or more ranks in Diplomacy, and at least one of the following: medium armor proficiency OR the ability to cast level 3 white magic spells.

The Paladin
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Max MP|Max Spell Level

1st|
+0|
+2|
+0|
+2|Armored caster, shield mastery|
+1|
1

2nd|
+1|
+3|
+0|
+3|Resist Fear, Smite 1/day|
+1|
1

3rd|
+2|
+3|
+1|
+3|Damage reduction 3/-|
+1|
2

4th|
+3|
+4|
+1|
+4|Cover, Undead Killer|
+1|
2

5th|
+3|
+4|
+1|
+4|Sentinel|
+4|
3

6th|
+4|
+5|
+2|
+5|Damage reduction 6/-|
+4|
3

7th|
+5|
+5|
+2|
+5|Divine Favor|
+9|
4

8th|
+6|
+6|
+2|
+6|Rampart, Smite 2/day|
+9|
4

9th|
+6|
+6|
+3|
+6|Damage reduction 9/-|
+10|
4

10th|
+7|
+7|
+3|
+7|Holy Circle|
+17|
5

11th|
+8|
+7|
+3|
+7|Guardian|
+20|
5

12th|
+9|
+8|
+4|
+8|Damage reduction 12/-|
+25|
5

13th|
+9|
+8|
+4|
+8|Chivalry|
+26|
6

14th|
+10|
+9|
+4|
+9|Smite 3/day|
+41|
6

15th|
+11|
+9|
+5|
+9|Damage reduction 15/-, Holy Blade|
+48|
6|
[/table]

Weapon and Armor Proficiency
A paladin gains proficiency with all simple and martial weapons, as well as all armor and shields.

Spells
A paladin casts white magic spells which are drawn from the paladin spell list. A paladin can cast any spell she knows at will and may know any number of spells. Learning spells is described in detail in the magic section. The paladin learns spells in the same manner as a white mage.

To learn, prepare, or cast a spell, the paladin must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a paladin's spell is 10 + the spell level + the paladin's Wisdom modifier.

Like other spellcasters, a paladin can cast only as long as she has the required MP. Her maximum MP each level is given on Table: The Paladin. She recovers MP by resting, as described in the magic section. In addition, she receives bonus MP if she has a high Wisdom score.

The paladin's caster level rules are different than those of most casters. When casting a divine spell, the paladin's caster level is equal to her paladin level. But when casting an enhancing, enfeebling, or healing spell, the paladin's caster level is equal to one-half her paladin level.

Armored Caster
A paladin can cast white magic spells derived from her class levels of paladin while in any armor and while wielding any shield without the normal spell failure chance.

Shield Mastery (ex)
Whenever the paladin avoids an attack or reduces the damage of a successful attack to 0, the paladin gains 1 TP. The paladin may gain a maximum amount of TP equal to her shield bonus to armor class in a single round with this ability.

Additionally, a paladin does not provoke attacks of opportunities while casting spells as long as she wields any kind of shield. A paladin may gesture with a hand carrying a shield to satisfy the somatic components of casting a spell (and thus may cast even while carrying a weapon in one hand and a shield in the other). These bonuses only apply to white magic spells derived from her class levels of paladin.

Resist Fear (su)
At the 2nd level, the paladin gains immunity to fear, magical or otherwise. Allies within 30 ft. of the paladin gain a +4 morale bonus to saving throws against fear effects.

Smite (su)
At the 2nd level, the paladin gets the ability to smite foes with her divine power once per day. Once smite is activated, the paladin's next attack gets a bonus on the attack roll equal to her Charisma modifier. If the attack is successful, the paladin adds twice her paladin level to the damage roll. The paladin gains an additional use of this ability each day at the 8th and 14th levels.

Damage reduction (ex)
At 3rd level, a paladin gains Damage Reduction. Subtract 3 from the damage the paladin takes each time he is dealt damage from a weapon or a natural attack. At 6th level, and every three paladin levels thereafter (9th, 12th, and 15th level), this damage reduction rises by 3 points. Damage reduction can reduce damage to 0 but not below 0.

Cover (ex)
A paladin of the 4th level or higher may take hits in place of a nearby ally. Once per round, the paladin may choose to take the effects of an attack targeted at an adjacent ally. This does not affect area of effect spells or effects. The paladin must announce an intent to Cover after the attack roll is made but before the damage rolls are made.

Undead Killer (su)
The paladin unsettles undead with her mere presence beginning at the 4th level. Undead that attempt to attack the paladin with a weapon, spell, or skill must make a Will save of 10 + paladin level + paladin's Charisma modifier. A failed save means the attack fails.

Sentinel (su)
A paladin of the 5th level or higher has the ability to reduce damage dealt to her by an attack each round using her shield. Once per round, the paladin may choose to reduce damage dealt by a single attack by an amount equal to her shield bonus to armor class. Once used, the ability cannot be used again until after the paladin's next turn. Sentinel may reduce damage to 0 but not below 0.

Divine Favor (su)
At the 7th level, a paladin gains a bonus equal to her shield bonus to armor class on all saving throws.

Rampart (su)
Once per encounter, a paladin of the 8th level or higher may give her allies a defensive boost. As a swift action, the paladin gives allies within 60 ft.(including herself) a deflection bonus to armor class equal to one-half her paladin level. This bonus lasts until the paladin's next turn.

Holy Circle (su)
A paladin of the 10th level or higher has an aura that makes allies especially resistant to the undead. Allies within 30 ft of the paladin get a bonus to saving throws against undead equal to the paladin's Charisma modifier.

Guardian (ex)
A paladin of the 11th level or higher has the ability to sense an ally in distress and immediately rush to their aid. If an ally within double the paladin's move increment is under half HP and is the target of an enemy attack, the paladin may move at double speed as a free action and stand adjacent to her ally, allowing her to use the cover ability.

Chivalry (ex)
A paladin of the 13th level or higher can convert her tactical points to magic points. Once per day, the paladin may lose any number of TP and gain half that much MP as a free action. This may not cause the paladin to exceed her maximum MP.

Holy Blade (su)
Once per day, a paladin of the 15th level or higher can add an additional effect to her smite attack. She announces holy blade at the same time she announces a smite. The spell "Holy" is stored in the paladin's weapon, and is discharged onto the target if the attack is successful. Treat this "Holy" spell as if it were cast by the paladin herself, but the spell costs the paladin no MP.

Paladin Spell List
1st level: Cure, Protect, Dia, Banish, Glow
2nd level: Shell, Flash, Restore
3rd level: Cure II, Aquaveil, Banish II
4th level: Protect II, Dia II
5th level: Cure III, Shell II, Raise, Banish II
6th level: Cure IV*, Banish III*, Dia III*
*The paladin casts these spells as 6th level spells, even though they are higher level.


Bard
Description
These merry minstrels have a rather unique way of invoking magical effects. Their voices themselves are magical, and with a few plucks of a harp string or a whistle of a flute, the bard can enhance the combat efficiency of her comrades--or weaken the fighting ability of her foes. With access to a wide variety of enhancements, the bard is a great addition to any team dedicated to fighting evil.

Hit Die
d6

Class Skills
The bard’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).

Skill Points at Each Level
6 + Int modifier.

Weapon Skill Points at Each Level
1 + Int modifier.

Prerequisites
In order to become a bard, a character must be of the 5th character level or higher, and have 4 or more ranks in any Perform skill, Skill Focus (Perform: sing or wind instruments or string instruments), and either Weapon Finesse OR the ability to cast 3rd level spells.

The Bard
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Max Song Level|Spell Level and MP Progression

1st|
+0|
+0|
+2|
+2|Bardic music, lore|
1|
-

2nd|
+1|
+0|
+3|
+3|Heighten song|
2|
-

3rd|
+2|
+1|
+3|
+3|Armored Mage|
2|
+1 level of existing spellcasting class

4th|
+3|
+1|
+4|
+4|Resist Silence|
3|
-

5th|
+3|
+1|
+4|
+4||
3|
-

6th|
+4|
+2|
+5|
+5||
4|
+1 level of existing spellcasting class

7th|
+5|
+2|
+5|
+5|Troubendour|
4|
-

8th|
+6|
+2|
+6|
+6||
5|
-

9th|
+6|
+3|
+6|
+6||
5|
+1 level of existing spellcasting class

10th|
+7|
+3|
+7|
+7|Soul voice|
6|
-

11th|
+8|
+3|
+7|
+7||
6|
-

12th|
+9|
+4|
+8|
+8||
7|
+1 level of existing spellcasting class

13th|
+9|
+4|
+8|
+8|Nightingale|
7|
-

14th|
+10|
+4|
+9|
+9||
8|
-

15th|
+11|
+5|
+9|
+9|Doublesong|
8|
+1 level of existing spellcasting class
[/table]

Weapon and Armor Proficiency
A bard gains proficiency with all simple weapons, as well as the longsword, rapier, sap, short sword, shortbow, and whip. A bard also gains proficiency with light armor. Using instruments to play songs is difficult while wearing armor, and a bard suffers an armor check penalty to perform checks used to invoke bardic music while wearing medium or heavier armor or while using a heavy or tower shield. Light armor, bucklers, and light shields do not interfere with bardic music perform checks, nor does heavier armor or shields interfere with perform checks made for purposes other than bardic music.

Bardic music (su)
A bard uses a unique brand of magic, called bardic music. To learn or perform a song, a bard must have a Charisma score of 10 + the song level. The Difficulty Class for a saving throw against a bard’s song is 10 + the spell level + the bard’s Charisma modifier. Bard songs are drawn from the song list (http://www.giantitp.com/forums/showpost.php?p=3204242&postcount=13).

The process of learning a song is slightly different than learning other kinds of spells. To memorize a song, a bard must study the sheet music for the song(treated as a magic scroll with a spell level equal to the song level). After at least 8 hours of study, the bard makes a perform check with a DC of 15 + the song level. If successful, the bard learns the song and may recite it at will. If the bard fails, she must wait at least 8 hours before attempting to memorize the same song again. Unlike magic scrolls, the sheet music does not disappear from the material it is written upon after the bard successfully learns the song. The bard can perform any song she knows at will and may know any number of songs.

When a character takes her first level of bard, she automatically learns two 1st level bard songs plus one additional 1st level bard song per each point of Intelligence bonus the character has. At each level thereafter, the bard learns two songs of any song level she can perform.

Performing a bard song is similar to casting a spell. It is a standard action and provokes an attack of opportunity. A bard may perform defensively with a Concentration check, and damage may interrupt a song just as it would a spell(use song level instead of spell level for the Concentration check made to maintain the song). However, there is a key difference. To use bardic music, the bard makes a perform check with a DC of 5 + the song level. If the check fails, the song is performed to no effect. Note that performing certain songs with certain instruments may increase the duration of the song's effect. This does not apply when not using an instrument to perform a song.

A creature may have no more than two song effects per bard, whether they are helpful or harmful. If the creature would gain a third song effect, the oldest song effect is dispelled by the newest. Additionally, the two song effects must be from two different types of songs(an ally cannot have the effects of both Mage's Ballad and Mage's Ballad II, but she can have the effect of both Learned Etude and Mage's Ballad II). If a creature would gain a song effect of the same type as a song effect it already has, the new effect overwrites the old effect as long as the new effect is of the same or a higher song level. If it is of a lower song level, the new song fails to take effect.

An ally must be able to hear the bard to get the effect of beneficial songs. Detrimental songs work whether or not the target can hear the song, as long as it is in range and fails the associated save. There is no limit to how many songs a bard may perform per day, but after successfully performing a song, a bard may not perform another song of the same type to get the effects of bardic music for 3 rounds(for example, a bard who performs Sheepfoe Mambo cannot perform Sheepfoe Mambo or Dragonfoe Mambo for 3 rounds).

A bard takes a -2 penalty to perform checks made to use bardic music while fatigued. The penalty increases to -4 when exhausted.

String Instruments

Lute
Increases the duration of "Minne" by one round.

Harp
Increases the duration of "Lullaby" by one round.

Madolin
Increases the duration of "Etude" by one round.

Fiddle
Increases the duration of "Paeon" by one round.

Lyre
Increases the duration of "Hymnus" by one hour.

Violin
Increases the duration of "Elegy" by one round.

Sitar
Increases the duration of "Virelai" by one minute.

Oud
Increases the duration of "Carol" by one round.

Wind Instruments

Flute
Increases the duration of "Requiem" by one round.

Cornette
Increases the duration of "Minuet" by one round.

Horn
Increases the duration of "Prelude" by one round.

Piccolo
Increases the duration of "Threnody" by one round.

Fife
Increases the duration of "Ballad" by one round.

Trumpet
Increases the duration of "Mambo" by one round.

Anglica
Increases the duration of "Mazurka" by one minute.

Traversiere
Increases the duration of "Madrigal" by one round.

Bugle
Increases the duration of "March" by one round.

Lore
A bard may make a special lore check with a bonus equal to her character level + her Intelligence modifier to see whether she knows some relevant information about local notable people, legendary items, or noteworthy places. (If the bard has 5 or more ranks in Knowledge (history), she gains a +2 bonus on this check.)

A successful lore check will not reveal the powers of a magic item but may give a hint as to its general function. A bard may not take 10 or take 20 on this check; this sort of knowledge is essentially random.

{table=head]
DC|Type of Lore


10|Common, known by at least a substantial minority of the local population.


20|Uncommon but available, known by only a few people legends.


25|Obscure, known by few, hard to come by.


30|Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who don’t understand the significance of the knowledge.
[/table]

Heighten Song (ex)
At will, a bard of the 2nd level or higher may heighten her songs as if using the Heighten Spell metamagic feat.

A heightened song has a higher song level than normal (up to a maximum of 8th level). Heighten song increases the effective level of the spell that it modifies. All effects dependent on song level (such as saving throw DCs) are calculated according to the heightened level. The heightened song is as difficult to perform as a spell of its effective level, and thus the perform check used to perform the song is adjusted accordingly.

Armored Mage
From the 3rd level onwards, light armor does not interfere with spellcasting granted by the spellcasting class progressed via bard levels for the bard.

Spell level and max MP progression
Every third bard level, the character gains MP, caster levels, and maximum spell level progression as if she had also gained a level in a spellcasting 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. This essentially means that she adds her bard level divided by three(rounded down) to the level of some other spellcasting class the character has, then determines maximum MP, maximum spell level, and caster level accordingly.

Resist Silence (ex)
At the 4th level, the bard gets a bonus to saving throws against silence and deafness effects equal to her Charisma modifier.

Troubendour (su)
From the 7th level onwards, the bard may increase the duration of the effects of her bardic music by increasing the duration of the performance slightly. The bard may use bardic music as a full-round action rather than a standard action. If she does so, increase the duration for the song(s) performed by 1 round.

Soul Voice (su)
A bard of the 10th level has the ability to dramatically increase the effects of her performances. Once per day, the bard may activate soul voice as a free action. Soul voice lasts (3 + bard's Constitution modifier) rounds. While using soul voice, all numerical effects of songs other than the song's duration are doubled.

Nightingale (su)
From the 13th level onwards, the same type of bard songs may be performed in more rapid succession. The cooldown time between performing two of the same type of song is reduced to 2 rounds.

Doublesong (su)
A bard of the 15th level or higher has the ability to perform two different songs at the same time as a full-round action. This ability may not stack with Troubendour; a bard must choose to use one or the other. The bard performs two different songs as a full-round action. The perform check DCs for both songs increases by 5.

Nu
2007-09-16, 11:54 PM
Prestige Classes(Continued)

Ninja
Description
The ninja is a practicer of a lost art. Until recently, only the pirates of Norg still maintained the ancient art of the ninja, including both its mastery with two-weapon combat and its unique brand of magic, ninjutsu. However, in recent years, many adventurers have taken to the path of the ninja, seeking the training of the Norg ninjas in order to better skillfully combat their enemies. A master of deception and precision, the ninja is a deadly force both in and out of combat.

Hit Die
d6

Class Skills
The ninja's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (local) (Int), Knowledge (nobility and royalty), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).

Skill Points at Each Level
8 + Int modifier.

Weapon Skill Points at Each Level
2 + Int modifier.

Prerequisites
In order to become a ninja, a character must be of the 5th character level or higher, have 4 or more ranks in both Hide and Move Silently, the class ability Evasion, and proficiency with one katana.

The Ninja
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Ninjutsu Level

1st|
+0|
+0|
+2|
+0|Armor bonus, dual wield, jujitsu, trapfinding|
0

2nd|
+1|
+0|
+3|
+0|Two-weapon strike, sneak attack +1d6|
0

3rd|
+2|
+1|
+3|
+1|Improved evasion, stealth|
1

4th|
+3|
+1|
+4|
+1|Resist bind, Sneak attack +2d6|
1

5th|
+3|
+1|
+4|
+1|Improved dual wield|
1

6th|
+4|
+2|
+5|
+2|Sneak attack +3d6|
2

7th|
+5|
+2|
+5|
+2|Sange|
2

8th|
+6|
+2|
+6|
+2|Sneak attack +4d6|
2

9th|
+6|
+3|
+6|
+3|Majin gakure|
3

10th|
+7|
+3|
+7|
+3|Greater dual wield, sneak attack +5d6|
3

11th|
+8|
+3|
+7|
+3|Shuriken mastery|
3

12th|
+9|
+4|
+8|
+4|Sneak attack +6d6|
4

13th|
+9|
+4|
+8|
+4|Ninja tool expertise|
4

14th|
+10|
+4|
+9|
+4|Sneak attack +7d6|
4

15th|
+11|
+5|
+9|
+5|Greater two-weapon strike|
5
[/table]

Weapon and Armor Proficiency
A ninja gains proficiency with no armor, but she gains proficiency with the kunai, wakizashi, shurkien, hellwind shuriken, and fuuma shuriken.

Armor bonus
The ninja adds her Wisdom bonus(treat a negative modifier as 0) to her AC as long as she is unencumbered, wears light or no armor, and has no armor check penalty. This bonus to AC apply even against touch attacks or when the ninja is flat-footed. She loses this bonus when she is immobilized or helpless, when she wears medium or heavy armor, when she carries a shield, when she carries a medium or heavy load, or when she wears armor with an armor check penalty. The total armor bonus granted may not exceed her ninja level.

Dual wield (ex)
A ninja is especially adept at fighting with two katanas. The ninja gets a +1 bonus to attack rolls with both the main-hand and the off-hand when wielding some combination of kunais, wakizashis, and shinobi-gatanas and fighting with two weapons. The ninja does not gain any bonus to any attack rolls if she wields another type of weapon while fighting with two weapons. The bonus to attack rolls increases to +2 at the 5th level and +3 at the 10th level. She loses these bonuses when she when she wears medium or heavy armor, when she carries a shield, when she carries a medium or heavy load, or when she wears armor with an armor check penalty.

Jujitsu
The ninja gets Exotic Weapon Proficiency (shinobi-gatana) as a bonus feat. In addition, the ninja always treats shurikens, hellwind shurikens, and fuuma shurikens as martial weapons and is proficient with their use.

Trapfinding
A ninja may find and disarm magical traps just like a thief. See the thief ability of the same name.

Sneak attack
From the 2nd level onwards, a ninja can deal extra damage to targets by using the sneak attack ability just as a thief can. See the thief ability of the same name. A ninja's sneak attack damage improves by 1d6 at every 2nd ninja level. Sneak attack damage from multiple classes stacks.

Two-weapon strike
At the 2nd level, the ninja gets the ability to attack with both her main-hand and off-hand weapon as a standard action. The off-hand weapon attack takes an additional -2 penalty. At the 15th level, the ninja no longer suffers the -2 penalty to off-hand attacks made using two-weapon strike, and instead may make an additional attack with her offhand weapon when using two-weapon strike.

Improved Evasion (ex)
From the 3rd level onwards, the ninja has the ability to completely avoid supernatural attacks with great ease. This ability works like evasion, except that while the ninja still takes no damage on a successful Reflex saving throw against attacks, henceforth she takes only half damage on a failed save. A helpless ninja does not gain the benefit of improved evasion.

Ninjutsu (su)
At the 3rd level, the ninja gets access to her own brand of supernatural magic, called ninjutsu. Ninjutsu magic is not truely "magic," as ninjas are not considered to be casting a spell when they invoke it(though it does provoke an attack of opportunity if it requires a standard action to cast), and it does not alert creatures with magicsense to their presence. Ninjutsu is reliant on special material components called "ninja tools" which may be purchased in most large cities by the pound. There is no limit to how many times per day a ninja can invoke ninjutsu, but she must have the required material component in order to do so. Ninjutsu techniques are drawn from the ninjutsu technique list (http://www.giantitp.com/forums/showpost.php?p=3235306&postcount=23).

The save DC for ninjutsu is 15 + the character's ninja level + the ninja's Wisdom modifier. The ninja's caster level for ninjutsu techniques is equal to 5 + her ninja level.

Ninjutsu magic is purchased in scrolls, just as black or white magic spells, and the ninja can learn a ninjutsu technique by studying the scroll for 8 hours and making a successful Spellcraft check with a DC of 5 + the level of the ninjutsu technique he is attempting to learn. Failure means that the ninja cannot attempt to learn the technique again for 24 hours. Either way, the writing does not disappear from the scroll once the ninja learns the technique. The ninja must have a Wisdom score of 10 + the ninjutsu level of the technique in order to learn or invoke it.

Invoking a ninjutsu technique is a supernatural ability, and the time it takes to invoke varies from technique to technique. It provokes an attack of opportunity if the technique requires a standard action or longer to invoke. If the ninja takes damage while invoking a ninjutsu technique, she must make a Concentration check with a DC of 10 + the ninjutsu level + the damage dealt or the invocation is lost, with no effect, and it consumes the appropriate ninja tool required. The ninja may invoke defensively with a Concentration check of 18 + the ninjutsu level. Failure on this check means the invocation is lost with no effect, but the ninja tool is not consumed. Ninjutsu is subject to spell failure chance if the ninja wears medium or heavy armor (but not light armor).

Since ninjutsu techniques are not spells, they are unaffected by spell resistance. However, they are still subject to elemental weaknesses, resistances, immunities, etc.

Ninja Tools
{table=head]Ninja Tool Name|Cost (per pound)|Description

Shinobi-tabi|
10gp|Used for "Tonko" technique.

Shihei|
20gp|Used for "Utsusemi" technique.

Sairui-ran|
25gp|Used for "Kurayami" technique.

Kaginawa|
25gp|Used for "Hojo" technique.

Kodoku|
25gp|Used for "Dokumori" technique.

Jusatsu|
25gp|Used for "Jubaku" technique.

Mizu-deppo|
15gp|Used for "Suiten" technique.

Makibishi|
15gp|Used for "Doton" technique.

Kawahori-ogi|
15gp|Used for "Huton" technique.

Hiraishin|
15gp|Used for "Raiton" technique.

Uchitake|
15gp|Used for "Katon" technique.

Tsurara|
15gp|Used for "Hyoton" technique.
[/table]

Stealth
At the 3rd level, the ninja gets a bonus equal to her Wisdom modifier to Hide and Move Silently checks as long as she is unencumbered, wears light or no armor, and has no armor check penalty. She loses these bonuses when she wears medium or heavy armor, when she carries a shield, when she carries a medium or heavy load, or when she wears armor with an armor check penalty.

Resist bind (su)
At the 4th level, the ninja gains a bonus to saving throws against total paralysis and bind effects equal to her Charisma bonus(treat a negative modifier as 0).

Sange (ex)
At the 7th level, the ninja gets a bonus equal to her Wisdom modifier to attack rolls made with shurikens, hellwind shurikens, and fuuma shurikens.

Majin gakure (su)
A ninja of the 9th level or higher has access to a special ability that allows her to damage herself in order to deal great damage to nearby enemies as an immediate action. Once per week, the ninja may deal any amount of fire damage to herself and deal an equal amount of damage to creatures within 60 ft. The damage she deals in this way may not exceed her current HP + 10. If the ninja dies when using majin gakure, she loses no experience points if she is resurrected. Creatures affected by majin gakure may attempt a Reflex save for half damage; the save DC is 15 + the user's ninja level + the ninja's Wisdom modifier.

Shuriken mastery (ex)
From the 11th level onwards, the ninja deals additional damage when sneak attacking with shurikens. A ninja making a sneak attack with shurikens, hellwind shurikens, or fuuma shurkens deals an additional 1d6 sneak attack damage. This additional damage is subject to all of the same restrictions as sneak attack.

Ninja tool experise (ex)
From the 13th level onwards, the ninja is more adept at using her ninja tools. Whenever she invokes a ninjutsu technique, there is a 20% chance the appropriate tool will not be consumed in the process. The ninja still must possess the proper ninja tool in order to attempt to invoke a ninjutsu technique.


Ranger
Description
The ranger is an expert with ranged weapons. She is also adept at tracking down her enemies and blending in with the wilds. When the ranger loads her crossbow or pulls back on her bowstring, enemies quiver in fear--for her damage potential with ranged weaponry is nigh-unmatched.

Hit Die
d8

Class Skills
The ranger’s class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).

Skill Points at Each Level
6 + Int modifier.

Weapon Skill Points at Each Level
2 + Int modifier.

Prerequisites
In order to become a ranger, a player must be of the 5th character level or higher, and have proficiency with a bow or crossbow, 4 or more ranks in Survival and either Precise Shot OR Far Shot.

The Ranger
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Ranged Accuracy Bonus

1st|
+1|
+2|
+2|
+0|Track, scavenger|
+0

2nd|
+2|
+3|
+3|
+0|Bonus feat|
+1

3rd|
+3|
+3|
+3|
+1|Sharpshoot +1d6|
+1

4th|
+4|
+4|
+4|
+1|Evasion, fast movement +10 ft.|
+2

5th|
+5|
+4|
+4|
+1|Wide scan|
+2

6th|
+6|
+5|
+5|
+2|Bonus feat, sharpshoot +2d6|
+3

7th|
+7|
+5|
+5|
+2|Barrage|
+3

8th|
+8|
+6|
+6|
+2|Fast movement +20 ft.|
+4

9th|
+9|
+6|
+6|
+3|Sharpshoot +3d6|
+4

10th|
+10|
+7|
+7|
+3|Bonus feat, camouflage|
+5

11th|
+11|
+7|
+7|
+3|Snapshot|
+5

12th|
+12|
+8|
+8|
+4|Fast movement +30 ft., sharpshoot +4d6|
+6

13th|
+13|
+8|
+8|
+4|Hide in plain sight|
+6

14th|
+14|
+9|
+9|
+4|Bonus feat, eagle eye shot|
+7

15th|
+15|
+9|
+9|
+5|Sharpshoot +5d6|
+7
[/table]

Weapon and Armor Proficiency
A ranger gains proficiency with light armor, but not with shields. The ranger gains proficiency all simple weapons and martial ranged weapons, as well as the battleaxe, hand axe, longsword, and short sword.

Track
A ranger gains the Track feat as a bonus feat.

Scavenger
A ranger gets a +4 bonus on Search and Survival checks.

Ranged Accuracy Bonus
At the 2nd level, the ranger gets a bonus to ranged attack rolls equal to one-half her ranger level.

Bonus Feat
At the 2nd level and every 4 levels thereafter, the ranger gains a bonus archery feat that she meets the prerequisites for. She may choose Point Blank Shot, Precise Shot, Rapid Shot, Manyshot, Greater Manyshot, Improved Rapid Shot, Improved Precise Shot, or Weapon Focus with any ranged weapon.

Sharpshoot (ex)
A ranger of the 3rd level or higher ranger adds additional damage to attacks made from great distances. The ranger deals 1d6 additional damage to attacks made at least 60' away from the target. This initial additional damage increases by 1d6 at the 6th, 9th, 12th, and 15th levels. Add another 1d6 damage for every 30' beyond 60' the ranger is from the target when the attack is made, up to a maximum of 4d6 additional damage at 180'. Should the ranger score a critical hit with sharpshoot, this extra damage is not multiplied. Concealment of any kind negates Sharpshoot unless you have the Improved Precise Shot feat. A ranger may only add the damage from Sharpshoot to damage dealt by a bow or crossbow.

Fast Movement (ex)
At the 4th level, the ranger's base land speed increases by 10 ft. The movement speed bonus increases by another 10 ft. at the 8th and 12th levels. A ranger loses the benefit of fast movement when wearing medium or heavy armor or while carrying a medium or heavy load.

Evasion (ex)
At 4th level, a ranger can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the ranger is wearing light armor or no armor. A helpless ranger does not gain the benefit of evasion. If a ranger already has evasion, she instead gains improved evasion as the rogue ability of the same name.

Wide Scan (su)
A ranger of the 5th level or higher is able to sense the presence of a monster whose tracks she is following. Once a ranger has acquired the trail of a creature and is following its tracks using the Survival skill, she can sense the presence of the creature if it is within 200 ft. She knows the general direction and location of the creature, but nothing about its surroundings or its condition.

Barrage (ex)
At the 7th level, the ranger gains the ability to rapidly fire ranged attacks. The ranger may use the Rapid Shot feat to gain up to three additional attacks per round rather than a single attack, but each extra shot incurs a cumulative -2 penalty(for a total of two additional attacks with a -4 penalty on all attack rolls, or three additional attacks with a -6 penalty on all attack rolls). A ranger loses the benefit of barrage when wearing medium or heavy armor or while carrying a medium or heavy load.

Camouflage (ex)
A ranger of 10th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment. The ranger gets a +5 bonus to Hide checks made in outdoor environments.

Snapshot (ex)
At the 11th level, the ranger gets an additional attack at her full attack bonus, even when making a partial attack. Snapshot grants an additional attack only when attacking with a bow or crossbow, and the additional attack must be made with the same weapon.

Hide in plain sight (ex)
While in any sort of natural terrain, a ranger of 13th level or higher can use the Hide skill even while being observed.

Eagle eye shot (ex)
Beginning at the 14th level, the ranger can make a single, extremely accurate attack that deals massive damage. The eagle eye shot requires a full attack action, and cannot stack with any other effects that work on full attacks, such as Rapid Shot. This attack gets a +20 bonus to the attack roll, and deals double damage. Eagle eye shot may only be used when attacking with a bow or crossbow.

Samurai
Description
The samurai has honed her skill with the great katana to near-perfection. Relying on skill over power, the samurai is a powerful melee combatant with the potential to execute skillchains with deadly results. With proper conditioning, she can not only perform very powerful weapon skills, but do them with multiple allies over the course of battle, adding on loads of potential damage. The samurai should never be underestimated.

Hit Die
d10

Class Skills
The samurai's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (history) (Int), Knowledge (nobility and royalty) (Int), Perform (Cha), Profession (Wis), Ride (Dex), and Sense Motive (Wis).

Skill Points at Each Level
4 + Int modifier.

Weapon Skill Points at Each Level
3 + Int Modifier.

Prerequisites
In order to become a samurai, a player must be of the 5th character level or higher, and have proficiency with a great katana, 70 or more weapon skill points in a great katana weapon skill, and either proficiency with medium armor OR uncanny dodge.

The Samurai
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+2|
+0|
+0|Great katana proficiency, great katana focus

2nd|
+2|
+3|
+0|
+0|Hasso (+1), readiness

3rd|
+3|
+3|
+1|
+1|Great katana specialization, store TP (10%)

4th|
+4|
+4|
+1|
+1|Resist blind

5th|
+5|
+4|
+1|
+1|Third eye

6th|
+6|
+5|
+2|
+2|Hasso (+2), store TP (20%)

7th|
+7|
+5|
+2|
+2|Meditate

8th|
+8|
+6|
+2|
+2|Zanshin

9th|
+9|
+6|
+3|
+3|Store TP (30%)

10th|
+10|
+7|
+3|
+3|Hasso (+3), overwhelm

11th|
+11|
+7|
+3|
+3|Seigan

12th|
+12|
+8|
+4|
+4|Meikyo shisui, store TP (40%)

13th|
+13|
+8|
+4|
+4|Ikishoten

14th|
+14|
+9|
+4|
+4|Shikikoyo

15th|
+15|
+9|
+5|
+5|Store TP (50%)
[/table]

Weapon and Armor Proficiency
A samurai gains proficiency with all armor but not with shields. The samurai gains proficiency with the tachi.

Great katana proficiency
A samurai is proficient with all great katanas. At the first level, the samurai gains Exotic Weapon Proficiency (Uchigatana) as a bonus feat.

Great katana focus
As long as the samurai wields a tachi or uchigatana, she is treated as having Weapon Focus with that weapon. If the samurai already has Weapon Focus with that weapon, she is instead treated as having Greater Weapon Focus with that weapon.

Hasso (ex)
From the 2nd level onwards, the samurai is exceptionally skilled at parrying attacks with her great katana. When wielding a tachi or uchigatana, the samurai has a +1 shield bonus to armor class. This bonus increases to +2 at the 6th level, and +3 at the 10th level. These bonuses are doubled when using the Combat Expertise feat, total defense action, or fighting defensively.

Additionally, whenever the samurai uses the Combat Expertise feat, total defense action, or fights defensively, her enhancement bonus to damage rolls granted by her tachi or uchigatana (if any) instead becomes an enhancement bonus to her shield bonus to Armor Class. She retains her enhancement bonus to attack rolls.

Readiness (ex)
A samurai of the 2nd level or higher is always prepared for battle. A samurai is never rendered flat-footed due to the fact that she has not acted in combat yet(even in a surprise round), though other circumstances can still cause her to be flat-footed. In addition, the samurai begins battle with an additional amount of TP in her TP pool equal to her initiative check divided by 4 (rounded down).

Great katana specialization
From the 3rd level onwards, the samurai specializes in using great katanas. When using a tachi or uchigatana, the samurai is treated as having Weapon Specialization with that weapon. If the samurai already has Weapon Specialization with that weapon, she is instead treated as having Greater Weapon Specialization with that weapon.

Store TP (ex)
From the 3rd level onwards, a samurai is able to store some TP that would otherwise be expended. After using a weapon skill, the samurai has a 10% chance to gain 1 additional TP. This chance increases by 10% at the 6th, 9th, 12th, and 15th levels.

Resist blind (su)
At the 4th level, the samurai gains a bonus equal to her Charisma bonus (treat a negative modifier as 0) to saving throws against blindness effects.

Third eye (ex)
From the 5th level onwards, the samurai has the ability to predict and react to attacks. Once per round, the samurai may gain a +3 dodge bonus to Armor Class against a single attack made against her. She chooses whether or not to use this bonus when the attack is attempted, before the attack roll is made.

Meditate (ex)
A samurai of the 7th level or higher can meditate, even in the midst of battle. The samurai makes a Concentration check as a standard action. The samurai gains TP equal to the Concentration check result divided by 4 (round down). Once she does so, the samurai may not meditate again for 1d4 rounds.

Zanshin (ex)
At the 8th level, the samurai gains exceptional persistence when attacking with a great katana. Whenever the samurai misses an attack with a great katana, she may make an immediate, additional attack at the same attack bonus as the attack that missed as a free action. The attack preserves any additional damage bonuses the missed attack would've gained.

Overwhelm (ex)
A samurai of the 10th level or higher has a presence that intimidates even the mightiest of foes. The samurai may make an Intimidate check on a creature it threatens as a swift action, which the opponent opposes with a Will save. If the opponent's Will save fails, it is shaken for 2d4 rounds. If the foe is already shaken, it is instead frightened for 2d4 rounds (and if it is already frightened, then it becomes panicked for 2d4 rounds). Whether or not the Will save is successful, the samurai adds her Charisma bonus to her next weapon damage roll made against the target. A samurai may use this ability once 1d4 rounds.

Seigan (ex)
From the 11th level onwards, the first time in a round a samurai uses the Third Eye ability, she has a 20% chance to get an additional use of it for that round. Additionally, the dodge bonus to Armor Class granted by Third Eye increases to +6 when wielding a weapon with two hands.

Meikyo shisui (ex)
At the 12th level, the samurai has access to the meikyo shishui technique. Once per day, the samurai may invoke meikyo shisui as a free action. Upon doing so, the samurai instantly gains 6 TP. Whenever she uses a weapon skill, she expends only the minimum amount of TP required to execute the weapon skill, but the weapon skill has effect as if it had expended 6 TP. Meikyo shisui lasts 3 rounds.

Ikishoten (ex)
Beginning at the 13th level, additional attacks granted by Zanshin get a +5 bonus to the attack roll and generate 1 additional TP.

Shikikoyo (ex)
If a samurai of the 14th level or higher has excessive TP, she may grant additional TP to an ally flanking an enemy with the samurai. Whenever a samurai expends 6 TP on a weapon skill, she may give any amount of TP up to 3 remaining in her TP pool to an ally flanking with the samurai.


Summoner
Description
Summoning magic had been a forbidden art in the years since its discovery in the Crystal War, when the hero of Windurst utterly destroyed the invading beastmen army with the powerful avatar Fenrir. Two years ago, the Star Sibyl released the ban on summoning magic, but few have heeded the call. Summoning magic is a very tricky art that requires a strong will--but the sheer versatility and power potential of the avatars are difficult to resist for any caster.

Hit Die
d4

Class Skills
The summoner’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Knowledge (arcana) (Int), Profession (Wis), and Spellcraft (Int).

Skill Points at Each Level
2 + Int modifier.

Weapon Skill Points at Each Level
1 + Int modifier.

Prerequisites
In order to become a summoner, a character must be of the 5th character level or higher, and have 4 or more ranks in Knowledge (the planes), the ability to cast 3rd level spells, and have completed the quest to obtain the Carbuncle avatar.

The Summoner
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+0|
+0|
+2|Command, summoning|

2nd|
+1|
+0|
+0|
+3|Avatar boost|

3rd|
+1|
+1|
+1|
+3|Auto refresh|

4th|
+2|
+1|
+1|
+4|Avatar boost, resist slow|

5th|
+2|
+1|
+1|
+4|Astral flow|

6th|
+3|
+2|
+2|
+5|Avatar boost|

7th|
+3|
+2|
+2|
+5||

8th|
+4|
+2|
+2|
+6|Avatar boost|

9th|
+4|
+3|
+3|
+6||

10th|
+5|
+3|
+3|
+7|Avatar boost|

11th|
+5|
+3|
+3|
+7||

12th|
+6|
+4|
+4|
+8|Avatar boost|

13th|
+6|
+4|
+4|
+8||

14th|
+7|
+4|
+4|
+9|Avatar boost|

15th|
+7|
+5|
+5|
+9||
[/table]

The Summoner's Magic
{table=head]Level|Max Avatar Summons Known|Maximum MP|Max Spell Level|Caster Level|MP Boost

1st|
1|+1 level of existing spellcasting class|
-|
+0|
-

2nd|
2|+1 level of existing spellcasting class|+1 level of existing spellcasting class|
+1|
-

3rd|
2|+1 level of existing spellcasting class|
-|
+2|
Ability Score +1

4th|
3|+1 level of existing spellcasting class|+1 level of existing spellcasting class|
+2|
Ability Score +1

5th|
3|+1 level of existing spellcasting class|
-|
+3|
Ability Score +1

6th|
4|+1 level of existing spellcasting class|+1 level of existing spellcasting class|
+4|
Ability Score +2

7th|
4|+1 level of existing spellcasting class|
-|
+4|
Ability Score +2

8th|
5|+1 level of existing spellcasting class|+1 level of existing spellcasting class|
+5|
Ability Score +2

9th|
5|+1 level of existing spellcasting class|
-|
+6|
Ability Score +3

10th|
6|+1 level of existing spellcasting class|+1 level of existing spellcasting class|
+6|
Ability Score +3

11th|
6|+1 level of existing spellcasting class|
-|
+7|
Ability Score +3

12th|
7|+1 level of existing spellcasting class|+1 level of existing spellcasting class|
+8|
Ability Score +4

13th|
7|+1 level of existing spellcasting class|
-|
+8|
Ability Score +4

14th|
8|+1 level of existing spellcasting class|+1 level of existing spellcasting class|
+9|
Ability Score +4

15th|
8|+1 level of existing spellcasting class|
-|
+10|
Ability Score +5
[/table]

Weapon and Armor Proficiency
A summoner gains proficiency with no weapons or armor. Armor or shields of any kind interferes with summoning magic and may cause summoning spells to fail.

Command (ex)
The summoner is able to command her summons via telepathy. The summon must be within 60 ft. of the summoner and be within the summoner's line of sight in order to receive commands. The summoner issues commands as a move action that does not provoke an attack of opportunity. The summon acts on its master's turn, immediately following her actions, and attempts to carry out whatever command it was last issued. The following commands can be issued and have the following effects:

Guard
Orders the avatar or spirit to guard its master. The summon will attempt move into and stay within a square adjacent to its master(following its master's movements if need be) and failing this, attempt to follow behind its master wherever it goes. If the summon or its master fall under attack, the summon will defend itself or its master by attacking the target that threatens them.

Guard is the default command. As soon as a summon is brought forth, it automatically follows this command until issued a new command.

Attack
Orders the avatar or spirit to attack a target. The summoner must be able to see the target and the target must be within 120 ft. The summon will close to melee range with the target and attack the target with its natural weapons until the target is knocked out or killed(in which case the summon returns to following the Guard command), or until the summon is issued a new command. If it cannot reach the target, the command fails and the avatar resumes following whatever command it was following before it was issued the attack command.

Heel
Orders the avatar or spirit to stop whatever it's doing and follow the summoner in a passive mode. It will not defend itself or its master while following the heel command. It will continue to simply follow its master until it is issued a new command.

Stay
Orders the avatar or spirit to remain where it is and not move. The summon will cease moving and remain in its spot until it is issued a new command. It will make no attempts to defend itself or its master.

Dismiss
Dismisses the summoner's current active avatar or spirit, causing it to instantly return to its home plane. A summon is automatically dismissed if it is reduced to 0 or less HP, if the summon and master are at any time more than 200 ft. apart, or if the summoner dies.

Blood pact
Orders the avatar to use one of its special attacks, as selected by the summoner. Spirits to not respond to blood pact commands. The avatar will execute the attack as directed, then resume following whatever command it was following before it was issued the blood pact command. A list of blood pacts can be found here (http://www.giantitp.com/forums/showpost.php?p=3220061&postcount=20).

Blood pact commands often have ranges, targets, areas, and MP costs. If the blood pact command has a target, it must be within 100 ft. of both the avatar and its master and be within line of sight of both. If the range is shorter than this, the summon will attempt to move within range of the target before executing the blood pact command. If it cannot reach the target, the command fails and the avatar resumes following whatever command it was following before it was issued the blood pact command.

Once the summoner issues the blood pact command, she cannot issue another blood pact command for 1d3+1 rounds.

Summoning (su)
The only actual "spells" the summoner gains from her summoner class are the spells that summon avatars and spirits into the material plane, binding them to her will. Summoning an avatar or spirit is a standard action that provokes an attack of opportunity. The summoner may summon defensively by making Concentration check with a DC of 15 + the summoner's caster level. If you fail the check, you lose the spell without effect. Summoning spells may be interrupted just like normal spells, and when making Concentration checks to attempt to maintain the spell, substitute the summoner's caster level for the spell level. The avatars and spirits the summoner can summon and the spells used to summon them are listed here (http://www.giantitp.com/forums/showpost.php?p=3220061&postcount=20) and here (http://www.giantitp.com/forums/showpost.php?p=3230484&postcount=21).

All summoners begin being able to summon only a single avatar: Carbuncle. The summoner may gain additional avatars as she levels up, with two avatars at the 2nd level, and an additional avatar every two summoner levels thereafter, up to a maximum of eight. In order to actually gain the ability to summon these avatars, the summoner must track the avatar down to its lair and defeat it in battle(except Carbuncle, which simply offers its services to the summoner upon completing the appropriate quest). Avatars are powerful elementals that have a variety of special abilities to aid the summoner in battle.

Summoners are also able to summon any number of spirits, the summoning spells of which are obtained just as black, red, and white mages obtain their spells(though the scrolls that contain spirit summoning spells are called "pacts"). Spirits are weaker elementals that have weak attacks and cast spells of their own element at random, without direction by the summoner.

Only one summon(avatar or spirit) may be active at a time. Summons are always called into being at full health and with 0 TP, regardless of what condition they were in when last dismissed by the summoner. When a summoning spell finishes, the summoned avatar or spirit appears to materialize in a space adjacent to the summoner. If sufficient space is not availible, the spell is cast to no effect. The summoner may choose in what space the avatar or spirit appears, but it must be adjacent to its master.

Summoning spells cost MP, just like any other spell. However, summons also constantly drain MP from their master at the beginning of each of her turn in which she has an active avatar or spirit. Carbuncle drains 2 MP per round; spirits drain 3 MP per round; Ifrit, Shiva, Ramuh, Titan, Garuda, and Leviathan drain 4 MP per round; and Fenrir drains 5 MP per round. This MP drain is called "perpetuation cost," and may be reduced via magic items or class abilities(but cannot be reduced below 0).

Summoning an avatar or spirit costs MP. The cost for summoning Carbuncle is 3 + your summoner level. The cost for summoning a spirit is 4 + your summoner level. The cost for summoning any avatar other than Fenrir or Carbuncle is 5 + your summoner level. The cost for summoning Fenrir is 6 + your summoner level.

Max MP
For every level of summoner a character takes, she gains MP as if she had gained a level in whatever spellcasting class it was before it took the prestige class. If she had more than one spellcasting class prior to taking a levels of summoner, she chooses which one to advance. Essentially, the character adds the level of whatever spellcasting class she is choosing to advance to her summoner level and determines max MP as if the result was levels in the previous spellcasting class.

Max Spell level
For every 2nd level of summoner a character takes, she gains access to higher level spells as if she had gained a level in whatever spellcasting class it was before it took the prestige class. If she had more than one spellcasting class prior to taking a levels of summoner, she chooses which one to advance. Essentially, the character adds the level of whatever spellcasting class she is choosing to advance to half of her summoner level(rounded down) and determines max spell level as if all of the result was levels in the previous spellcasting class.

Caster level
A summoner's caster level for her existing spellcasting class is equal to 2/3 its summoner level(rounded down) plus the caster level of the existing spellcasting class. Effectively, the summoner takes whatever caster level she had for her existing spellcasting class before taking the summoner class and adds 2/3 of her summoner level(rounded down) to that to get her new caster level for her spellcasting granted by her existing spellcasting class. Her caster level for summoning magic is equal to her caster level for her existing spellcasting class. she had more than one spellcasting class prior to taking a levels of summoner, she chooses which one to use for these calculations.

This caster level total is also used for certain blood pact effects.

Avatar boost
At every 2nd summoner level, the summoner chooses one of the following bonuses that benefit her avatars or spirits. A summoner may select any of these abilities multiple times.

Avatar accuracy boost
Your avatars and spirits get a +1 bonus on their attack rolls made with their natural weapons.

Avatar evasion boost
Your avatars and spirits get a +1 dodge bonus to armor class.

Avatar health boost
Your avatars and spirits get +1 per avatar hit die bonus to their maximum hit points.

Avatar magic boost
Your effective caster level is increased by 1 for the purpose of determining caster level for avatar blood pact commands or spells cast by spirits.

Avatar TP boost
Your avatars and spirits gain 2 additional TP whenever they would gain TP.

Auto Refresh
A summoner of the 3rd level or higher gains 1 MP at the end of every turn in which she cast a summoning spell or used a blood pact ability. The summoner may gain MP equal to twice her summoner level per day, after which auto refresh ceases functioning until the summoner recovers up to her maximum MP via resting.

MP boost
At the 3rd summoner level, the summoner's MP pool increases. When determining a summoner's bonus MP granted by her ability score, treat the ability score as if it was 1 point higher than it actually is. The MP boost increases to +2 at the 6th level, +3 at the 9th level, +4 at the 12th level, and +5 at the 15th level. This boost only affects the summoner's maximum MP, it does not affect saving throws or any other benefits that ability score grants.

Resist slow (su)
A summoner of the 4th level or higher gains a bonus equal to her Charisma bonus(treat a negative modifier as 0) to saving throws against slow effects.

Astral flow (su)
At the 5th level, the summoner gains access to the astral flow ability. Activated as a free action, astral flow lasts for (3 + summoner's Constitution modifier) rounds. During this time, avatars drain no MP per avatar perpetuation costs, but are still dismissed if the summoner would be unable to pay the perpetuation cost at the beginning of her turn. In addition, while astral flow is active, the summoner can access her avatar's ultimate abilities via the blood pact command. Avatar's ultimate abilities have an MP cost of twice the summoner's caster level, but drain the summoner's entire MP pool when used(in effect, the summoner must have MP equal to twice her caster level in order to issue the blood pact command to use the ultimate ability, but regardless of how much MP she has she loses it all upon the avatar using the ability). The summoner may use astral flow once per day.

Nu
2007-09-16, 11:57 PM
Prestige Classes(Continued)

Dark Knight

Hit Die
d12

Class Skills
The dark knight's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge: (nobility and royalty) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int).

Skill Points at Each Level
2 + Int modifier.

Weapon Skill Points at Each Level
2 + Int modifier.

Prerequisites
In order to become a dark knight, a player must be of the 5th character level or higher, and be proficient with a martial two-handed weapon, have 4 or more ranks in Knowledge (arcana), and have one of the following: medium armor proficiency OR the ability to cast 3rd level black magic spells.

The Dark Knight
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Max MP|Max Spell Level

1st|
+1|
+2|
+0|
+2|Armored caster, aura of fear|
+1|
1

2nd|
+2|
+3|
+0|
+3|Death wish|
+1|
1

3rd|
+3|
+3|
+1|
+3|Blood weapon 1/day, wave of darkness|
+1|
2

4th|
+4|
+4|
+1|
+4|Arcana killer|
+1|
2

5th|
+5|
+4|
+1|
+4|Soul eater|
+4|
3

6th|
+6|
+5|
+2|
+5|Blood weapon 2/day|
+4|
3

7th|
+7|
+5|
+2|
+5|Unholy favor|
+9|
4

8th|
+8|
+6|
+2|
+6|Vampiric guile|
+9|
4

9th|
+9|
+6|
+3|
+6|Blood weapon 3/day|
+10|
4

10th|
+10|
+7|
+3|
+7|Arcane circle|
+17|
5

11th|
+11|
+7|
+3|
+7|Harbinger|
+20|
5

12th|
+12|
+8|
+4|
+8|Blood weapon 4/day|
+25|
5

13th|
+13|
+8|
+4|
+8|Life-stealing blade|
+26|
6

14th|
+14|
+9|
+4|
+9|Bane|
+41|
6

15th|
+15|
+9|
+5|
+9|Blood weapon 5/day, unholy blade|
+48|
6|
[/table]

Weapon and Armor Proficiency
A dark knight gains proficiency with all martial weapons. The dark knight gains proficiency with all armor and shields.

Spells
A dark knight casts black magic spells which are drawn from the black mage spell list. A dark knight can cast any spell she knows at will and may know any number of spells. Learning spells is described in detail in the magic section. A dark knight learns spells in the same manner as a black mage.

To learn, prepare, or cast a spell, the dark knight must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a dark knight's spell is 10 + the spell level + the dark knight's Intelligence modifier.

Like other spellcasters, a dark knight can cast only as long as she has the required MP. Her maximum MP each level is given on Table: The Dark Knight. She recovers MP by resting, as described in the magic section. In addition, she receives bonus MP if she has a high Intelligence score.

The dark knight's caster level rules are different than those of most casters. When casting a dark spell, the dark knight's caster level is equal to her dark knight level. But when casting an enhancing, enfeebling, or elemental spell, the dark knight's caster level is equal to one-half her dark knight level.

Armored Caster
A dark knight can cast black magic spells derived from her class levels of dark knight while in any armor and while wielding light or heavy shields without the normal spell failure chance.

Aura of Fear (su)
The dark knight's presence can strike fear into the hearts of mortals. Whenever a creature becomes threatened by the dark knight, it must make a Will save with a DC of 10+character's dark knight level+dark knight's Charisma modifier or be shaken for 1d4 rounds. A shaken character instead becomes frightened for 1d4 rounds, and a frightened creature instead becomes panicked for 1d4 rounds. Any creature that makes its save against this aura is immune to it for 24 hours. This is a mind-affecting ability. A creature with 1-5 HD more than the dark knight has the DC halved. A creature with 6 or more HD than the dark knight is unaffected by aura of fear.

Death Wish (ex)
Beginning at the 2nd level, the dark knight can make her attacks more accurate for a single round by lowering her defense. On the dark knight's action, before she makes attack rolls, she may take an AC penalty of any amount that does not exceed her base attack bonus or total AC and add that number to her attack rolls. The penalty to AC and the bonus to attack rolls last until the dark knight's next turn.

Blood Weapon (su)
At the 3rd level, the dark knight can drain the life from her enemies with her blade. As a swift action, the dark knight may enchant her weapon to drain the lifeforce from the blood of its victims. While using this ability, the dark knight is healed for an amount of hit points equal to half of the damage she deals whenever she lands a damaging melee attack with her enchanted weapon against a living foe. Blood Weapon lasts for 1d3+1 rounds. The dark knight may use Blood Weapon once per day, and gains an additional use of it each day at the sixth, ninth, twelfth, and fifteenth levels. Blood Weapon does not heal the dark knight when attacking nonliving creatures. If Blood Weapon would heal the dark knight beyond her maximum HP, she gains the extra healing as temporary hit points that last for (3 + dark knight's Constitution modifier) rounds.

Wave of Darkness (sp)
At the 3rd level, the dark knight gets the wave of darkness special attack. As a standard action, the dark knight may channel her own lifeforce into her weapon, releasing a wave of the dark energy in a frontal, 30'+5' per dark knight level(up to 120') cone-shaped burst. To determine the damage the wave does to any target caught within the cone, do a damage roll with the dark blade and add your constitution modifier(treat any weapon as a ranged weapon for the purpose of the damage roll. A Strength bonus or penalty has no effect on the damage caused by Wave of Darkness. Any other bonuses that would add to ranged damage rolls may be added to this roll). Wave of darkness deals dark damage. Any creatures within the area of effect may attempt a reflex save for half damage; the save DC is 10+the caster's dark knight level+the dark knight's Constitution modifier. In addition, the dark knight deals damage to herself equal to 1/8th of her total HP. Damage the dark knight deals to herself is dark damage and cannot be reduced or prevented by any means. This ability provokes an attack of opportunity, and if one hits the dark knight, she must make a DC 10+damage dealt by the interrupting attack Concentration check or the ability fails(the dark knight does not deal damage to herself if the ability fails).

Arcana Killer (su)
The dark knight unsettles arcana with her mere presence beginning at the 4th level. Arcana that attempt to attack the dark knight with a weapon, spell, or ability must make a Will save of 10 + dark knight level + dark knight's Charisma modifier. A failed save means the attack fails.

Soul Eater (su)
The dark knight's blade hungers for life, and at the 5th level the dark knight gains the ability to feed her blade her own lifeforce in order to boost her damage potential. When Soul eater is activated(a free action), it leeches the soul of its wielder and her enemies alike. On the dark knight's action, before she makes attack rolls, she may choose a number no greater than 1/5th of her current HP. Until her next action, on each melee weapon attack that hits, she may choose to deal that much damage to herself and add that number to her damage rolls. Damage the dark knight deals to herself is dark damage and cannot be reduced, prevented, or absorbed. This additional damage is considered dark damage. One the dark knight uses this ability, it cannot be used again for 1d3+1 rounds. Soul eater does not damage the dark knight nor deal additional damage if the damage would reduce the dark knight below 0 HP.

Unholy Favor (Su)
At the 7th level, a dark knight wielding a weapon gains a bonus to saving throws equal to that weapon's enhancement bonus to damage rolls.

Vampiric Guile (Su)
From the 8th level onwards, whenever the dark knight scores a critical hit, gains temporary hit points equal to half of the damage dealt by her critical hit. These temporary hit points last for one hour. If blood weapon is active, vampiric guile does not activate.

Arcane Circle (Su)
A dark knight of the 10th level or higher has an aura that makes allies especially resistant to the arcana. Allies within 30 ft. of the dark knight get a +3 profane bonus to to all saving throws against creatures of the arcana subtype.

Harbinger (Su)
Beginning at the 11th level, whenever the dark knight lands a critical strike, she is healed for half of the damage her critical strike deals. This ability only applies to critical strikes made against living creatures. If blood weapon is active, harbinger has no effect.

Life-stealing blade (Su)
A dark knight of the 13th level or higher becomes stronger with each foe she slays. Whenever the dark knight lands a killing blow with a weapon attack, the weapon used to deliver the blow gets a +1 profane bonus to attack and damage rolls for 8 hours. This effect stacks up to a +5 total bonus. Once the effect has stacked up to a +5 bonus, new foes slain will not extend the duration. A slain foe must have no less than (dark knight's character level - 4) HD to count for life-stealing blade's effect.

Bane (ex)
A dark knight of the 14th level is a fearsome foe who is exceptionally cruel with her critical strikes. Her critical multiplier is increased by 1 whenever she wields a two-handed weapon. This does not stack with other effects that increase the dark knight's critical multiplier.

Unholy Blade (su)
Once per day, a dark knight of the 15th level or higher can add an additional effect to her soul eater attack. She announces unholy blade at the same time she announces soul eater. The spell "Flare" is stored in the paladin's weapon, and is discharged onto the target on the dark knight's next successful attack. Treat this "Flare" spell as if it were cast by the dark knight herself, but the spell costs the dark knight no MP. This Flare spell deals dark damage instead of non-elemental damage.

Dark Knight Spell List
1st level: Stone, Water, Aero, Poison, Blind, Absorb-CHA
2nd level: Fire, Blizzard, Thunder, Bio, Sleep, Drain, Stun, Absorb-DEX
3rd level: Stone II, Water II, Aero II, Absorb-WIS
4th level: Fire II, Blizzard II, Thunder II, Aspir, Bind, Absorb-INT
5th level: Stone III, Water III, Aero III, Sleep II, Drain II, Bio II, Absorb-STR, Absorb-TP
6th level: Fire III, Blizzard III, Thunder III, Bio III*, Drain III*, Absorb-CON
*The dark knight casts these spells as 6th level spells, even though they are higher level.


Dragoon

Hit Die
d10

Class Skills
The dragoon's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (nobility and royalty), Knowledge (religion), Profession (Wis), Ride (Dex), and Swim (Str).

Skill Points at Each Level
4 + Int modifier.

Weapon Skill Points at Each Level
2 + Int modifier.

Prerequisites
In order to become a dragoon, a player must be of the 5th character level or higher, and have martial weapon proficiency with a spear, 8 or more ranks in Jump and the either the Skill Focus (jump) or Acrobatics feat.

The Dragoon
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+2|
+2|
+0|Armor expertise, leaping expertise, wyrmling

2nd|
+2|
+3|
+3|
+0|Jump, uncanny dodge

3rd|
+3|
+3|
+3|
+1|Improved armor expertise, spear mastery

4th|
+4|
+4|
+4|
+1|Dragon killer

5th|
+5|
+4|
+4|
+1|High jump, skill mastery (jump)

6th|
+6|
+5|
+5|
+2|Strafe

7th|
+7|
+5|
+5|
+2|Greater armor expertise

8th|
+8|
+6|
+6|
+2|Ancient circle

9th|
+9|
+6|
+6|
+3|Breath weapon

10th|
+10|
+7|
+7|
+3|Super jump

11th|
+11|
+7|
+7|
+3|

12th|
+12|
+8|
+8|
+4|Angon

13th|
+13|
+8|
+8|
+4|Spirit surge

14th|
+14|
+9|
+9|
+4|Deep breathing

15th|
+15|
+9|
+9|
+5|Double jump
[/table]

Weapon and Armor Proficiency
A dragoon gains proficiency with all spear-class weapons, and all armor, but not shields.

Armor expertise (ex)
A dragoon reduces her total armor check penalty of by 2. This includes penalties from both armor and encumberence At the 3rd level, she instead reduces the armor check penalty of her armor by 4, and at the 7th level, she reduces it by 6 instead. This is before it is doubled for Swim checks. In addition, at the 1st level her maximum Dex bonus as limited by armor increases by 1. At the 3rd level, it increases by 2, and at the 7th level, it increases by 3.

Leaping expertise (ex)
A dragoon is an expert at jumping. She gets a bonus to jump checks equal to her dragoon level.

Wyrmling
The dragoon gains the services of a loyal azure wyrmling companion. Though command over the wyrmling is limited, the wyrmling will typically fly at the dragoon's side(hover in a square adjacent to the dragoon) and attack targets the dragon attacks, or defend against enemies that attack either the wyrmling or the dragoon herself. In combat, the wyrmling acts on its master's turn, immediately following its master's actions. It will always automatically attempt to follow it's master's lead.

The wyrmling can be trained as an animal can through use of the Handle Animal skill with no penalty. It can be taught tricks (up to 9), and a dragoon can handle her wyrmling as a free action or push it as a move action. If a wyrmling dies, the dragoon must attempt a Fortitude save with a DC of 20 + the wyrmling's HD or lose XP equal to 5% of the required XP to advance to the next level. A successful save halves this amount. The dragoon cannot lose a level by losing XP in this way, but all lost XP must be re-earned before the dragoon can level again. If the dragoon spends a day in quiet prayer, she can resurrect her wyrmling and regain XP equal to half of 5% of the required XP to advance to the next level(in the case she succeeded her Fortitude save earlier, this restores all of the lost XP).

Wyrmlings begin with 6 HD, and gain 1 additional HD for each dragoon level its master gains after the 1st. A wyrmling's base attack bonus and saving throws progress as normal for a dragon. They have these statistics as the companion of a 1st level dragoon:

Azure Wyrmling
Size/Type: Small Dragon
HD: 6d12+12 (51 hp)
Speed: 20 ft (4 squares), fly 20 ft (clumsy)
Initiative: +3
Armor Class: 18; touch 14; flat-footed 15
(+1 size, +3 Dex, +4 natural armor)
Base Attack Bonus: +6; Grapple: +2
Attack: Bite +9 melee (1d6+3)
Full-Attack: Bite +9 melee (1d6+3)
Space: 5 ft.; Reach: 5 ft.
Special Attacks: Breath weapon
Special Qualities: Darkvision 60 ft., Low-Light Vision, sleep immunity, keen senses
TP Attacks: -
Saves: Fort +7 Ref +8 Will +6
Abilities: Str 15, Dex 17, Con 15, Int 3, Wis 13, Cha 10
Skills: Spot +12, Listen +12
Feats: Hover (B), Weapon Finesse, Alertness, Weapon Focus (bite)
Environment: Any cold
Organization: Companion (1 wyrmling, 1 dragoon)
Challenge Rating: 5
Treasure: -
Alignment: Usually lawful neutral
Advancement: by HD
Level Adjustment: -
Element: Water
Strong Against: -
Weak Against: -

Keen Senses (ex)
A wyrmling companion sees and hears four times as well as a hume.

Breath weapon (ex)
A wyrmling has a breath weapon that has random effects. It affects a 30 ft. cone, and a Reflex save with a DC of 10 + .5wyrmling HD + wyrmling Constitution modifier allows a creature to take half damage. A wyrmling only uses its breath weapon whenever the dragoon executes a weapon skill(on the wyrmling's turn, after its master's actions), and it will always attempt to use the breath weapon on the same creature that was the target of the dragoon's weapon skill(except for healing breath, see below). Roll a d8 to determine the type of breath weapon used:

Wyrmling Breath Weapon
{table=head]d8 Result|Name of Breath|Element|Effect

1|
Sand Breath|
Earth|Deals 2d4 earth damage per 3 wyrmling HD.

2|
Aqua Breath|
Water|Deals 2d4 water damage per 3 wyrmling HD.

3|
Aero Breath|
Wind|Deals 2d4 wind damage per 3 wyrmling HD.

4|
Flame Breath|
Fire|Deals 2d4 fire damage per 3 wyrmling HD.

5|
Blizzard Breath|
Ice|Deals 2d4 ice damage per 3 wyrmling HD.

6|
Lightning Breath|
Thunder|Deals 2d4 thunder damage per 3 wyrmling HD.

7|
Acid Breath|
Dark|Deals 1d4 dark damage per 3 wyrmling HD.

8|
Healing Breath|
Light|Heals 2d4 points of damage per 3 wyrmling HD.
[/table]

*Acid
Fortitude save of the same DC for avoiding the breath. A failed save means that the target takes 2d4 dark damage for every 3 wyrmling HD at the beginning of its next turn.

**Healing
The wyrmling will attempt to target nearby injured allies with its healing breath. The breath heals for the listed amount of damage, and damages undead for a like amount. There is no Reflex save involved in a Healing Breath, but undead can attempt a Will save to take half as much damage.

Once a wyrmling uses one of its breath weapons, it cannot use another breath weapon for 1d4 rounds. Breath weapons can magic burst just like spells can at the end of skillchains.

Wyrmling companions advance as according to this table:

Wyrmling Advancement
{table=head]Class Level|Bonus HD|Natural Armor Adj.|Str/Dex/Con Adj.|Breath Weapon Damage*|Special

1|
+0|
+0|
+0|4d4|Empathy, link

2|
+1|
+1|
+1|4d4|Evasion, uncanny dodge

3|
+2|
+2|
+1|5d4|Spirit link

4|
+3|
+3|
+2|6d4|Devotion, dodge

5|
+4|
+3|
+2|6d4|Improved evasion

6|
+5|
+4|
+3|7d4|Improved uncanny dodge

7|
+6|
+5|
+3|8d4|Mobility

8|
+7|
+6|
+4|8d4|Intelligent breathing

9|
+8|
+6|
+4|9d4|

10|
+9|
+7|
+5|10d4|Improved natural weapon (bite)

11|
+10|
+8|
+5|10d4|

12|
+11|
+9|
+6|11d4|

13|
+12|
+9|
+6|12d4|Improved toughness

14|
+13|
+10|
+7|12d6|Deep breathing

15|
+14|
+11|
+7|13d6|
[/table]

*This is for all breath weapons except poison breath(ie, the value here is 2/3rds the wyrmling's HD), and healing breath(which heals for a like amount).

Wyrmlings gain additional feats according to their HD, the feats they gain are on the table. They also gain two skill points with each additional HD, they put additional ranks into Spot and Listen with these skill points.

Their base attack bonus is equal to their HD, and they have good Fortitude, Reflex, and Will saves. Both advance according to the wyrmling's HD. The details on the table are listed below.

Empathy (ex)
Whenever you receive a beneficial magic effect, if your wyrmling is in an adjacent square, it also gets a copy of this buff effect with an equal duration. The beneficial effect does not disappear if the wyrmling moves further away.

Link (ex)
The dragoon can use Handle Animal to influence her wyrmling companion at no penalty, even though it is not an animal.

The dragoon can handle her wyrmling as a free action or push it as a move action, even if she doesn't have any ranks in Handle Animal. She gets a +4 bonus to Handle Animal checks made regarding her wyrmling companion.

Evasion (ex)
If an wyrmling is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.

Uncanny dodge (ex)
A wyrmling retains its Dexterity bonus to AC even if it is caught flat-footed or struck by an invisible attacker. The wyrmling still loses her Dexterity bonus to AC if immobilized.

Spirit link (su)
Whenever her wyrmling companion takes damage, the dragoon can transfer up to half of that damage to herself. Likewise, whenever the dragoon is healed of any amount of damage, she can transfer up to half of the healing to her wyrmling companion. Spirit link only works as long as the dragoon and her wyrmling companion are within 30 feet of each other.

Devotion (ex)
A wyrmling is immune to Charm effects.

Improved evasion (ex)
When subjected to an attack that normally allows a Reflex saving throw for half damage, a wyrmling takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.

Improved uncanny dodge (ex)
A wyrmling cannot be flanked. A thief with 4 more thief levels than the wyrmling's HD total may still sneak attack the wyrmling by flanking it.

Mobility
The wyrmling gains the Mobility feat as a bonus feat, even if it doesn't meet the prerequisites.

Intelligent breathing (ex)
A wyrmling will attempt to adjust its breath weapon d8 result in order to match an enemy's elemental weakness(if applicable). It may add or subtract any amount no greater than its Intelligence score to the d8 result for determining which breath weapon is used.

Deep breathing (ex)
A wyrmling replaces all d4s used to determine damage/amount healed with d6's for its breath weapon.

Jump (ex)
A dragoon of the 2nd level or higher can make an extraordinary jump attack as a full-round action. The dragoon must jump at least 10 ft. (2 squares) and move up to double her speed directly towards the designated square. The square must be empty or occupied by an enemy, and the dragoon must have a clear path to the square, with no obstacles blocking the path. The dragoon can ignore difficult terrain for the purpose of a jump, however.

The dragoon makes a jump check as normal. If the jump check result is high enough to jump into the designated square, the dragoon leaps into that square if it is unoccupied and nothing is blocking her path. A dragoon does not double the DC for a jump check without a running start when using the jump ability. Even if the jump would overshoot the target square, the dragoon still ends up in the designated square.

If the designated square is occupied by an opponent, the dragoon attacks the target and lands in the nearest adjacent square. In order to target an opponent in this manner, the nearest adjacent square must be vacant(as if charging). The dragoon lands in this square and immediately attacks the designated target. The dragoon gets a +2 bonus to the jump attack roll for every 10 ft. she jumped when making the jump attack. If the dragoon uses a spear-type weapon with a jump attack, the attack deals double damage.

In either case, if the dragoon does not make the required jump check, she merely jumps the appropriate distance the jump check would yield. If the space is occupied, the dragoon provokes an attack of opportunity as normal for moving into an occupied square and then falls prone in that square. If the total distance jumped is less than or equal to her move speed, the jump attempt only counts as a move action and distance moved by jumping is counted against your normal maximum movement in a round. If it exceeds it, then it was considered a double move and the dragoon may move according to her remaining movement.

After using a jump attack, the dragoon suffers a -2 penalty to armor class until her next turn.

Uncanny dodge (ex)
Starting at 2nd level, a dragoon can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized. If a dragoon already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead, and the levels from classes she gained uncanny dodge bonuses from stack to determine the minimum level a rogue must be in order to flank the dragoon.

Spear mastery (ex)
Starting at 3rd level, the dragoon is exceptionally skilled with spear-type weapons. When using a spear weapon with reach, a dragoon threatens adjacent squares and can use spears to strike at adjacent foes.

Dragon Killer (su)
The dragoon unsettles dragons with her mere presence beginning at the 4th level. Dragons that attempt to attack the dragoon with a weapon, spell, or ability must make a Will save of 10 + dragoon level + dragoon's Charisma modifier. A failed save means the attack fails.

High jump (ex)
At the 5th level, the dragoon becomes more skilled with her jump attacks. The dragoon may now jump up to three times her speed with a single full-round action. Additionally, the dragoon gets a +4 dodge bonus to armor class against any attacks of opportunity made when using a jump attack.

Skill mastery
From the 5th level onwards, the dragoon is exceptionally competent with her jump skill. When making a jump skill check, she may take 10 even if stress and distractions would normally prevent her from doing so.

Strafe (ex)
From the 6th level onwards, whenever the dragoon successfully attacks a target, it is considered flanked until another creature attacks it or until the beginning of the dragoon's next turn(whichever comes first).

Ancient Circle (su)
From the 8th level onwards, allies within 30 ft of the dragoon get a bonus to saving throws against dragons equal to the dragoon's Charisma modifier.

Breath weapon (ex)
At the 9th level, the dragoon gains a breath weapon it may use as a standard action. The breath weapon affects a 30 ft cone, and deals 2d6 fire damage per 3 character levels. Creatures within the cone may attempt a Reflex save of 10 + dragoon level + dragoon's Constitution modifier for half damage. Once used, the breath weapon cannot be used again for 1d4 rounds.

Super jump (su)
At the 10th level, the dragoon becomes even more skilled with her jump attack. The dragoon can ignore any obstacles in her path while making a jump attack. She actually vanishes from the battlefield immediately after jumping, and seconds later appears in the air above the designated square, striking it with a mighty force(as long as she succeeds the jump check, otherwise she simply lands in one of the squares on the path of her jump). Otherwise, the attack is the same as the jump attack. She provokes no attacks of opportunity when she leaves or enters these squares.

Angon (ex)
From the 12th level onwards, a creature flanked by the dragoon and its wyrmling loses its Dexterity bonus to armor class.

Spirit Surge (su)
At the 13th level, the dragoon gains access to the spirit surge technique. She may activate spirit surge as a free action. While spirit surge is active, the dragoon gets a bonus to attack and damage rolls equal to one-third its wyrmling's HD. In addition, the wyvern gets a +6 bonus to Strength and Constitution, and a +4 morale bonus to Will saves. Spirit surge lasts for (3 + dragoon's Constitution modifier) rounds. Her wyrmling companion must be within 30 ft of the dragoon and conscious in order for the dragoon to use this ability.

Deep breathing (ex)
From the 14th level onwards, the dragoon replaces the d6s used for her breath weapon's damage with d8's.

Double jump (ex)
From the 15th level onwards, the dragoon may make two jump attacks against different targets in a single round. Whenever she successfully makes her first jump attack, she may attempt to make another against a different foe at least 10 ft. away once per round.


Tactical Point (TP) System

TP Pool
A character begins battle with a number of TP according to their base attack bonus. You add TP to your TP pool in one of several ways, described below. You lose TP when you use a weapon skill. While there is no maximum TP you can have during a battle, your TP always resets to the starting value at the beginning of a new battle, and a single weapon skill can never consume more than 6 TP per action.

Starting TP
{table=head]Base Attack Bonus|Starting TP


0|
0|


1-5|
1|


6-10|
2|


11-15|
3|


16-20|
4|


21-25|
5|


26-30|
6|


31-35|
7|
[/table]

Accumulating TP
A character may accumulate TP in one of the following ways:

Successful Weapon Attack
Attacking with a melee or ranged weapon(not weapon-like spells such as rays or touch attacks related to spells) and dealing damage gives a creature TP. An attack that hits but does not deal damage grants no TP unless it specifically says otherwise.

A two-handed weapon attack gives 2 TP on a successful attack. An unarmed strike or one-handed weapon attack gives 1 TP on a successful attack. An offhand weapon attack gives 0.5 TP on a successful attack. A natural weapon gives 1 TP on a successful attack. If the creature has only one natural weapon, it gives 2 TP on a successful attack. Secondary attacks with natural weapons give 0.5 TP on a successful attack.

Certain class abilities and feats, like Weapon Focus or Improved Two-Weapon Fighting, improve the amount of TP you gain on successful attacks.

Taking Damage
When a creature is hit with an attack, spell, or spell-like ability and takes damage, it gains 1 TP.

Magical Items
Some magical items may grant TP upon use or passively.

Class Abilities
Some classes, especially the Samurai, can gain TP directly via class-based abilities.

Using TP
TP is used for weapon skills. The weapon skills a character has access to are based on the weapon she wields and the amount of weapon skill points she has invested in training with that weapon.

Weapon skills are described in detail in the weapon skills section. In order to execute a weapon skill, you muse have the minimum TP cost in your TP pool. Note that using a weapon skill consumes at maximum 6 TP in your TP Pool, and it will attempt to consume all of the TP in your TP pool to a maximum of 6 regardless of the minimum TP required.

This means that if you have 4 TP in your TP pool and use a weapon skill with a minimum TP requirement of 2, it consumes your entire TP pool. If you had 10 TP in your TP pool, it consumes 6 (the maximum amount it can consume).

Weapon Skills

In addition to normal skill points, a player character gains weapon skill points based on her chosen class or creature type as it levels up(or accumulates HD). Some creatures may have special attacks which use TP, but for player characters the following weapon skills are availible to put points into:

Hand-to-Hand (Unarmed Strikes, Natural Weapons)
Dagger (Daggers, Knives, Punching Daggers, Sai)
Sword (Shortsword, Longsword, Rapier)
Greatsword (Greatsword, Bastard Sword)
Axe (Axe, Handaxe, Battleaxe, Throwing Axe)
Greataxe (Greataxe)
Club (Club, Maul, Light Mace, Nunchuku)
Staff (Greatclub, Quarterstaff, Elemental Staves)
Spear (Shortspear, Spear, Longspear, Lance, Trident, Halberd)
Scythe (Scythe)
Great Katana (Tachi, Uchigatana)
Katana (Kunai, Wakizashi, Shinobi-gatana)
Bow (Shortbow, Composite Shortbow, Longbow, Composite Longbow, Greatbow, Composite Greatbow)
Crossbow (Hand Crossbow, Light Crossbow, Heavy Crossbow, Light Repeating Crossbow, Heavy Repeating Crossbow)

Keep in mind that weapon skill points and tactical points are two different things.

You must use a weapon of the type the skill is dependent upon to execute the weapon skill attack. The max rank of a weapon skill is the same as the character's maximum skill rank for that level, and increases with level as well.

Name: The weapon skill's name.

Weapon Skill Required: In order to use this weapon skill, you must have at least this many points in the appropriate weapon skill.

Class Required: In order to use certain weapon skills, you must have sufficient levels of one of a select few classes. Note that you need only have levels in ONE of the listed classes, not all of them.

Minimum TP: In order to execute the weapon skill in battle, you must have at least this much TP in your TP pool. A weapon skill consumes all the TP in your TP pool (up to a maximum of 6 TP). Even if the attack misses, the TP is still lost.

Action: Most weapon skills either use an attack action or a full attack action. You may execute a weapon skill anytime you could take either of these actions DURING YOUR TURN, and it uses one of the appropriate actions. You may not use them in place of other attacks, such as a charge or attack of opportunity (unless otherwise noted). You must be able to attack with a weapon in order to use a weapon skill--for example, you may not use a one-handed or two-handed weapon to execute a weapon skill during a grapple (but you can with a light weapon with a successful grapple check). A weapon skill that is an immediate action can be executed as an attack of opportunity, even when it's not your turn.

Element: A weapon skill is associated with a particular element for the purposes of weapon skill chains. This does not affect the type of damage the weapon skill does, or anything aside from weapon skill chains. Some weapon skills may be associated with multiple elements, in which case they can represent either element in a chain (the one who uses the weapon skill decides). The element of the weapon skill does not react with elemental weaknesses or resistances directly, but when it creates a skillchain the skillchain's element will be affected as normal.

Saving Throw: Some weapon skills allow for a saving throw in order to prevent part or all of the effect. The saving throw for a weapon skill is 10 + one-half the character level of the player executing the skill + the indicated ability modifier.

TP Gain: Depending on the weapon skill used, you either gain TP as normal for hitting with the weapon, or a reduced amount as indicated.

Effect: The effect of the weapon skill, described in detail.

List of Weapon Skills
Part One (http://www.giantitp.com/forums/showpost.php?p=3636291&postcount=37)
Part Two (http://www.giantitp.com/forums/showpost.php?p=3636294&postcount=38)
Monster Skills (http://www.giantitp.com/forums/showpost.php?p=3636960&postcount=39)

Weapon Skill Chains

Weapon Skills and Chaining
You and your allies may combine your weapon skills to create potent attacks that deal additional damage. Whenever a player executes a weapon skill, if an ally executes the right kind of weapon skill before the initiator's next turn on the same target, the target suffers from a magical burst of energy that resonates with the power of the skill chain.

A skill chain deals its own damage based on the last successful attack in the chain, dealing an equal amount of damage to the last successful attack. The last weapon skill in the chain must have hit at least once on one of its attacks; use the damage from the last successful attack on a weapon skill that allows multiple attacks to determine the damage the skillchain effect does. The chain deals elemental damage, which may be multiplied or reduced based on the foes' weaknesses and resistances. The type of elemental damage dealt depends on the chain formed (explained in more detail below).

Skillchain effects are divided into three levels. The first level deals one type of elemental damage. The second level deals two types of elemental damage. And the third level deals four types of elemental damage. When dealing multiple types of elemental damage to an enemy, ignore any types the foe is resistant against (unless it is resistant against all of the elements of the chain, in which case it is resistant to the damage) and use any types the foe is weak against. For example, when executing a Distortion skill chain(which is of both water and ice elements) against a mandragora, treat it as an ice-only elemental attack, as mandragoras are weak to Ice but resistant to Water.

Executing multiple skillchains in a row while increasing the level of the chain also increases the damage dealt by the chain. When you two characters execute a first-level skillchain, and a third character uses a third weapon skill that combines with the weapon skill that the previous ally used to make a second-level skillchain, you add half the damage of the first-level skillchain to the damage of the second-level skillchain. The same goes for chaining a second-level skillchain into a third-level skillchain.

Executing a Weapon Skill Chain
Executing a weapon skill chain is simple. To execute a level 1 skillchain, use a weapon skill of one element, then have an ally follow with a weapon skill of the same element. This causes a level 1 skillchain of the same element as the two weapon skills used (for example, using two weapon skills of the fire element causes a Liquefication skill chain).

Level 1
Fire + Fire = Liquefication (Fire)
Thunder + Thunder = Impactation (Thunder)
Ice + Ice = Induration (Ice)
Water + Water = Reverberation (Water)
Wind + Wind = Detonation (Wind)
Earth + Earth = Scission (Earth)
Light + Light = Transfixion (Light)
Dark + Dark = Compression (Dark)

Example: Burning Blade + Flaming Arrow = Liquefication (Fire damage equal to total damage dealt by Flaming Arrow)
Example: One Inch Punch + Nightmare Scythe = Compression (Dark damage equal to total damage dealt by Nightmare Scythe)

To execute a level 2 skillchain, use a weapon skill of one element, then use a weapon skill that is appropriate to follow up.

Level 2
Light + Fire = Fusion (Light, Fire)
Wind + Thunder = Fragmentation (Wind, Thunder)
Ice + Water = Distortion (Ice, Water)
Earth + Dark = Gravitation (Earth, Dark)

Example: Burning Blade + Shining Strike = Fusion (Fire and Light damage equal to total damage dealt by Shining Strike)

Keep in mind that the order of weapon skills does not matter. A Fire weapon skill followed by a Light weapon skill forms a Fusion skillchain as well. However, a Fire weapon skill followed by a Wind weapon skill does not form any sort of chain. A level 2 skillchain gains power if a level 1 skillchain is executed beforehand on the same target. In this case, add half of the damage done by the level 1 skillchain to the level 2 skillchain.

Example: Burning Blade + Flaming Arrow = Liquefication (Fire damage equal to total damage dealt by Flaming Arrow) + Seraph Strike = Fusion (Fire and Light damage equal to damage dealt by Seraph Strike + half the damage dealt by Liquefication)

Level 3 skillchains are special. For one thing, only very high-level weapon skills can form them. For another, they do four different types of elemental damage--meaning that if the opponent is weak to any of them, they take additional damage, and if they are not resistant to even one of them, they do not reduce the damage done by the chain. Level 3 skillchains are formed by weapon skills assigned a "dusk" or "dawn" element. In addition to these elements, they have a specific number. For example, Swift Blade is a dusk (1) weapon skill, while Cross Reaper is a dusk (2) weapon skill. A dusk or dawn (1) weapon skill followed by a dusk or dawn (2) weapon skill forms either a dawn or dusk skillchain if both are the same element. The same goes for a (2) weapon skill followed by a (1) weapon skill. However, they do not form skillchains if they are the same number or opposite elements. For example:

Dusk (1) + Dusk (2) = Dusk skillchain
Dawn (2) + Dawn (1) = Dawn skillchain
Dusk (2) + Dusk (2) = No level 3 skillchain
Dawn (1) + Dusk (2) = No level 3 skillchain

Finally, level 3 skillchains do one and a half times the damage of the final successful attack in the chain.

Level 3
Dawn (Fire, Wind, Thunder, Light)
Dusk (Earth, Water, Ice, Dark)

Example: Mistral Axe + Dragon Kick = Dawn (Fire, Light, Wind, and Thunder damage equal to one and a half times the damage dealt by Dragon Kick)

Level 3 skillchains grow in power if a certain level 2 skillchain is executed beforehand on the same target. In this case, add half of the damage dealt by the level 2 skillchain to the level 3 skillchain. In the case of executing a level 1 skillchain, a level 2 skillchain, and then a level 3 skillchain, the damage values stack. In this case, each level 2 skillchain can be followed by a weapon skill of the appropriate element to form a dawn or dusk skillchain. The proper elements are:

Fusion + Dawn (1) = Dawn Skillchain
Fragmentation + Dawn (2) = Dawn Skillchain
Distortion + Dusk (1) = Dusk Skillchain
Gravitation + Dusk (2) = Dusk Skillchain

Example: Burning Blade + Shining Strike = Fusion (Fire and Light damage equal to total damage dealt by Shining Strike) + Savage Blade = Dawn (Fire, Light, Wind, and Thunder damage equal to one and a half times the damage dealt by Savage Blade + one half of the damage dealt by Fusion)
Example: Burning Blade + Flaming Arrow = Liquefication (Fire damage equal to total damage dealt by Flaming Arrow) + Seraph Strike = Fusion (Fire and Light damage equal to damage dealt by Seraph Strike + half the damage dealt by Liquefication) + Shark Bite = Dawn (Fire, Light, Wind, and Thunder damage equal to one and a half times the damage dealt by Shark Bite + one half of the damage dealt by Fusion)

Magic Bursts
Mages can participate in skillchains using their spells as well. If a mage casts an offensive spell of an element matching the element of the skillchain before the initiator's next turn on the target that took damage from the skillchain, the spell is considered a "Magic Burst" and has additional effects.

The spell's save DC is increased by one-half of the damage dealt(this only affects saves made on the same turn as the Magic Burst) and ignores any resistances the target may have(but not immunities). All variable effects of the spell based on dice(such as damage rolls or random durations) are maximized.

Example 1
Player A and Player B execute an Impactation skillchain on a hapless yagudo. Player C casts Thunder II on the yagudo before Player A's next turn. The Thunder II spell is a magic burst, as it is of the Thunder element which corresponds to the Impactation skillchain. The Thunder II spell's damage roll is maximized and it ignores any resistances the yagudo might have.

Example 2
Player A and Player B execute a Gravitation skillchain on a balloon. Player C casts Slow on the balloon before Player A's next turn. The Slow spell is a magic burst, as it is of the earth element which corresponds to the Gravitation skillchain(a dark elemental spell would also work). The save DC for the slow spell is increased by half of the damage dealt by the Gravitation skillchain effect.

Monster Skills
Monster skills are TP-based skills that are used by monsters. They are functionally similar to weapon skills; they are powered by a monster's TP pool.

Blue Mages learn monsters skills as "blue magic," and beastmasters are able to teach their companions additional monster skills as long as they meet the prerequisites.

Disclaimer:
Blue mages aren't even close to finished yet, so balancing work on blue magic spells is still not done. For now, ignore the spell level and readied/synergy bonuses, for those only apply to blue mages and are mostly notes for my later use. I have not yet made any significant attempt to balance them.

Name
The name of the monster skill.

Level:
This is the blue magic level of the monster skill. This statistic only applies to blue mages.

Action:
What action is required to execute the skill.

Target:
The target of the skill, if applicable.

Range:
The range of the skill, if applicable.

Area:
The skill's area of effect, if applicable.

Type:
Physical skills are used to create skill chains. Magical skills can be used for magic bursts. Magical skills are subject to spell resistance, physical skills are not.

Element:
The element of the skill. If the skill is physical, this determines what kind of skill chains it creates, but has no effect on the effectiveness of the skill. If the skill is magical, elemental weaknesses and resistances interact on the element of the given spell.

Creature:
The creature listed here naturally possesses this skill.

Prerequisites:
In order to learn or use the monster skill, the creature must possess the traits listed here.

Minimum TP:
The creature using the monster skill must expend at least this much TP to use it. Expending additional TP may make the ability more powerful. Like weapon skills, a creature may expend up to 6 TP maximum on any single ability (and must spend up to 6 if they have 6 or less).

Saving Throw:
What saving throws are allowed for the spell, if any.

Readied Bonus:
A blue mage gains this benefit when she has the spell readied. Multiple readied bonuses to the same statistic don't stack. Only applies to blue mages.

Synergy Bonus:
Blue mages gain additional benefits when they have a certain two or more skills readied together. Only applies to blue mages.

Effect:
This is the effect of the monster skill, described in detail.

List of Monster Skills (http://www.giantitp.com/forums/showpost.php?p=3636960&postcount=39)

Nu
2007-09-17, 12:00 AM
Magic

Magic Types
Magic is divided into three types: black magic, white magic, and summoning magic. Black magic grants a mage the power to inflict chaos upon creation, while white magic brings order to creation. Summoning magic calls forth powerful avatars or spirits to do the bidding of the one who summons them.

Black Magic
Black magic is almost exclusively offensive, and is practiced by black mages and red mages. With few exceptions, these spells focus on dealing damage to a target or hindering its ability to fight. A large portion of black magic is focused on the power of the elements. Skilled mages seek out their foes' elemental weaknesses, and adapt their magic to strike with precision.

White Magic
White magic is primarily defensive, but it has its share of enfeebling magic and a small dab of direct damage as well. White magic mostly focuses on healing others and restoring life. White magic is practiced by white mages and red mages.

Summoning Magic
A forbidden art until recently, summoning magic is practiced by summoners. Calling forth powerful elemental avatars or spirits, summoners command these entities to fulfill any purpose that is within the abilities of the avatar or spirit summoned. Avatars and spirits have the ability to harm, heal, protect, and destroy. All summoning magic is of the summoning school.

Schools of Magic
Magic is alternately divided into several categories. Rather than using Divination, Conjuration, Abjuration, Enchantment, Evocation, Illusion, Necromancy, and Universal of the standard DnD system, magic is divded as such:

Dark
Dark magic is always of the dark element. Rather than directly damaging opponents like elemental magic, dark magic may deal lesser damage but drain the opponent of stats or cause otherwise harmful negative effects. Black mages and dark knights are masters of dark magic.

Elemental
Elemental magic focuses on damaging opponents with the elemental power of earth, water, wind, fire, ice, or thunder. Black mages specialize in elemental magic.

Enfeebling
Enfeebling magic cripples opponents by reducing their ability to do battle. Red mages and black mages are exceedingly adept with enfeebling magic.

Enhancing
Enhancing magic boosts the fighting ability of allies. Red mages and white mages are experts of enhancing magic.

Healing
Healing magic is used to heal wounds or cure negative status effects. Healing magic causes damage to the undead. White mages specialize in healing magic.

Divine
Divine magic is always of the light element. Divine magic smites the wicked with holy power, but usually in a less direct method than elemental magic. White mages and paladins are especially proficient with divine magic.

Black Magic Spells

Level 1

Stone
Element: Earth
School: Elemental
Duration: Instantaneous
Components: V, S
Casting Time: 1 standard action
Target: One creature
Range: 25' + 5'/level
Save: None
Effect: Rocks bombard the target, causing earth damage. The target takes 1d4+(1 per caster level, max 5) earth damage.

Water
Element: Water
School: Elemental
Duration: Instantaneous
Components: V, S
Casting Time: 1 standard action
Target: One creature
Range: 25' + 5'/level
Save: None
Effect: Water barrages the target, causing earth damage. The target takes 1d4+(1 per caster level, max 5) water damage.

Aero
Element: Wind
School: Elemental
Duration: Instantaneous
Components: V, S
Casting Time: 1 standard action
Target: One creature
Range: 25' + 5'/level
Save: None
Effect: Winds blast the target, causing wind damage. The target takes 1d4+(1 per caster level, max 5) wind damage.

Poison
Element: Water
School: Enfeebling
Duration: 1 minute
Components: V, S
Casting Time: 1 standard action
Target: One living creature
Range: 100' + 10'/level
Save: Fortitude negates, see text
Effect: The target is struck with a sickening poison. A creature that fails its save against the initial effect takes 1 point of non-elemental damage. The creature continues to take 1 point of non-elemental damage each round at the beginning of your turn for the duration of the poison. A creature that fails its save against the secondary effect is sickened for 1 minute per caster level.

Blind
Element: Dark
School: Enfeebling
Duration: 1 round/level
Components: V, S
Casting Time: 1 standard action
Target: One creature
Range: 100' + 10'/level
Save: Will negates
Effect: The target has a difficult time seeing. The target takes a -2 penalty to attack rolls, and an additional -1 for every 2 caster levels the caster has after the first(up to a maximum of -5 at the 11th level).

Blaze Spikes
Element: Fire
School: Enhancing
Duration: 1 hour/level (D)
Components: V
Casting Time: 1 standard action
Target: Self
Range: Personal
Save: None
Effect: Fire-like energy protects you. You gain a +4 armor bonus to AC. Creatures that attack you with natural weapons or unarmed strikes take 1 point of fire damage.

Feather
Element: Air
School: Enhancing
Duration: 1 minute/level (D)
Components: V
Casting Time: 1 immediate action
Target: One Medium or smaller freefalling creature/level, no two of which may be more than 20 ft. apart
Range: 25' + 5'/level
Save: Will negates (harmless)
Effect: The affected creatures fall slowly. Feather fall instantly changes the rate at which the targets fall to a mere 60 feet per round (equivalent to the end of a fall from a few feet), and the subjects take no damage upon landing while the spell is in effect. However, when the spell duration expires, a normal rate of falling resumes.

The spell affects one or more Medium or smaller creatures (including gear and carried objects up to each creature’s maximum load), or the equivalent in larger creatures: A Large creature counts as two Medium creatures, a Huge creature or object counts as two Large creatures, and so forth.

Absorb-CHA
Element: Dark
School: Dark
Duration: 1 minute/level (D)
Components: V
Casting Time: 1 standard action
Target: One creature
Range: 25' + 5'/level
Save: Will negates
Effect: You absorb the target's charisma. It takes a 1d4 + 1 per caster level penalty to Charisma and you get an equal insight bonus to Charisma. This penalty cannot reduce a creature's Charisma below 1. Multiple Absorb-CHA effects don't stack.

Level 2

Fire
Element: Fire
School: Elemental
Duration: Instantaneous
Components: V, S
Casting Time: 1 standard action
Target: One creature
Range: 25' + 5'/level
Save: None
Effect: Flames engulf the target, causing fire damage. The target takes 1d6+(1 per caster level, max 10) fire damage.

Blizzard
Element: Ice
School: Elemental
Duration: Instantaneous
Components: V, S
Casting Time: 1 standard action
Target: One creature
Range: 25' + 5'/level
Save: None
Effect: Ice assaults the target, causing ice damage. The target takes 1d6+(1 per caster level, max 10) ice damage.

Thunder
Element: Thunder
School: Elemental
Duration: Instantaneous
Components: V, S
Casting Time: 1 standard action
Target: One creature
Range: 25' + 5'/level
Save: None
Effect: Lightning strikes the target, causing thunder damage. The target takes 1d6+(1 per caster level, max 10) thunder damage.

Bio
Element: Dark
School: Dark
Duration: 1 round/level
Components: V, S
Casting Time: 1 standard action
Target: One living creature
Range: 25' + 5'/level
Save: Fortitude negates, see text
Effect: The target is struck with a weakening toxin. A target that fails its save suffers a 1d6 penalty to strength and takes 1d4 points of dark damage. A target infected by Bio takes 1 point of dark damage every round at the beginning of your turn. Bio cannot reduce a creature's strength below 1. Bio cancels and overwrites Dia. Bio is considered a disease.

Stonega
Element: Earth
School: Elemental
Duration: Instantaneous
Components: V, S
Casting Time: 1 standard action
Area: 30'-radius-burst
Range: 100' + 10'/level
Save: Reflex half
Effect: Rocks bombard the area, causing earth damage. Creatures caught in the area of effect take 1d4+(1 per caster level, max 5) earth damage.

Waterga
Element: Water
School: Elemental
Duration: Instantaneous
Components: V, S
Casting Time: 1 standard action
Area: 30'-radius-burst
Range: 100' + 10'/level
Save: Reflex half
Effect: Water barrages the area, causing water damage. Creatures caught in the area of effect take 1d4+(1 per caster level, max 5) water damage.

Aeroga
Element: Air
School: Elemental
Duration: Instantaneous
Components: V, S
Casting Time: 1 standard action
Area: 30'-radius-burst
Range: 100' + 10'/level
Save: Reflex half
Effect: Winds blast the area, causing wind damage. Creatures caught in the area of effect take 1d4+(1 per caster level, max 5) wind damage.

Gravity
Element: Wind
School: Enfeebling
Duration: 1 round/level
Components: V, S
Casting Time: 1 standard action
Target: One creature
Range: 100 + 10'/level
Save: Will negates
Effect: The target is weighed down heavily by the force of gravity. A creature afflicted in such a way moves at half of its normal movement rate(round down to the next 5-foot increment), which affects the creature’s jumping distance as normal for decreased speed.

Tractor
Element: Dark
School: Dark
Duration: Instantaneous
Components: V, S
Casting Time: 1 standard action
Target: One nonmagical, unattended object no more than double your size
Range: 100' + 10'/level
Save: Will negates (harmless)
Effect: Tractors the targeted nonliving object, teleporting it to your position. You can only target objects that are not fastened down.

Sleep
Element: Dark
School: Enfeebling
Duration: 1 minute/level
Components: V, S
Casting Time: 1 standard action
Target: One creature
Range: 100' + 10'/level
Save: Will negates
Effect: One creature with 6 or fewer HD is put into a magical slumber for the duration of sleep. Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action).

Drain
Element: Dark
School: Dark
Duration: Instantaneous
Components: V, S
Casting Time: 1 standard action
Target: One living creature (or undead)
Range: 60'
Save: Fortitude negates
Effect: You deal 1d4 + 1 per caster level (max + 10) dark damage to the enemy and are healed for that much damage. You may not be healed for more damage than you deal, nor may you heal yourself for damage dealt that reduces the target to below -10 HP. When used against the undead, it instead damages you and heals them. If this would increase your HP or the undead's HP above its maximum, you (or it) gain the additional healing as temporary hit points that last 1 hour per caster level.

Stun
Element: Thunder
School: Enfeebling
Duration: 1 round
Components: V, S
Casting Time: 1 immediate action
Area: One creature
Range: 25' + 5'/level
Save: Will negates
Effect: A creature that fails its Will save is dazed for 1 round. You may also use stun on a creature whenever it provokes an attack of opportunity, even if you don't threaten the creature, to automatically interrupt its action(if they fail the Will save). Once you cast Stun, you may not cast it again for 1d4 rounds.

Absorb-DEX
Element: Dark
School: Dark
Duration: 1 minute/level (D)
Components: V
Casting Time: 1 standard action
Target: One creature
Range: 25' + 5'/level
Save: Will negates
Effect: You absorb the target's dexterity. It takes a 1d4 + 1 per caster level penalty to Dexterity and you get an equal insight bonus to Dexterity. This penalty cannot reduce a creature's Dexterity below 1. Multiple Absorb-DEX effects don't stack.

Level 3

Stone II
Element: Earth
School: Elemental
Duration: Instantaneous
Components: V, S
Casting Time: 1 standard action
Target: One creature
Range: 25' + 5'/level
Save: None
Effect: Rocks bombard the target, causing earth damage. The target takes 2d6+1d4 per caster level(max 10d4) earth damage.

Water II
Element: Water
School: Elemental
Duration: Instantaneous
Components: V, S
Casting Time: 1 standard action
Target: One creature
Range: 25' + 5'/level
Save: None
Effect: Water barrages the target, causing earth damage. The target takes 2d6+1d4 per caster level(max 10d4) water damage.

Aero II
Element: Wind
School: Elemental
Duration: Instantaneous
Components: V, S
Casting Time: 1 standard action
Target: One creature
Range: 25' + 5'/level
Save: None
Effect: Winds blast the target, causing wind damage. The target takes 2d6+1d4 per caster level(max 10d4) wind damage.

Firaga
Element: Fire
School: Elemental
Duration: Instantaneous
Components: V, S
Casting Time: 1 standard action
Area: 30'-radius-burst
Range: 100' + 10'/level
Save: Reflex half
Effect: Flames engulf the area, causing fire damage. Creatures caught in the area of effect take 1d6+(1 per caster level, max 10) fire damage.

Blizzaga
Element: Ice
School: Elemental
Duration: Instantaneous
Components: V, S
Casting Time: 1 standard action
Area: 30'-radius-burst
Range: 100' + 10'/level
Save: Reflex half
Effect: An ice storm assaults the area, causing ice damage. Creatures caught in the area of effect take 1d6+(1 per caster level, max 10) ice damage.

Thundaga
Element: Ice
School: Elemental
Duration: Instantaneous
Components: V, S
Casting Time: 1 standard action
Area: 30'-radius-burst
Range: 100' + 10'/level
Save: Reflex half
Effect: A lightning storm strikes the area, causing thunder damage. Creatures caught in the area of effect take 1d6+(1 per caster level, max 10) thunder damage.

Shock
Element: Thunder
School: Elemental
Duration: 1 minute
Components: V, S
Casting Time: 1 standard action
Target: One creature
Range: 25' + 5'/level
Save: Will negates
Effect: Electricity shocks the target, causing temporary mind damage. The target suffers a 1d6 penalty to Will saves. The affected creature takes 3 points of thunder damage every round at the beginning of your turn. Shock cancels and overwrites Rasp, Choke, Frost, Burn, and Drown.

Rasp
Element: Earth
School: Elemental
Duration: 1 minute
Components: V, S
Casting Time: 1 standard action
Target: One creature
Range: 25' + 5'/level
Save: Will negates
Effect: The target is blasted with small rocks, temporarily damaging its reflexes. The target suffers a 1d6 penalty to Reflex saves. The affected creature takes 3 points of earth damage every round at the beginning of your turn. Rasp cancels and overwrites Shock, Choke, Frost, Burn, and Drown.

Choke
Element: Wind
School: Elemental
Duration: 1 minute
Components: V, S
Casting Time: 1 standard action
Target: One creature
Range: 25' + 5'/level
Save: Will negates
Effect: Winds engulf and cause queasiness to the target, temporarily weakening its constitution. The target suffers a 1d6 penalty to Fortitude saves. The affected creature takes 3 points of wind damage every round at the beginning of your turn. Choke cancels and overwrites Rasp, Shock, Frost, Burn, and Drown.

Frost
Element: Ice
School: Elemental
Duration: 1 minute
Components: V, S
Casting Time: 1 standard action
Target: One creature
Range: 25' + 5'/level
Save: Will negates
Effect: Icy cold air slows the target's reaction speed. The target suffers a 1d6 penalty to Dexterity. The affected creature takes 3 points of ice damage every round at the beginning of your turn. Frost cancels and overwrites Rasp, Choke, Shock, Burn, and Drown.

Burn
Element: Fire
School: Elemental
Duration: 1 minute
Components: V, S
Casting Time: 1 standard action
Target: One creature
Range: 25' + 5'/level
Save: Will negates
Effect: Steaming hot air makes it nearly impossible to think. The target suffers a 1d6 penalty to Intelligence. The affected creature takes 3 points of fire damage every round at the beginning of your turn. Burn cancels and overwrites Rasp, Choke, Frost, Shock, and Drown.

Drown
Element: Water
School: Elemental
Duration: 1 minute
Components: V, S
Casting Time: 1 standard action
Target: One creature
Range: 25' + 5'/level
Save: Will negates
Effect: Water bogs down the target, diluting its strength. The target suffers a 1d6 penalty to Strength. The affected creature takes 3 points of water damage every round at the beginning of your turn. A successful save ends the the spell's effect. Drown cancels and overwrites Rasp, Choke, Frost, Burn, and Shock.

Poisonga
Element: Water
School: Enfeebling
Duration: 1 round/level
Components: V, S
Casting Time: 1 standard action
Area: 20'-radius-burst
Range: 100' + 10'/level
Save: Fortitude negates, see text
Effect: Targets within the area of effect are afflicted by Poison, as the spell.

Ice Spikes
Element: Ice
School: Enhancing
Duration: 1 hour/level (D)
Components: V
Casting Time: 1 standard action
Target: Self
Range: Personal
Save: Fortitude partial, see text
Effect: An ice-like barrier protects you. You gain a +5 armor bonus to AC. Creatures that attack you with melee or touch attacks take 2d4 ice damage. Creatures who take the ice damage must attempt a Fortitude save. Creatures that fail this save can only take a move or attack action on their next turn rather than both(and may not take full-round actions).

Absorb-WIS
Element: Dark
School: Dark
Duration: 1 minute/level (D)
Components: V
Casting Time: 1 standard action
Target: One creature
Range: 25' + 5'/level
Save: Will negates
Effect: You absorb the target's wisdom. It takes a 1d4 + 1 per caster level penalty to Wisdom and you get an equal insight bonus to Wisdom. This penalty cannot reduce a creature's Wisdom below 1. Multiple Absorb-WIS effects don't stack.

Level 4

Sleepga
Element: Dark
School: Enfeebling
Duration: 1 minute/level
Components: V, S
Casting Time: 1 standard action
Range: 100' + 10'/level
Area: 20'-radius-burst
Save: Will negates
Effect: Creatures with 6 or fewer HD in the area of effect are put into a magical slumber for the duration of the spell. Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action).

Fire II
Element: Fire
School: Elemental
Duration: Instantaneous
Components: V, S
Casting Time: 1 standard action
Target: One creature
Range: 25' + 5'/level
Save: None
Effect: Flames engulf the target, causing fire damage. The target takes 2d8+1d4 per caster level(max 10d4) fire damage.

Blizzard II
Element: Ice
School: Elemental
Duration: Instantaneous
Components: V, S
Casting Time: 1 standard action
Target: One creature
Range: 25' + 5'/level
Save: None
Effect: Ice assaults the target, causing ice damage. The target takes 2d8+1d4 per caster level(max 10d4) ice damage.

Thunder II
Element: Thunder
School: Elemental
Duration: Instantaneous
Components: V, S
Casting Time: 1 standard action
Target: One creature
Range: 25' + 5'/level
Save: None
Effect: Lightning strikes the target, causing thunder damage. The target takes 2d8+1d4 per caster level(max 10d4) thunder damage.

Stonega II
Element: Earth
School: Elemental
Duration: Instantaneous
Components: V, S
Casting Time: 1 standard action
Area: 30'-radius-burst
Range: 100 + 10'/level
Save: Reflex half
Effect: Rocks bombard the area, causing earth damage. Creatures caught in the area of effect take 2d6+1d4 per caster level(max 10d4) earth damage.

Waterga II
Element: Water
School: Elemental
Duration: Instantaneous
Components: V, S
Casting Time: 1 standard action
Area: 30'-radius-burst
Range: 100 + 10'/level
Save: Reflex half
Effect: Water barrages the area, causing water damage. Creatures caught in the area of effect take 2d6+1d4 per caster level(max 10d4) water damage.

Aeroga II
Element: Air
School: Elemental
Duration: Instantaneous
Components: V, S
Casting Time: 1 standard action
Area: 30'-radius-burst
Range: 100 + 10'/level
Save: Reflex half
Effect: Winds blast the area, causing wind damage. Creatures caught in the area of effect take 2d6+1d4 per caster level(max 10d4) wind damage.

Poison II
Element: Water
School: Enfeebling
Duration: 1 minute
Components: V, S
Casting Time: 1 standard action
Target: One living creature
Range: 100 + 10'/level
Save: Fortitude negates, see text
Effect: The target is struck with a nauseating poison. As poison, but deals 1 point of non-elemental damage per two caster levels each round for 1 minute, and has a secondary effect of nausea. A creature that fails its save against the secondary effect is nauseated for 1d4 + 1 rounds and sickened for 1 minute per caster level.

Aspir
Element: Dark
School: Dark
Duration: Instantaneous
Components: V, S
Casting Time: 1 standard action
Target: One living creature with MP
Range: 25' + 5'/level
Save: Fortitude negates
Effect: You drain 1d6+1 per caster level dark damage to the enemy's MP and gain that much MP.

Bind
Element: Thunder
School: Enfeebling
Duration: 1 minute/level
Components: V, S
Casting Time: 1 standard action
Target: One creature
Range: 100 + 10'/level
Save: Will negates
Effect: Binds a creature with electric energy. The creature cannot take move actions or a 5-foot step.

Dispel
Element: Dark
School: Enfeebling
Duration: Instantaneous
Components: V, S
Casting Time: 1 standard action
Target: One creature
Range: 30'+5'/level
Save: None
Effect: You dispel all magical effects from a creature. To dispel a creature, you must make a caster level check(1d20+your caster level) with a DC of 10+the caster level of the one who cast the spell to be dispelled. In the case of multiple spells, you must make multiple checks to dispel each effect separately with the same Dispel spell.

Warp
Element: Dark
School: Enhancing
Duration: Instantaneous
Components: V
Casting Time: 1 standard action
Target: Self
Range: Personal
Save: None
Effect: This spell instantly transports you to a designated destination, which may be as distant as 100 miles per caster level. Interplanar travel is not possible. You must have some clear idea of the location and layout of the destination.

Absorb-INT
Element: Dark
School: Dark
Duration: 1 minute/level (D)
Components: V
Casting Time: 1 standard action
Target: One creature
Range: 25' + 5'/level
Save: Will negates
Effect: You absorb the target's constitution. It takes a 1d4 + 1 per caster level penalty to Intelligence and you get an equal insight bonus to Intelligence. This penalty cannot reduce a creature's Intelligence below 1. Multiple Absorb-INT effects don't stack.

Level 5

Stone III
Element: Earth
School: Elemental
Duration: Instantaneous
Components: V, S
Casting Time: 1 standard action
Target: One creature
Range: 25' + 5'/level
Save: None
Effect: Rocks bombard the target, causing earth damage. The target takes 3d8+1d6 per caster level(max 15d6) earth damage.

Water III
Element: Water
School: Elemental
Duration: Instantaneous
Components: V, S
Casting Time: 1 standard action
Target: One creature
Range: 25' + 5'/level
Save: None
Effect: Water barrages the target, causing earth damage. The target takes 3d8+1d6 per caster level(max 15d6) water damage.

Aero III
Element: Wind
School: Elemental
Duration: Instantaneous
Components: V, S
Casting Time: 1 standard action
Target: One creature
Range: 25' + 5'/level
Save: None
Effect: Winds blast the target, causing wind damage. The target takes 3d8+1d6 per caster level(max 15d6) wind damage.

Firaga II
Element: Fire
School: Elemental
Duration: Instantaneous
Components: V, S
Casting Time: 1 standard action
Area: 30'-radius-burst
Range: 100' + 10'/level
Save: Reflex half
Effect: Flames engulf the area, causing fire damage. Creatures caught in the area of effect take 2d8+1d4 per caster level(max 15d4) fire damage.

Blizzaga II
Element: Ice
School: Elemental
Duration: Instantaneous
Components: V, S
Casting Time: 1 standard action
Area: 30'-radius-burst
Range: 100' + 10'/level
Save: Reflex half
Effect: An ice storm assaults the area, causing ice damage. Creatures caught in the area of effect take 2d8+1d4 per caster level(max 15d4) ice damage.

Thundaga II
Element: Ice
School: Elemental
Duration: Instantaneous
Components: V, S
Casting Time: 1 standard action
Area: 30'-radius-burst
Range: 100' + 10'/level
Save: Reflex half
Effect: A lightning storm strikes the area, causing thunder damage. Creatures caught in the area of effect 2d8+1d4 per caster level(max 15d4) thunder damage.

Shock Spikes
Element: Thunder
School: Enhancing
Duration: 1 hour/level (D)
Components: V
Casting Time: 1 standard action
Target: Self
Range: Personal
Save: Fortitude partial; see text
Effect: Electric energy protects you. You gain a +6 armor bonus to AC. Creatures attacking you with melee weapons take 3d8 thunder damage. A wielder of a metal weapon takes double damage. Creatures that take thunder damage from Shock Spikes must make a Fortitude save or be paralyzed for 1d4 rounds.

Bio II
Element: Dark
School: Dark
Duration: 1 round/level
Components: V, S
Casting Time: 1 standard action
Target: One living creature
Range: 25' + 5'/level
Save: Fortitude negates
Effect: Functions as Bio, but the Strength penalty is increased to 2d6, the initial damage is increased to 2d6 dark damage, and the periodic damage is increased to 1 dark damage per two caster levels. Bio cancels and overwrites Dia. Bio is considered a disease.

Drain II
Element: Dark
School: Dark
Duration: Instantaneous
Components: V, S
Casting Time: 1 standard action
Target: One living creature (or undead)
Range: 25' + 5'/level
Save: Fortitude negates
Effect: You deal 1d4 per caster level (max 15d4) dark damage to the enemy and are healed for that much damage. You may not be healed for more damage than you deal, nor may you heal yourself for damage dealt that reduces the target to below -10 HP. When used against the undead, it instead damages you and heals them. If this would increase your HP or the undead's HP above its maximum, you (or it) gain the additional healing as temporary hit points that last 1 hour per caster level.

Absorb-STR
Element: Dark
School: Dark
Duration: 1 minute/level (D)
Components: V
Casting Time: 1 standard action
Target: One creature
Range: 25' + 5'/level
Save: Will negates
Effect: You absorb the target's strength. It takes a 1d4 + 1 per caster level penalty to Strength and you get an equal insight bonus to Strength. This penalty cannot reduce a creature's Strength below 1. Multiple Absorb-STR effects don't stack.

Absorb-TP
Element: Dark
School: Dark
Duration: 1 minute/level (D)
Components: V
Casting Time: 1 standard action
Target: One creature
Range: 25' + 5'/level
Save: Will negates
Effect: You absorb the target's TP. The target takes 2d3 TP damage and you gain that much TP.

Level 6

Fire III
Element: Fire
School: Elemental
Duration: Instantaneous
Components: V, S
Casting Time: 1 standard action
Target: One creature
Range: 25' + 5'/level
Save: None
Effect: Flames engulf the target, causing fire damage. The target takes 3d8+1d8 per caster level(max 15d8) fire damage.

Blizzard III
Element: Ice
School: Elemental
Duration: Instantaneous
Components: V, S
Casting Time: 1 standard action
Target: One creature
Range: 25' + 5'/level
Save: None
Effect: Ice assaults the target, causing ice damage. The target takes 3d8+1d8 per caster level(max 15d8) ice damage.

Thunder III
Element: Thunder
School: Elemental
Duration: Instantaneous
Components: V, S
Casting Time: 1 standard action
Target: One creature
Range: 25' + 5'/level
Save: None
Effect: Lightning strikes the target, causing thunder damage. The target takes 3d8+1d8 per caster level(max 15d8) thunder damage.

Stonega III
Element: Earth
School: Elemental
Duration: Instantaneous
Components: V, S
Casting Time: 1 standard action
Area: 30'-radius-burst
Range: 100' + 10'/level
Save: Reflex half
Effect: Rocks bombard the area, causing earth damage. Creatures caught in the area of effect take 3d8+1d6 per caster level(max 15d6) earth damage.

Waterga III
Element: Water
School: Elemental
Duration: Instantaneous
Components: V, S
Casting Time: 1 standard action
Area: 30'-radius-burst
Range: 100' + 10'/level
Save: Reflex half
Effect: Water barrages the area, causing water damage. Creatures caught in the area of effect take 3d8+1d6 per caster level(max 15d6) water damage.

Aeroga III
Element: Air
School: Elemental
Duration: Instantaneous
Components: V, S
Casting Time: 1 standard action
Area: 30'-radius-burst
Range: 100' + 10'/level
Save: Reflex half
Effect: Winds blast the area, causing wind damage. Creatures caught in the area of effect take 3d8+1d6 per caster level(max 15d6) wind damage.

Poisonga II
Element: Water
School: Enfeebling
Duration: 1 round/level
Components: V, S
Casting Time: 1 standard action
Area: 20'-radius-burst
Range: 100'+10'/level
Save: Fortitude negates, see text
Effect: Targets within the area of effect are afflicted by Poison II, as the spell.

Warp II
Element: Dark
School: Enhancing
Duration: Instantaneous
Components: V
Casting Time: 1 standard action
Target: Self or touched willing creature; one per two caster levels
Range: Personal or touch
Save: None
Effect: This spell instantly transports you or a touched willing creature to a designated destination, which may be as distant as 100 miles per caster level. Interplanar travel is not possible. You must have some clear idea of the location and layout of the destination.

Absorb-CON
Element: Dark
School: Dark
Duration: 1 minute/level (D)
Components: V
Casting Time: 1 standard action
Target: One creature
Range: 25' + 5'/level
Save: Will negates
Effect: You absorb the target's constitution. It takes a 1d4 + 1 per caster level penalty to Constitution and you get an equal insight bonus to Constitution. This penalty cannot reduce a creature's Constitution below 1. Multiple Absorb-CON effects don't stack.

Sleep II
Element: Dark
School: Enfeebling
Duration: 1 minute/level
Components: V, S
Casting Time: 1 standard action
Target: One creature
Range: 100' + 10'/level
Save: Will negates
Effect: One creature with 12 or fewer HD is put into a magical slumber for the duration of sleep. Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action).

Level 7

Stone IV
Element: Earth
School: Elemental
Duration: Instantaneous
Components: V, S
Casting Time: 1 standard action
Target: One creature
Range: 25' + 5'/level
Save: None
Effect: Rocks bombard the target, causing earth damage. The target takes 4d10+1d8 per caster level(max 20d8) earth damage.

Water IV
Element: Water
School: Elemental
Duration: Instantaneous
Components: V, S
Casting Time: 1 standard action
Target: One creature
Range: 25' + 5'/level
Save: None
Effect: Water barrages the target, causing earth damage. The target takes 4d10+1d8 per caster level(max 20d8) water damage.

Aero IV
Element: Wind
School: Elemental
Duration: Instantaneous
Components: V, S
Casting Time: 1 standard action
Target: One creature
Range: 25' + 5'/level
Save: None
Effect: Winds blast the target, causing wind damage. The target takes 4d10+1d8 per caster level(max 20d8) wind damage.

Doom
Element: Dark
School: Dark
Duration: 1 minute
Components: V, S
Casting Time: 1 standard action
Target: One living creature
Range: 25' + 5'/level
Save: Fortitude negates
Effect: Curses a target with impending doom. After one minute, the cursed creature must make a Fortitude save or be instantly killed. Creatures immune to curses are unaffected by Doom.

Firaga III
Element: Fire
School: Elemental
Duration: Instantaneous
Components: V, S
Casting Time: 1 standard action
Area: 30'-radius-burst
Range: 100' + 10'/level
Save: Reflex half
Effect: Flames engulf the area, causing fire damage. Creatures caught in the area of effect take 3d8+1d8 per caster level(max 20d8) fire damage.

Blizzaga III
Element: Ice
School: Elemental
Duration: Instantaneous
Components: V, S
Casting Time: 1 standard action
Area: 30'-radius-burst
Range: 100' + 10'/level
Save: Reflex half
Effect: An ice storm assaults the area, causing ice damage. Creatures caught in the area of effect take 3d8+1d8 per caster level(max 20d8) ice damage.

Thundaga III
Element: Ice
School: Elemental
Duration: Instantaneous
Components: V, S
Casting Time: 1 standard action
Area: 30'-radius-burst
Range: 100' + 10'/level
Save: Reflex half
Effect: A lightning storm strikes the area, causing thunder damage. Creatures caught in the area of effect 3d8+1d8 per caster level(max 20d8) thunder damage.

Level 8

Fire IV
Element: Fire
School: Elemental
Duration: Instantaneous
Components: V, S
Casting Time: 1 standard action
Target: One creature
Range: 25' + 5'/level
Save: None
Effect: Flames engulf the target, causing fire damage. The target takes 4d10+1d8 per caster level(max 20d8) fire damage.

Blizzard IV
Element: Ice
School: Elemental
Duration: Instantaneous
Components: V, S
Casting Time: 1 standard action
Target: One creature
Range: 25' + 5'/level
Save: None
Effect: Ice assaults the target, causing ice damage. The target takes 4d10+1d8 per caster level(max 20d8) ice damage.

Thunder IV
Element: Thunder
School: Elemental
Duration: Instantaneous
Components: V, S
Casting Time: 1 standard action
Target: One creature
Range: 25' + 5'/level
Save: None
Effect: Lightning strikes the target, causing thunder damage. The target takes 4d10+1d8 per caster level(max 20d8) thunder damage.

Stonega IV
Element: Earth
School: Elemental
Duration: Instantaneous
Components: V, S
Casting Time: 1 standard action
Area: 30'-radius-burst
Range: 100' + 10'/level
Save: Reflex half
Effect: Rocks bombard the area, causing earth damage. Creatures caught in the area of effect take 4d10+1d8 per caster level(max 20d8) earth damage.

Waterga IV
Element: Water
School: Elemental
Duration: Instantaneous
Components: V, S
Casting Time: 1 standard action
Area: 30'-radius-burst
Range: 100' + 10'/level
Save: Reflex half
Effect: Water barrages the area, causing water damage. Creatures caught in the area of effect take 4d10+1d8 per caster level(max 20d8) water damage.

Aeroga IV
Element: Air
School: Elemental
Duration: Instantaneous
Components: V, S
Casting Time: 1 standard action
Area: 30'-radius-burst
Range: 100' + 10'/level
Save: Reflex half
Effect: Winds blast the area, causing wind damage. Creatures caught in the area of effect take 4d10+1d8 per caster level(max 20d8) wind damage.

Bio III
Element: Dark
School: Dark
Duration: 1 round/level
Components: V, S
Casting Time: 1 standard action
Target: One living creature
Range: 25' + 5'/level
Save: Fortitude negates
Effect: As Bio III, but the Strength penalty is increased to 3d6 and the initial dark damage is increased to 4d6. Bio cancels and overwrites Dia. Bio is considered a disease.

Flare
Element: Dark
School: Dark
Duration: Instantaneous
Components: V, S
Casting Time: 1 round
Target: One creature
Range: 25' + 5'/level
Save: Fortitude partial, see text
Effect: Nuclear energy blasts the target, causing heavy non-elemental damage. The target takes 2d6 per caster level(max 40d6) non-elemental damage. If the target makes its Fortitude save, it only takes 5d6 damage.

Drain III
Element: Dark
School: Dark
Duration: Instantaneous
Components: V, S
Casting Time: 1 standard action
Target: One living creature (or undead)
Range: 25' + 5'/level
Save: Fortitude negates
Effect: You deal 1d8 per caster level (max 25d8) dark damage to the enemy and are healed for that much damage. You may not be healed for more damage than you deal, nor may you heal yourself for damage dealt that reduces the target to below -10 HP. When used against the undead, it instead damages you and heals them. If this would increase your HP or the undead's HP above its maximum, you (or it) gain the additional healing as temporary hit points that last 1 hour per caster level.

Sleepga II
Element: Dark
School: Enfeebling
Duration: 1 minute/level
Components: V, S
Casting Time: 1 standard action
Range: 100' + 10'/level
Area: 20'-radius-burst
Save: Will negates
Effect: Creatures with 12 or fewer HD in the area of effect are put into a magical slumber for the duration of the spell. Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action).

Level 9

Firaga IV
Element: Fire
School: Elemental
Duration: Instantaneous
Components: V, S
Casting Time: 1 standard action
Area: 30'-radius-burst
Range: 100' + 10'/level
Save: Reflex half
Effect: Flames engulf the area, causing fire damage. Creatures caught in the area of effect take 4d10+1d8 per caster level(max 20d8) fire damage.

Blizzaga IV
Element: Ice
School: Elemental
Duration: Instantaneous
Components: V, S
Casting Time: 1 standard action
Area: 30'-radius-burst
Range: 100' + 10'/level
Save: Reflex half
Effect: An ice storm assaults the area, causing ice damage. Creatures caught in the area of effect take 4d10+1d8 per caster level(max 20d8) ice damage.

Thundaga IV
Element: Ice
School: Elemental
Duration: Instantaneous
Components: V, S
Casting Time: 1 standard action
Area: 30'-radius-burst
Range: 100' + 10'/level
Save: Reflex half
Effect: A lightning storm strikes the area, causing thunder damage. Creatures caught in the area of effect 4d10+1d8 per caster level(max 20d8) thunder damage.

Quake
Element: Earth
School: Elemental
Duration: Instantaneous
Components: V, S
Casting Time: 1 round
Range: 25' + 5'/level
Area: Cylinder (10' radius, 40' high)
Save: Reflex half
Effect: Massive pillars of stone erupt beneath the target and break apart, causing heavy earth damage. Creatures in the area of effect take 2d8 per caster level(max 40d8) earth damage. The target is also considered to have a weakness to wind for 1d4+1 rounds, this effect overrides and replaces a resistance to wind.

Flood
Element: Water
School: Elemental
Duration: Instantaneous
Components: V, S
Casting Time: 1 round
Range: 25' + 5'/level
Area: Cylinder (10' radius, 40' high)
Save: Reflex half
Effect: A massive jet stream of water erupts from the ground and blasts the target. Creatures in the area of effect take 2d8 per caster level(max 40d8) water damage. A target damaged by Flood is also considered to have a weakness to thunder for 1d4+1 rounds, this effect overrides and replaces a resistance to thunder.

Tornado
Element: Wind
School: Elemental
Duration: Instantaneous
Components: V, S
Casting Time: 1 round
Range: 25' + 5'/level
Area: Cylinder (10' radius, 40' high)
Save: Reflex half
Effect: Winds swirl around the target for a brief moment, then erupt into a massive torrent of pressure. Creatures in the area of effect take 2d8 per caster level(max 40d8) wind damage. A target damaged by Tornado is also considered to have a weakness to ice for 1d4+1 rounds, this effect overrides and replaces a resistance to ice.

Merton
Element: Fire
School: Elemental
Duration: Instantaneous
Components: V, S
Casting Time: 1 round
Range: 25' + 5'/level
Area: Cylinder (10' radius, 40' high)
Save: Reflex half
Effect: Magma erupts from below the earth and splashes the target, causing heavy fire damage. Creatures in the area of effect 2d8 per caster level(max 40d8) fire damage. A target damaged by Merton is also considered to have a weakness to water for 1d4+1 rounds, this effect overrides and replaces a resistance to water.

Freeze
Element: Ice
School: Elemental
Duration: Instantaneous
Components: V, S
Casting Time: 1 round
Range: 25' + 5'/level
Area: Cylinder (10' radius, 40' high)
Save: Reflex half
Effect: The winds around the target grow cold for a moment before they freeze into a solid block of ice that shatters within seconds, causing heavy ice damage. Creatures in the area of effect take 2d8 per caster level(max 40d8) ice damage.A target damaged by Freeze is also considered to have a weakness to fire for 1d4+1 rounds, this effect overrides and replaces a resistance to fire.

Burst
Element: Thunder
School: Elemental
Duration: Instantaneous
Components: V, S
Casting Time: 1 round
Range: 25' + 5'/level
Area: Cylinder (10' radius, 40' high)
Save: Reflex half
Effect: The air above and below the target polarizes, resulting in a massive surge of electric energy arcing directly through the target, causing heavy thunder damage. Creatures in the area of effect take 2d8 per caster level(max 40d8) thunder damage. A target damaged by Burst is also considered to have a weakness to earth for 1d4+1 rounds, this effect overrides and replaces a resistance to earth.

Death
Element: Dark
School: Dark
Duration: Instantaneous
Components: V, S
Casting Time: 1 standard action
Target: One living or undead creature
Range: 25' + 5'/level
Save: Fortitude negates
Effect: Instantly kills a living creature. If used on an undead creature, it cures the undead of an amount of damage equal to the undead creature's maximum HP. Living creatures immune to curses are unaffected by Death.

Meteor
Element: Dark
School: Dark
Duration: 1 minute or 4 waves
Components: V, S
Casting Time: 1 round
Area: 100' radius spread, centered on caster
Range: Personal
Save: Reflex partial, reflex half, see text
Effect: Immediately upon completion of the spell, and once per round thereafter, you may call down a wave of meteors. Once four waves of meteors have been summoned, the spell ends. Calling down a wave of meteors is a standard action.

Each wave contains 2d4 meteors, which fall from the sky and strike targets selected randomly within the area of effect(the caster herself cannot be selected as a target in this manner). Select the target for each of these meteor strikes individually; multiple meteors may strike the same target. Creatures targeted by meteors must make a Reflex save or take 2d6 bludgeoning damage. A creature that fails this save may not save against the area-of-effect damage.

Each meteor explodes in a 10 ft. radius spread centered on the target, causing 1d12 non-elemental damage per two caster levels to targets within the spread. Creatures within this area of effect may attempt a Reflex save for half damage. The caster herself is unaffected by these blasts.

Nu
2007-09-17, 12:01 AM
Magic Points
Casting a spell consumes magic points. A character begins with a set amount of magic points availible per day based on her character class and level. Higher-level spells consume more magic points. See Table: Spell Point Costs (http://www.d20srd.org/srd/variant/magic/spellPoints.htm) for information on how much MP a spell costs based on its spell level. However, note that unlike in the variant spell points system, the MP cost for a spell does not go up based on the effective caster level. The MP cost for a spell is constant unless a feat or special ability increases the cost somehow, regardless of how powerful it gets based on caster level.

A caster gains bonus maximum MP based on the ability score associated with its spellcasting(Intelligence for black mages, Wisdom for white mages, Charisma for red mages, etc). The table for additional spell points gained can be found here (http://www.d20srd.org/srd/variant/magic/spellPoints.htm) as well.

Recovering Magic Points
In order to recover magic points, a spellcaster must have several hours of rest. Eight hours of uninterrupted rest is necessary to completely restore the caster's maximum MP. If this rest is interrupted, she regains 1/8th of her maximum MP for each hour's rest she obtained.

Casters need not prepare spells, as all casters can cast any spell she knows at will. A caster has no limit on the amount of spells he or she may know.

Metamagic Feats
Metamagic feats are applied spontaneously and do not increase the casting time of the spell, however, it may increase the spell's level(and thus, the MP cost). In order to apply a metamagic feat to a spell, the caster must be able to cast spells at the increased level of the spell.

Learning Spells

Black and White Magic
A black or white mage learns two new spells each level of a spell level he or she can cast. A red mage learns three new spells each level of a spell level he or she can cast. A paladin or dark knight learns one new spell each level of a spell level he or she can cast. A summoner learns new spells of the spellcasting class she advances every 2nd level. A bard learns new spells of the spellcasting class she advances every 3rd level. Ninjas and bards do not automatically learn new ninjutsu techniques or bard songs as they level up, they must purchase scrolls to learn these abilities. In order to learn additional spells, the caster must purchase scrolls containing the appropriate spell and study the scroll. After one hour of uninterrupted study, the magical writing on the scroll disappears and the mage learns the spell.

Summoning Magic
Summoners must undertake very special methods to obtain additional avatars. A quest to locate and battle an avatar must be completed before the summoner can summon the avatar. A summoner can summon from a limited selection of avatars, determined by what level the summoner is and what avatars she has defeated in battle. There is no limit to the amount of spirits the summoner can summon. Spirits are learned from scrolls in the same way as white or black magic, but the scrolls are called "pacts." The summoner gains access to the avatar's or spirit's abilities based on her own class level. Summoners do not learn new summoning spells to summon avatars or spirits automatically upon leveling up.

Spells

The Elements, Weaknesses and Resistances
Magic damage is almost always associated with an element. Non-elemental damage is equivalent to force damage and nothing can be weak or resist it. Physical damage is done by weapons unless otherwise noted. This replaces energy resistance.

The general rule of the elements is this: wind is strong against earth, which is strong against thunder, which is strong against water, which is strong against fire, which is strong against fire, which is strong against wind. Wind is weak to ice, which is weak to fire, which is weak to water, which is weak to thunder, which is weak to earth, which is weak to wind. Dark and light are both strong against each other and weak to each other.

Weakness
If one is struck by elemental damage of an element it is weak to, it takes 1.5x the normal damage, rounded down. When a spell of the appropriate element is cast on the creature or object and forces a saving throw, the victim takes a -2 per spell level penalty on the saving throw. A spellcaster casting a spell of an element that a target with spell resistance is weak to gets a +2 per spell level bonus on the caster level check.

Resistance
Different from spell resistance. If a creature is strike by elemental damage it is resistant to, it instead takes half that much damage(rounded down, minimum 1). Creatures get a +2 bonus to saving throws against spells of an element(or abilities from a creature of an element) they are resistant too. Creatures are considered to have spell resistance of 10+(1.5x the creature's HD, rounded down) against spells of an element they are resistant to, if they do not have any natural spell resistance(if they do, use whichever result is higher). A caster that beats this spell resistance by 10 or more may ignore the resistance completely, but otherwise, even if the caster beast the spell resistance, the spell still only deals half damage if it deals damage, and the creature still receives the +2 bonus to the saving throw if it allows for one.

Immunity
Some creatures are immune to specific elements. All spells of the chosen element have no effect whatsoever on a creature immune to that element.

Absorption
Some creatures are healed by damage of a particular element. For example, the undead are healed by dark elemental damage. In this case, they are immune to non-damaging effects of spells of the appropriate element, and are instead healed when a spell of the element would normally deal damage(for an equal amount).

About Spells
Spells are manifestations of magic. The requirements for casing a spell are listed on the corresponding class pages. Typically spells are cast by using specific gestures and words of power, but some spells may require only a verbal or somatic component. No spells require material components or foci. Otherwise, the spell system is very similar to DnD with a few changes. The rules for concentration and spell interruption are the same, and there are no counterspells. A spell with a somatic component may be cast without hassle in light or no armor. Medium or heavy armor adds a spell failure chance. All spells are subject to spell resistance, except for enhancing magic. Healing magic is not subject to spell resistance unless used offensively against the undead.

Name
The name of the spell.

Element
The spell's element. The element determines if the creature takes extra damage, less damage, or is otherwise especially vulnerable or resistant to the spell.

School
Dark, divine, elemental, enfeebling, enhancing, healing, or summoning.

Duration
The spell's duration.

Components
Method of casting.

Casting Time
How long it takes to cast the spell.

Target
The target of the spell. May be an area or single or multiple targets.

Area
The spell's area of effect, if applicable.

Range
The spell's range.

Save
Saving throws allowed, if any.

Effect
The spell's effect, described in detail.

White Magic Spells

Level 1

Cure
Element: Light
School: Healing
Duration: Instantaneous
Components: V, S
Casting Time: One standard action
Target: One living or undead creature
Range: 50'
Save: Will half (harmless), see text
Effect: Light energy surges through the body of the target, healing its wounds. Cures 1d8 points of damage + 2 points per caster level(max + 10). Since undead are powered by dark energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.

Dia
Element: Light
School: Enfeebling
Duration: 1 minute
Components: V, S
Casting Time: One standard action
Target: One creature
Range: 50'
Save: Fortitude partial, see text
Effect: Light energy surges through a foe and exposes weaknesses in their armor. Dia deals 1d2 light damage. If the target fails its Fortitude save, it suffers a -2 penalty to AC and takes 1 point of Light damage each turn at the beginning of your action. Dia cancels and overwrites Bio.

Banish
Element: Light
School: Divine
Duration: Instantaneous
Components: V, S
Casting Time: One standard action
Target: One creature
Range: 30'+5'/level
Save: None
Effect: Light energy smites the caster's enemies. Deals 1d4+1 per two caster levels light damage(max +5).

Poisona
Element: Light
School: Healing
Duration: Instantaneous
Components: S
Casting Time: One standard action
Target: Touched creature
Range: Touch
Save: Will negates (harmless)
Effect: Your touch purifies the target of any poison effects. This can remove a poison and reverses the effects of the poison only if used before the victim attempts to save against the secondary effect.

Protect
Element: Light
School: Enhancing
Duration: 1 hour/level (D)
Components: V, S
Casting Time: One standard action
Target: One creature
Range: 100'+10'/level
Save: None
Effect: A shield of light protects the target, giving it a +2 deflection bonus to AC.

Glow
Element: Light
School: Enhancing
Duration: 10 minutes/level (D)
Components: V, S
Casting Time: One standard action
Target: Touched Object
Range: Touch
Save: None
Effect: This spell causes an object to glow like a torch, shedding bright light in a 20-foot radius (and dim light for an additional 20 feet) from the point you touch. The effect is immobile, but it can be cast on a movable object. Glow taken into an area of magical darkness does not function.

Rejuvenate
Element: Light
School: Enhancing
Duration: 1 minute
Components: V, S
Casting Time: One standard action
Target: One willing creature
Range: 50'
Save: Will negates(harmless)
Effect: Enhances the target with a special healing ward. The creature gains Fast Healing 1.

Level 2

Curaga
Element: Light
School: Healing
Duration: Instantaneous
Components: V, S
Casting Time: One standard action
Target: One creature
Range: 50'
Area: 30'-radius-burst, centered on target
Save: Will half (harmless), see text
Effect: Affects living and damages undead creatures of your choice within the area of effect as per the Cure spell.

Banishga
Element: Light
School: Divine
Duration: Instantaneous
Components: V, S
Casting Time: One standard action
Range: 30'+5'/level
Area: 20'-radius-burst
Save: None
Effect: Creatures in the area of effect are affected by the Banish spell.

Paralyze
Element: Ice
School: Enfeebling
Duration: 1 round/level
Components: V, S
Casting Time: One standard action
Target: One creature
Range: 60'+5'/level
Save: Fortitude negates
Effect: Bands of ice energy bind the target. The target is paralyzed on a failed Fortitude save.

Blindna
Element: Light
School: Healing
Duration: Instantaneous
Components: S
Casting Time: One standard action
Target: Touched creature
Range: Touch
Save: Will negates (harmless)
Effect: Your touch purifies the target of any magical blindness effects, as well as bedazzlement. This also negates the Blind spell.

Shell
Element: Light
School: Enhancing
Duration: 1 hour/level (D)
Components: V, S
Casting Time: One standard action
Target: One creature
Range: 100'+10'/level
Save: Will negates(harmless)
Effect: Your light energy strengthens the target's magical defenses. It gets a +2 resistance bonus to all saving throws.

Silena
Element: Light
School: Healing
Duration: Instantaneous
Components: S
Casting Time: One standard action
Target: Touched creature
Range: Touch
Save: Will negates (harmless)
Effect: Your touch purifies the target of any silencing effects and restores the target's hearing. This removes the effect of silence or deafness.

Deodorize
Element: Air
School: Enhancing
Duration: 1 hour/level (D)
Components: V, S
Casting Time: One standard action
Target: Touched creature
Range: Touch
Save: Will negates(harmless)
Effect: The touched creature leaves no scent. It gives off no smell and cannot be detected via the Scent special ability. The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. (Exactly who is a foe depends on the deodorized character’s perceptions.) Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, a deodorized being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately cancels Deodorize on itself and all of its gear. Spells such as bless that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area. Deodorize thwarts the scent ability.

Flash
Element: Light
School: Divine
Duration: 1 round/level
Components: V, S
Casting Time: One immediate action
Target: One creature
Range: 30'+5'/level
Save: Will negates
Effect: A brilliant light burns the eyes of the target. It is blinded for one round and dazzled for the duration of the spell. You may use Flash on a creature anytime it provokes an attack of opportunity as well, though it may have no effect on the action they take(a caster will need to succeed a Concentration check to maintain their spell). Once you cast Flash, you may not cast it again for 1d4 rounds.

Barelement
Element: Varies (Element is the weakness of the Element resisted)
School: Enhancing
Duration: 1 minute/level
Components: V, S
Casting Time: One standard action
Target: Touched willing creature
Range: Touch
Save: None
Effect: Grants either earth, water, wind, fire, ice, or thunder resistance (your choice) to a touched willing creature. Only one bar-spell may be active on a creature at a time, and this spell effect does not stack with other existing resistances to the same element.

Restore
Element: Light
School: Healing
Duration: Instantaneous
Components: V
Casting Time: One standard action
Target: One willing creature
Range: 30'+5'/level
Save: None
Effect: Cleanses the target of effects that might hinder its performance. Removes up to one ability score penalty per caster level. Also cures up to 1 point of ability score damage per 2 caster levels.

Level 3

Cure II
Element: Light
School: Healing
Duration: Instantaneous
Components: V, S
Casting Time: One standard action
Target: One living or undead creature
Range: 50'
Save: Will half (harmless), see text
Effect: Light energy surges through the body of the target, healing its wounds. Cures 3d8 points of damage + 4 points per caster level(maximum + 40). Since undead are powered by dark energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.

Paralyna
Element: Light
School: Healing
Duration: Instantaneous
Components: S
Casting Time: One standard action
Target: Touched creature
Range: Touch
Save: Will negates (harmless)
Effect: Your touch purifies the target of any magical paralysis.

Slow
Element: Earth
School: Enfeebling
Duration: 1 round/level
Components: V, S
Casting Time: One standard action
Target: One creature
Range: 60'+5'/level
Save: Will negates
Effect: The weight of the world slows the target. A slowed creature can take only a single move action or standard action each turn, but not both (nor may it take full-round actions). Additionally, it takes a -1 penalty on attack rolls, AC, and Reflex saves. Multiple slow effects don’t stack. Slow counters and dispels haste.

Protectra
Element: Light
School: Enhancing
Duration: 1 hour/level (D)
Components: V, S
Casting Time: One standard action
Target: One creature per caster level, all of which must be within 100' of each other
Range: 100'+10'/level
Save: None
Effect: As Protect, but affects multiple targets.

Shellra
Element: Light
School: Enhancing
Duration: 1 hour/level (D)
Components: V, S
Casting Time: One standard action
Target: One creature per caster level, all of which must be within 100' of each other
Range: 100'+10'/level
Save: None
Effect: As Shell, but affects multiple targets.

Banish II
Element: Light
School: Divine
Duration: Instantaneous
Components: V, S
Casting Time: One standard action
Target: One creature
Range: 30'+5'/level
Save: None
Effect: Light energy smites the caster's enemies. Deals 2d4+1 per two caster levels light damage(max +5).

Barelementra
Element: Varies (Element is the weakness of the Element resisted)
School: Enhancing
Duration: 1 minute/level
Components: V, S
Casting Time: One standard action
Target: One creature per caster level, all of which must be within 100' of each other
Range: 100'+10'/level
Save: None
Effect: Grants either earth, water, wind, fire, ice, or thunder resistance (your choice) to all creatures affected. Only one bar-spell may be active on a creature at a time, and this spell effect does not stack with other existing resistances to the same element.

Aquaveil
Element: Water
School: Enhancing
Duration: 10 minutes/level (D)
Components: V, S
Casting Time: One standard action
Target: Self
Range: Personal
Save: None
Effect: A watery shield surrounds you. You automatically succeed Concentration checks to cast defensively or to maintain concentration on a spell when you take damage.

Sneak
Element: Air
School: Enhancing
Duration: 1 hour/level (D)
Components: V, S
Casting Time: One standard action
Target: Touched creature
Range: Touch
Save: Will negates(harmless)
Effect: Touched creature and all objects it carries make no sound as they move. The creature can still speak if it focuses on speaking, but involuntary actions like breathing or gasping are not audible. Footsteps and the clanking of armor are also silenced. Any objects the creature picks up are silenced, and objects the character drops or loses possession of are no longer silenced. The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. (Exactly who is a foe depends on the sneaking character’s perceptions.) Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an sneaked being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately cancels the effect of sneak. Spells such as bless that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area. Sneak thwarts tremorsense.

Regen
Element: Light
School: Enhancing
Duration: 1 minute
Components: V, S
Casting Time: One standard action
Target: One willing creature
Range: 50'
Save: Will negates(harmless)
Effect: Enhances the target with a special healing ward. The creature gains Fast Healing 1 + 1 per two caster levels (max Fast Healing 5).

Level 4

Curaga II
Element: Light
School: Healing
Duration: Instantaneous
Components: V, S
Casting Time: One standard action
Target: One creature
Range: 50'
Area: 30'-radius-burst, centered on target
Save: Will half (harmless), see text
Effect: Affects living and damages undead creatures of your choice within the area of effect as per the Cure II spell.

Banishga II
Element: Light
School: Divine
Duration: Instantaneous
Components: V, S
Casting Time: One standard action
Range: 30'+5'/level
Area: 20'-radius-burst
Save: None
Effect: Creatures in the area of effect are affected by the Banish II spell.

Protect II
Element: Light
School: Enhancing
Duration: 1 hour/level (D)
Components: V, S
Casting Time: One standard action
Target: One creature
Range: 100'+10'/level
Save: None
Effect: A shield of light protects the target, giving it a +4 deflection bonus to AC.

Erase
Element: Light
School: Healing
Duration: Instantaneous
Components: V
Casting Time: One standard action
Target: One willing creature
Range: 30'+5'/level
Save: None
Effect: You purify the creature's body of any magic-based negative status conditions it is suffering from. Cures any of the following status conditions at a rate of one condition per two caster levels: Dia, Shock, Rasp, Choke, Frost, Burn, Drown, bind, sickness, nausea, any slow effect, fatigue, exhaustion, magical fear effects, entanglement, dazzled, and ability score penalties. Automatically heals ability score damage at a rate of 1 point of ability score damage healed per caster level. However, Erase cannot remove magical paralysis, petrification, or curses. While Erase cannot remove a poison or disease while it is active, it can heal any ability damage or remove ability score penalties caused by the disease or poison.

Dia II
Element: Light
School: Enfeebling
Duration: 1 round/level
Components: V, S
Casting Time: One standard action
Target: One creature
Range: 50'
Save: Fortitude partial, see text
Effect: Light energy surges through a foe and exposes weaknesses in their armor. Dia deals 1d3 light damage. If the target fails its Fortitude save, it suffers a -3 penalty to AC and takes 2 points of Light damage each turn at the beginning of your action. Dia cancels and overwrites Bio.

Silence
Element: Wind
School: Enfeebling
Duration: 1 round/level
Components: V, S
Casting Time: One standard action
Target: One creature
Range: 60'+5'/level
Save: Will negates
Effect: The target's breath is taken away. It is rendered mute, and it is completely unable to communicate verbally or cast spells with vocal components. It can still communicate telepathically or with sign language if it knows how to do so.

Blink
Element: Air
School: Enhancing
Duration: 1 minute/level (D)
Components: V, S
Casting Time: One standard action
Target: Self
Range: Personal
Save: None
Effect: A shield of mirror images surrounds you. Attacks against you have a 75% miss chance. Blink is discharged after causing two attacks + one attack per four caster levels to miss.

Area-of-effect spells discharge all miss chances at once (and affect you as normal) unless you have the Evasion ability. If you have the Evasion ability, you can make a Reflex save for each miss chance remaining. You lose a miss chance for each Reflex save you fail. You are still subject to your own Reflex save to avoid the ability.

Haste
Element: Air
School: Enhancing
Duration: 1 minutes/level
Components: V, S
Casting Time: One standard action
Target: One creature
Range: 50'
Save: None
Effect: The enhanced creature moves and acts more quickly than normal. This extra speed has several effects. When making a full attack action, a hasted creature may make one extra attack with any weapon he is holding. The attack is made using the creature’s full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a weapon of speed, nor does it actually grant an extra action, so you can’t use it to cast a second spell or otherwise take an extra action in the round.) A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. All of the hasted creature’s modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject’s normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature’s jumping distance as normal for increased speed. Multiple haste effects don’t stack. Haste dispels and counters slow.

Invisibility
Element: Air
School: Enhancing
Duration: 1 hour/level (D)
Components: V, S
Casting Time: One standard action
Target: Touched creature or object weighing no more than 100 lb./level
Range: Touch
Save: Will negates(harmless)
Effect: The creature or object touched becomes invisible, vanishing from sight, even from darkvision. If the recipient is a creature carrying gear, that vanishes, too. If you cast the spell on someone else, neither you nor your allies can see the subject, unless you can normally see invisible things or you employ magic to do so. Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that the subject carries but that extends more than 10 feet from it becomes visible. Of course, the subject is not magically silenced, and certain other conditions can render the recipient detectable (such as stepping in a puddle). The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. (Exactly who is a foe depends on the invisible character’s perceptions.) Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear. Spells such as bless that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area.

Level 5

Cure III
Element: Light
School: Healing
Duration: Instantaneous
Components: V, S
Casting Time: One standard action
Target: One living or undead creature
Range: 50'
Save: Will half (harmless), see text
Effect: Light energy surges through the body of the target, healing its wounds. Cures 5d8 points of damage + 6 per caster level (maximum + 90). Since undead are powered by dark energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.

Shell II
Element: Light
School: Enhancing
Duration: 1 hour/level (D)
Components: V, S
Casting Time: One standard action
Target: One creature
Range: 100'+10'/level
Save: None
Effect: Your light energy strengthens the target's magical defenses. It gets a +4 resistance bonus to all saving throws.

Raise
Element: Light
School: Healing
Duration: Instantaneous
Components: V, S
Casting Time: 10 minutes
Target: One dead creature
Range: 30'
Save: None
Effect: You infuse a body with light energy, restoring it and calling its spirit back from beyond(the spirit must be willing to return). This spell resurrects a dead creature. You must have the body or pieces of the body equating to at least 2/3rds of the total mass of the body. Any damage caused to the body is healed in the process; all ability score damage, level drains, status conditions, and HP damage is removed. The body is restored to pristine condition. However, the creature is nauseated for 24 hours(this condition cannot be removed by any means other than the duration ending) and begins with half of its maximum HP and 0 MP. The creature loses XP equal to 25% of the required XP to advance to its next level, rounded down. If this would cause the creature to lose a level, it does so. A level 1 creature who would lose a level permanently loses 2 Constitution points instead. A creature with 2 or less Constitution points cannot be resurrected.

A creature must have been dead for no more than one day per caster level of the caster in order to be a valid target for Raise.

Banish III
Element: Light
School: Divine
Duration: Instantaneous
Components: V, S
Casting Time: One standard action
Target: One creature
Range: 30'+5'/level
Save: None
Effect: Light energy smites the caster's enemies. Deals 3d4+1 per two caster levels light damage(max +10).

Viruna
Element: Light
School: Healing
Duration: Instantaneous
Components: S
Casting Time: One standard action
Target: Touched creature
Range: Touch
Save: Will negates (harmless)
Effect: Your touch purifies the target of diseases. This includes magical diseases and effects that count as a disease, like Bio. Does not reverse the effects of diseases, such as ability damage caused by a disease.

Regen II
Element: Light
School: Enhancing
Duration: 1 minute
Components: V, S
Casting Time: One standard action
Target: One willing creature
Range: 50'
Save: Will negates(harmless)
Effect: Enhances the target with a special healing ward. The creature gains Fast Healing 3 + 1 per caster level (max Fast Healing 10).

Refresh
Element: Water
School: Enhancing
Duration: 1 round/level (D)
Components: V, S
Casting Time: One standard action
Target: One willing creature
Range: 50'
Save: Will negates(harmless)
Effect: Replenishes the target's magic power. At the beginning of the affected creature's turn, it recovers 3 MP. A creature may regain up to 2 MP per caster level of the caster of Refresh per day, after which further Refresh spells no longer restore MP until the affected creature replenishes its MP supply with its rest cycle.

Stoneskin
Element: Earth
School: Enhancing
Duration: 1 minutes/level (D)
Components: V, S
Casting Time: One standard action
Target: Self
Range: Personal
Save: None
Effect: Your skin hardens like stone. You gain damage reduction 10/-. After absorbing 10 points of damage per caster level(max 150), the spell is discharged.

Teleport
Element: Light
School: Enhancing
Duration: Instantaneous
Components: V
Casting Time: One full-round action
Target: Self and touched objects or other touched willing living creatures
Range: Personal
Save: Will negates (harmless)
Effect: You and all objects and willing creatures touched are teleported to the a destination that you have visited previously. This does not allow interplanar travel. You may bring one willing creature of medium size or smaller per caster level. A large creature counts as two medium creatures, a huge as two large, and so forth.

In order to teleport one of these destinations, you must have touched the crystal at least once in your lifetime. When you touch one of these destination crystals, you feel a slight tingle, and its location is stored in your memory, allowing you to use this spell to teleport there. The destinations are listed below:

Mea: Teleports to the crystal located at the Mea crag in Tahrongi Canyon, north of Windurst.
Dem: Teleports to the crystal located at the Dem crag in the Konschtat Highlands, north of Bastok.
Holla: Teleports to the crystal located in the Holla crag on the La Theine Plateau, south of San d'Oria.
Altepa: Teleports to the crystal located in the eastern Altepa Desert, near a entrance to the Quicksand Caves.
Yhoator: Teleports to the crystal located in the Yhoator Jungle, west of the Temple of Uggalepih.
Vazhl: Teleports to the Vazhl crystal located in Xarcabard, in an old kindred rampart.

Level 6

Curaga III
Element: Light
School: Healing
Duration: Instantaneous
Components: V, S
Casting Time: One standard action
Target: One creature
Range: 50'
Area: 30'-radius-burst, centered on target
Save: Will half (harmless), see text
Effect: Affects living and damages undead creatures of your choice within the area of effect as per the Cure III spell.

Banishga III
Element: Light
School: Divine
Duration: Instantaneous
Components: V, S
Casting Time: One standard action
Range: 30'+5'/level
Area: 20'-radius-burst
Save: None
Effect: Creatures in the area of effect are affected by the Banish III spell.

Protectra II
Element: Light
School: Enhancing
Duration: 1 hour/level (D)
Components: V, S
Casting Time: One standard action
Target: One creature per caster level, all of which must be within 100' of each other
Range: 100'+10'/level
Save: None
Effect: As Protect II, but affects multiple targets.

Shellra II
Element: Light
School: Enhancing
Duration: 1 hour/level (D)
Components: V, S
Casting Time: One standard action
Target: One creature per caster level, all of which must be within 100' of each other
Range: 100'+10'/level
Save: None
Effect: As Shell II, but affects multiple targets.

Reraise
Element: Light
School: Enhancing
Duration: 24 hours
Components: V, S
Casting Time: 10 minutes
Target: Self
Range: Personal
Save: None
Effect: Grants self the effect of "Raise" when killed. Spirit may delay returning to the body for up to 1 hour before the window of opportunity disappears. The body is not healed until the spirit returns.

Stona
Element: Light
School: Healing
Duration: Instantaneous
Components: S
Casting Time: One standard action
Target: Touched creature
Range: Touch
Save: Will negates (harmless), see text
Effect: Your touch purifies the target of petrification and restores their body to the condition it was in before it was petrified. This can also be used as a touch attack that instantly destroys constructs or magical creatures made of stone if they fail their Will save.

Cursna
Element: Light
School: Healing
Duration: Instantaneous
Components: S
Casting Time: One standard action
Target: Touched creature
Range: Touch
Save: Will negates (harmless)
Effect: Your touch purifies the target of curses. This includes effects such as Doom.

Phalanx
Element: Light
School: Enhancing
Duration: 1 hour/level (D)
Components: V, S
Casting Time: One standard action
Target: Self
Range: Personal
Save: None
Effect: You gain divine protection. The caster gains a +5 sacred bonus to AC, damage reduction 15/-, and spell resistance 25.

Level 7

Cure IV
Element: Light
School: Healing
Duration: Instantaneous
Components: V, S
Casting Time: One standard action
Target: One living or undead creature
Range: 50'
Save: Will half (harmless), see text
Effect: Light energy surges through the body of the target, healing its wounds. Cures 7d8 + 8 points of damage per caster level (max + 160). Since undead are powered by dark energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.

Protect III
Element: Light
School: Enhancing
Duration: 1 hour/level (D)
Components: V, S
Casting Time: One standard action
Target: One creature
Range: 100'+10'/level
Save: None
Effect: A shield of light protects the target, giving it a +6 deflection bonus to AC.

Raise II
Element: Light
School: Healing
Duration: Instantaneous
Components: V, S
Casting Time: 5 minutes
Target: One dead creature
Range: 30'
Save: None
Effect: You infuse a body with light energy, restoring it and calling its spirit back from beyond(the spirit must be willing to return). This spell resurrects a dead creature. You must have the body or pieces of the body equating to at least 1/3rds of the total mass of the body. Any damage caused to the body is healed in the process; all ability score damage, level drains, status conditions, and HP damage is removed. The body is restored to pristine condition. However, the creature is nauseated for 12 hours(this condition cannot be removed by any means other than the duration ending) and begins with half of its maximum HP and half of its maximum MP. The creature loses XP equal to 10% of the required XP to advance to its next level, rounded down. If this would cause the creature to lose a level, it does so. A level 1 creature who would lose a level permanently loses 2 Constitution points instead. A creature with 2 or less Constitution points cannot be resurrected.

A creature must have been dead for no more than one hour per caster level of the caster in order to be a valid target for Raise II.

Banish IV
Element: Light
School: Divine
Duration: Instantaneous
Components: V, S
Casting Time: One standard action
Target: One creature
Range: 30'+5'/level
Save: None
Effect: Light energy smites the caster's enemies. Deals 4d4+1 per two caster levels light damage(max +20).

Regen III
Element: Light
School: Enhancing
Duration: 1 minute
Components: V, S
Casting Time: One standard action
Target: One willing creature
Range: 50'
Save: Will negates(harmless)
Effect: Enhances the target with a special healing ward. The creature gains Fast Healing 5 + 1 per caster level (max Fast Healing 20).

Level 8

Curaga IV
Element: Light
School: Healing
Duration: Instantaneous
Components: V, S
Casting Time: One standard action
Target: One creature
Range: 50'
Area: 30'-radius-burst, centered on target
Save: Will half (harmless), see text
Effect: Affects living and damages undead creatures of your choice within the area of effect as per the Cure IV spell.

Banishga IV
Element: Light
School: Divine
Duration: Instantaneous
Components: V, S
Casting Time: One standard action
Range: 30'+5'/level
Area: 20'-radius-burst
Save: None
Effect: Creatures in the area of effect are affected by the Banish IV spell.

Shell III
Element: Light
School: Enhancing
Duration: 1 hour/level (D)
Components: V, S
Casting Time: One standard action
Target: One creature
Range: 100'+10'/level
Save: None
Effect: Your light energy strengthens the target's magical defenses. It gets a +6 resistance bonus to all saving throws.

Reraise II
Element: Light
School: Enhancing
Duration: 24 hours
Components: V, S
Casting Time: 5 minutes
Target: Self
Range: Personal
Save: None
Effect: Grants self the effect of "Raise II" when killed. Spirit may delay returning to the body for up to 1 level hour per caster level before the window of opportunity disappears. The body is not healed until the spirit returns.

Esuna
Element: Light
School: Healing
Duration: Instantaneous
Components: V
Casting Time: One standard action
Target: One willing creature
Range: 30'+5'/level
Save: None
Effect: You purify the creature's body of any magic-based negative status conditions it is suffering from. Cures all status conditions that Erase could cure, as well as curses, poison, disease, blindness, deafness, and silence. Removes ability score penalties and heals up to 5 points of ability score damage per caster level.

Level 9

Cure V
Element: Light
School: Healing
Duration: Instantaneous
Components: V, S
Casting Time: One standard action
Target: One living or undead creature
Range: 50'
Save: Will half (harmless), see text
Effect: Light energy surges through the body of the target, healing its wounds. Cures 9d8 + 10 points of damage per caster level (max + 250). Since undead are powered by dark energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.

Protectra III
Element: Light
School: Enhancing
Duration: 1 hour/level (D)
Components: V, S
Casting Time: One standard action
Target: One creature per caster level, all of which must be within 100' of each other
Range: 100'+10'/level
Save: None
Effect: As Protect III, but affects multiple targets.

Shellra III
Element: Light
School: Enhancing
Duration: 1 hour/level (D)
Components: V, S
Casting Time: One standard action
Target: One creature per caster level, all of which must be within 100' of each other
Range: 100'+10'/level
Save: None
Effect: As Shell III, but affects multiple targets.

Raise III
Element: Light
School: Healing
Duration: Instantaneous
Components: V, S
Casting Time: 1 minute
Target: One dead creature
Range: 30'
Save: None
Effect: You infuse a body with light energy, restoring it and calling its spirit back from beyond(the spirit must be willing to return). This spell resurrects a dead creature. You do not need the body of the creature present, you just must know what it looked like before it died and know its name, or have a single piece of its body larger than 5% of its total mass. Any damage caused to the body is healed in the process; all ability score damage, level drains, status conditions, and HP damage is removed. The body is restored to pristine condition. However, the creature is nauseated for 6 hours(this condition cannot be removed by any means other than the duration ending) and begins with half of its maximum HP and half of its maximum MP. The creature loses XP equal to 1% of the required XP to advance to its next level, rounded down. If this would cause the creature to lose a level, it does so. A level 1 creature who would lose a level permanently loses 2 Constitution points instead. A creature with 2 or less Constitution points cannot be resurrected.

A creature must have been dead for no more than 10 minutes per caster level of the caster in order to be a valid target for Raise III.

Holy
Element: Light
School: Divine
Duration: Instantaneous
Components: V, S
Casting Time: One standard action
Target: One creature
Range: 100'
Save: Fortitude partial, see text
Effect: Divine power destroys the caster's foes. Deals 2d6 per caster level light damage to the foe(maximum 40d6). On a successful save, the target instead takes 5d6 light damage.

Antielement Field
Element: Varies
School: Enfeebling
Duration: 1 round/level
Components: V, S
Casting Time: One standard action
Range: 25'
Area: 10' radius emanation
Save: None
Effect: Choose an element. The effects of any spell or ability of the chosen element are completely nullified within the area of effect. This does not cause mundane attacks to be nullified, but any additional effects granted on them by an ability of the chosen element are. Any damage of the chosen element also nullified. This spell is the element that the chosen element is weak to (ie, an Antifire Field spell is water-elemental). Any two Antielemental fields that come into contact with each other cancel each other out and both disappear.

Nu
2007-09-17, 12:04 AM
Feats

Feats Brought over from the DnD 3.5 SRD without altering

General Feats
Acrobatics, Agile, Alertness, Animal Affinity, Armor Proficiency, Athletic, Cleave, Combat Expertise, Combat Reflexes, Deceitful, Deflect Arrows, Deft Hands, Diehard, Diligent, Endurance, Far Shot, Great Cleave, Great Fortitude, Greater Manyshot, Greater Spell Focus, Greater Spell Penetration, Improved Bull Rush, Improved Critical, Improved Disarm, Improved Feint, Improved Grapple, Improved Initiative, Improved Overrun, Improved Precise Shot, Improved Shield Bash, Improved Sunder, Improved Trip, Improved Unarmed Strike, Investigator, Iron Will, Lightning Reflexes, Magical Aptitude, Negotiator, Nimble Fingers, Persuasive, Point Blank Shot, Power Attack, Precise Shot, Quick Draw, Rapid Reload*, Run, Self-Sufficient, Shield Proficiency, Shot on the Run, Skill Focus, Snatch Arrows, Spell Focus, Spell Penetration, Spring Attack, Stealthy, Stunning Fist, Toughness, Track, Two-Weapon Fighting, Two-Weapon Defense, Weapon Proficiency

All item creation feats. All feats marked as Fighter Bonus Feats are Warrior Bonus Feats.

*Rapid Reload now applies to Great Crossbows as described in the Great Crossbow entry.

Modified Feats from the SRD
General Feats
Weapon Finesse now also applies to katana and great katana class weapons.

All metamagic feats have been brought as well, but their effect is slightly different due to the MP system--they cause spells to cost more MP and do not require a full-round action to apply. The caster must still be able to cast the spell at its new, adjusted level. All feats marked as Fighter Bonus Feats are Warrior Bonus Feats.

New Feats
These feats are either drastically redesigned or taken from other source books, or both. They'll be allowed as standard, other feats may be taken on a case-by-case basis.

Improved Toughness (General)

Benefit
You gain one additional maximum HP for each hit die you possess.

Dodge (General)

Prerequisites
Dex 13

Benefit
Once per round, you may choose an attack made against you. Choose before the attack roll is made. You get a +1 dodge bonus to Armor Class against this attack. This dodge bonus increases by an additional +1 for every 4 HD you possess.

Mobility (General)

Prerequisites
Dex 13, Dodge

Benefit
You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area.

Additionally, a number of times per day equal to your Dexterity modifier (minimum 1/day), you may become exceptionally light of foot as a swift action. For the remainder of the round in which you activity Mobility, you provoke no attacks of opportunity by moving out of or within a threatened area.

Improved Rapid Shot (General)

Prerequisites
Point Blank Shot, Rapid Shot, Manyshot

Benefit
The attack roll penalty you suffer when using the Rapid Shot ability is reduced by 2.

Special
A warrior may select this feat as one of her Warrior Bonus Feats. A ranger may select this feat as one of her Bonus Archery Feats.

Improved Two-Weapon Fighting (General)

Prerequisites
Two-Weapon Fighting, BAB +5

Benefit
You no longer suffer any penalties for offhand weapon attacks. You have no offhand. Thus, you may apply your full strength bonus to attacks made with your offhand weapon, and it may affect certain feats or abilities such as Berserk. You also gain TP from your offhand weapon is if it were your primary hand.

Special
A warrior may select this feat as one of her Warrior Bonus Feats. Note that two-weapon fightings still apply, but the mainhand penalty is applied to both weapons rather than having two separate penalties.

Greater Two-Weapon Fighting (General)

Prerequisites
Improved Two-Weapon Fighting, BAB +11

Benefit
Whenever you use a weapon skill with your mainhand weapon, you may make an additional attack with your offhand weapon as a free action after executing the weapon skill, albiet at a -5 penalty.

Special
A warrior may select this feat as one of her Warrior Bonus Feats.

Improved Two-Weapon Defense (General)

Prerequisites
Two-Weapon Defense

Benefit
When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you gain a +2 shield bonus to your AC. When you are fighting defensively or using the total defense action, this shield bonus increases to +4.

Special
A warrior may select this feat as one of her Warrior Bonus Feats.

Greater Two-Weapon Defense (General)

Prerequisites
Improved Two-Weapon Defense

Benefit
When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you gain a +3 shield bonus to your AC. When you are fighting defensively or using the total defense action, this shield bonus increases to +6.

Special
A warrior may select this feat as one of her Warrior Bonus Feats.

Weapon Focus (General)

Benefit
Choose a weapon. You can also choose unarmed strike or grapple as your weapon for purposes of this feat. You gain an additional 0.5 TP when striking with the selected weapon.

Special
You may select this feat multiple teams. Each time, it applies to a separate weapon. A warrior may select this feat as one of her Warrior Bonus Feats. A ranger may select this feat as a Bonus Archery Feat if selecting a ranged weapon.

Weapon Specialization (General)

Prerequisites
Weapon Focus with the selected weapon, Warrior level 4th.

Benefit
Choose a weapon you have Weapon Focus with. You can also choose unarmed strike or grapple as your weapon for purposes of this feat. Whenever you use a weapon skill with the selected weapon, you are treated as having 1 more TP than is currently in your TP Pool. You still must have the minimum TP required to execute the skill without taking this feat into account.

Special
You may select this feat multiple teams. Each time, it applies to a separate weapon. A warrior may select this feat as one of her Warrior Bonus Feats.

Greater Weapon Focus (General)

Prerequisites
Weapon Specialization with the selected weapon, Warrior level 8th.

Benefit
Choose a weapon you have Weapon Specialization with. You can also choose unarmed strike or grapple as your weapon for purposes of this feat. You gain an additional 0.5 TP when striking with the selected weapon. This effect stacks with Weapon Focus.

Special
You may select this feat multiple teams. Each time, it applies to a separate weapon. A warrior may select this feat as one of her Warrior Bonus Feats.

Greater Weapon Specialization (General)

Prerequisites
Greater Weapon Focus with the selected weapon, Warrior level 12th.

Benefit
Choose a weapon you have Greater Weapon Focus with. You can also choose unarmed strike or grapple as your weapon for purposes of this feat. Whenever you use a weapon skill with the selected weapon, you are treated as having 1 more TP than is currently in your TP Pool. This effect stacks with Weapon Specialization. You still must have the minimum TP required to execute the skill without taking this feat into account.

Special
You may select this feat multiple teams. Each time, it applies to a separate weapon. A warrior may select this feat as one of her Warrior Bonus Feats.

Weapon Mastery (General)
Prerequisites
Weapon Focus with the selected weapon, Weapon Specialization with the selected weapon, Warrior level 8th.

Benefit
Choose a weapon you have Weapon Focus and Weapon Specialization with. You get a +1 bonus to attack and damage rolls per 4 warrior levels when striking with the selected weapon.

Special
You may select this feat only once, no matter how many weapons you have Weapon Focus and Weapon Specialization with. A warrior may select this feat as one of her Warrior Bonus Feats.

Weapon Supremacy (General)

Prerequisites
Greater Weapon Specialization with the selected weapon, Weapon Mastery with the selected weapon, Warrior level 18th.

Benefit
Choose a weapon you have Greater Weapon Specialization with. You can also choose unarmed strike or grapple as your weapon for purposes of this feat. Once per round when making an attack roll with the weapon, you may choose to treat the result of the d20 as 10 (you must announce this before making the attack roll). Attacks made with this weapon have a 50% chance to trigger double attack rather than a 25% chance. Whenever you trigger double attack, the extra attack gets a +5 bonus to its attack roll. You get a +4 bonus to confirm criticals with the selected weapon and a +4 bonus to all checks to avoid being disarmed of the selected weapon. You get a +2 circumstance bonus to armor class while wielding the selected weapon.

Special
You may select this feat only once, no matter how many weapons you have Greater Weapon Specialization with. A warrior may select this feat as one of her Warrior Bonus Feats.

Advanced Red Magic (General)

Prerequisites
Spell affinity, Red Mage level 12th.

Benefit
When casting Enhancing spells, you get an additional +1 effective caster level. When casting Enfeebling spells, add +1 to the DC. This bonus stacks with similar effects.

Special
A red mage may select this as a bonus feat for the Special Ability class feature. The red mage may also select this feat as one of her normal feats gained every 3rd character level, so long as she meets the prerequisites.

Greater Red Magic (General)

Prerequisites
Spell affinity, Advanced Red Magic, Red Mage level 18th.

Benefit
When casting Enhancing spells, you get an additional +1 effective caster level. When casting Enfeebling spells, add +1 to the DC. This bonus stacks with similar effects.

Special
A red mage may select this as a bonus feat for the Special Ability class feature. The red mage may also select this feat as one of her normal feats gained every 3rd character level, so long as she meets the pre-requisites.

Killer Focus (General)

Prerequisites
At leasts one "killer" class ability

Benefit
Add +5 to the Will save DC for all of your killer abilities.

Greater Killer Focus (General)

Prerequisites
At leasts one "killer" class ability, Killer Focus

Benefit
You deal an additional 2 points of damage against any creature that could be affected by your killer abilities (they don't have to fail the save to receive the additional damage). This damage increases by an additional 2 for every 5 HD you possess.

Circle Focus (General)

Prerequisites
Killer Focus, at least one "circle" class ability

Benefit
Your "circle" class abilities get an additional +2 bonus to saving throws against creatures of the designated type.

Sneak Attack Mastery (General)

Prerequisites
Int 13, Sneak Attack +3d6, BAB +6

Benefit
You know how to hit enemies where it hurts--even if their weak points aren't obvious. You may use your Sneak Attack ability even on creatures that do not have a discernible anatomy and weak points a number of times per day equal to 2 x your Intelligence bonus.

Martial Jujitsu Master (General)

Prerequisites
Counter class ability, sneak attack +1d6, ninja level 1st

Benefit
You have learned how to adapt your jujitsu training to your prior knowledge to the martial arts. Your ninja and monk levels stack for the purpose of determining your additional sneak attack damage as well as the bonus granted to your armor class based on Wisdom (you do not add your Wisdom modifier twice, but your ninja and monk levels are treated as the sum of your ninja and monk levels for determining the total bonus).

In addition, you may treat your unarmed strikes as katanas for the purposes of dual wield when attacking with each fist using unarmed combat.

Defensive Expert (General)

Prerequisites
Defender class ability, paladin level 3rd

Benefit
You are very resistance to damage while in the defender stance. You may add the damage reduction granted by your paladin levels to the damage reduction granted by your defender stance (effectively stacking them).

Spell Mastery (General)

Prerequisites
Ability to cast spells

Benefit
Select one spell on your spell list that you know and can cast. One per day, you may cast that spell at no MP cost.

Special
You may select this feat multiple times. Each time you select it, you can apply it to a new spell, or you can apply it to the same spell one additional time to get a total of two free casts per day.

Weapons and Armor

Weapons
The standard weapons in this world are different than the standard weapons in a 3.5 DnD setting, largely due to the weapon skill system.

Weapons Brought over from the DnD 3.5 SRD
Dagger, Punching Dagger, Sai, Shortsword, Longsword, Rapier, Greatsword, Bastard Sword, Axe, Handaxe, Battleaxe, Throwing Axe, Greataxe, Club, Light Mace, Nunchuku, Greatclub, Quarterstaff, Shortspear, Spear, Longspear, Lance, Trident, Scythe, Halberd, Shortbow, Composite Shortbow, Longbow, Composite Longbow, Hand Crossbow, Light Crossbow, Heavy Crossbow, Light Repeating Crossbow, Heavy Repeating Crossbow

New Weapons
These weapons are either entirely new or heavily modifier from their SRD version.

Martial Weapons
Knife (Light Weapon)
A knife is a dagger designed for combat or hunting.
1d4 damage (M), 18-20/2x critical, slashing or piercing damage, 5 gp, 1 lb.

Kunai (Light Weapon)
A kunai is a climbing tool that also serves as a weapon. A climber may use a kunai to gain a +2 competence bonus to climb checks.
1d4 damage (M), 19-20/3x critical, piercing damage, 20 gp, 1 lb.

Wakizashi (One-Handed Weapon)
A wakizashi is a expertly-crafted shortsword, classified as a katana-class weapon.
1d6 damage (M), 19-20/2x critical, slashing or piercing damage, 15 gp, 3 lb.

Maul (One-Handed Weapon)
A maul is a battle hammer specifically designed for intense combat. White mages tend to favor the maul.
1d8 damage (M), 3x critical, bludgeoning damage, 10 gp, 4 lb.

Tachi (Two-Handed Weapon)
A tachi is a very light two-handed katana that slices with deadly accuracy.
2d4 damage (M), 18-20/2x critical, slashing damage, 75 gp, 5 lb.

Exotic Weapons
Shinobi-gatana (One-Handed Weapon)
A shinobi-gatana is a specially made katana meant to be wielded in a single hand. A player can use it two-handed as a martial weapon.
1d10 damage (M), 19-20/2x critical, slashing damage, 35 gp, 3 lb.

Uchigatana (Two-Handed Weapon)
A uchigatana is a larger katana that is especially lethal. Favored weapon of samurai.
2d6 damage (M), 4x critical, slashing damage, 50 gp, 6 lb.

Greatbow (Ranged Weapon)
A greatbow is an exceptionally large bow that skilled marksmen use.
1d10 damage (M), 3x critical, piercing damage, 200 gp, 5 lb., 115' range

Greatbow, composite (Ranged Weapon)
This greatbow has a heavier draw. All composite bows are made with a particular strength rating (that is, each requires a minimum Strength modifier to use with proficiency). If your Strength bonus is less than the strength rating of the composite bow, you can’t effectively use it, so you take a -2 penalty on attacks with it. The default composite greatbow requires a Strength modifier of +0 or higher to use with proficiency. A composite longbow can be made with a high strength rating to take advantage of an above-average Strength score; this feature allows you to add your Strength bonus to damage, up to the maximum bonus indicated for the bow. Each point of Strength bonus granted by the bow adds 200 gp to its cost. For purposes of weapon proficiency and similar feats, a composite greatbow is treated as if it were a greatbow.
1d10 damage (M), 3x critical, piercing damage, 200 gp, 5 lb., 115' range

Great Crossbow (Ranged Weapon)
A great crossbow is a exceptionally large, unwieldy crossbow for strong, skilled marksmen. You draw a heavy crossbow back by turning a heavy winch. Proficiency with the Great Crossbow requires a Strength score of 15, and it must always be wielded and reloaded using two hands. Reloading a great crossbow is a full-round action that provokes attacks of opportunity; the Rapid Reload feat reduces this to a move action.
2d6 damage (M), 19-20/2x critical, piercing damage, 300 gp, 10 lb., 120' range

Shuriken (Ammunition) x5
A shuriken is a special ninja weapon. Up to four shurkien may be thrown in a single attack action, all at once at the same target with a single attack roll that takes a -1 penalty for each shuriken beyond the first that is thrown.
1d2 damage (M), 3x critical, piercing damage, 1 gp, 0.5 lb., 20' range

Hellwind Shuriken (Ammunition) x5
A hellwind shuriken is a special ninja weapon. Up to three hellwind shurkien may be thrown in a single attack action, all at once at the same target with a single attack roll that takes a -1 penalty for each shuriken beyond the first that is thrown.
1d4 damage (M), 3x critical, piercing damage, 15 gp, 0.5 lb., 20' range

Fuuma Shuriken (Ammunition) x5
A fuuma shuriken is a special ninja weapon. Two fuuma shurkien may be thrown in a single attack action, both at once at the same target with a single attack roll that takes a -1 penalty.
1d6 damage (M), 3x critical, piercing damage, 50 gp, 0.5 lb., 20' range

Special Weapons
A new type of weapon is availible that is used for hand-to-hand combat. These weapons may be enchanted like normal weapons and allow a monk to make magical weapons out of her unarmed strikes. They can be enchanted to deal additional damage just like normal weapons, or may be found as magical items(for example, one might find a +2 Cesti of Flaming Burst). They are usually found in pairs. The price is for a single weapon, though one may be worn on each hand. These are all exotic weapons, but a character with the Improved Unarmed Strike feat is considered to be proficient with them. Note that though the listed damage for these attacks is +0, that just means they add 0 damage to the unarmed attack. The unarmed attack deals damage as per normal for an unarmed creature of that size category(or more if they have the monk class). Note that the new type of damage replaces the old.

Cestus (Unarmed Attacks)
Cestus are blunt, wooden coverings that slide over the knuckles.
+0 damage (M), 2x critical, bludgeoning damage, 5 gp, 0.5 lb.

Knuckle (Unarmed Attacks)
Knuckles are sharp, metal coverings that slide over the fists.
+0 damage (M), 2x critical, piercing damage, 15 gp, 2 lb.

Baghnakh (Unarmed Attacks)
Baghnakhs are jagged, metal coverings that slide over the knuckles.
+0 damage (M), 2x critical, slashing damage, 20 gp, 3 lb.

Armor
All armor in the DnD 3.5 SRD may be used. Arcane Spell Failure chance now applies for all spells, except when noted in class descriptions. There are some additional special armors, however, designed for monks and ninjas.

Light Armor
Shinobi Gi
Cost: 300 gp
Armor Bonus: +3
Maximum Dex Bonus: 8
Armor Check Penalty: 0
Arcane Spell Failure Chance: 5%
Speed: No Penalty
Weight: 10 lb.

Master's Gi
Cost: 500 gp
Armor Bonus: +4
Maximum Dex Bonus: 7
Armor Check Penalty: 0
Arcane Spell Failure Chance: 10%
Speed: No Penalty
Weight: 15 lb.

Wondrous Items

White Belt
Cost: 100 gp
+1 Dodge bonus to armor class
+1 Enhancement bonus to Strength
Requires: Monk level 1st

Purple Belt
Cost: 20,000 gp
+2 Dodge bonus to armor class
+4 Enhancement bonus to Strength
+1 Additional attack when attacking with only unarmed strikes
Requires: Monk level 5th

Black Belt
Cost: 80,000 gp
+4 Dodge bonus to armor class
+6 Enhancement bonus to Strength
+1 Additional attack when attacking with only unarmed strikes
"Counter" chance increased to 25%.
Requires: Monk level 10th

Monsters
There are a few new additions to monster entries. Monster skills are attacks that are used much like weapon skills; they are based on TP. Monster skills sometimes have prerequisites that the base creature does not meet; if this is the case, only advanced creatures of that type can use the monster skills assigned to that creature. Note that HD advanced monsters are very common in this world, much moreso than in DnD. Creatures with an INT score greater than 2 may use weapon skills for any weapons they are using. Keeping track of weapon skill points for NPCs is unnecessary.

Element determines the element the monster is born of. This affects beastmaster abilities and may affect other things as well. Note that the element the monster is born of does NOT always affect their elemental weaknesses and resistances.

Rather, "Strong Against" refers to the foe's resistances, described in detail in the "The Elements, Weaknesses, and Resistances." As such, "Weak Against" refers to the foe's weaknesses, described in the same section.

When advancing a creature's HD, if it has natural spell resistance, add a value equal to the amount of HD added to the spell resistance.

Beastmen
Beastmen are the bestial humanoids that were created by the dark god Promathia to counter Altana's five Enlightened Races. Most of the beastmen get along well enough, and most despise the other non-beastmen humanoids. Common exceptions are tonberries, which hate all non-tonberries equally, sahagin, who are not really interested in allying with the other beastmen, and some goblins, which are friendly to humans and outcast to some of the beastmen(though it's a case-by-case basis, some goblins manage to trade peacefully among both humans and beastmen). Moblins are also isolated and typically do not attack anyone who does not disturb Movalpolos.

Beastmen are humanoids and carry humanoid features and traits, though beastmen with humanoid HD have good Fortitude and Reflex saves, and their skill point gain varies.

Goblin, 1st level Humanoid
Size/Type: Medium Humanoid (Goblinoid)
HD: 1d8+1 (9 hp)
Speed: 30 ft. (6 squares)
Initiative: +2
Armor Class: 14; touch 12; flat-footed 12 (Leather Armor +2)
Base Attack Bonus: +1; Grapple: +1
Attack: Dagger +3 (1d4, piercing or slashing, 19-20/2x)
Full-Attack: Dagger +3 (1d4, piercing or slashing, 19-20/2x)
Space: 5 ft.; Reach: 5 ft.
Special Attacks: -
Special Qualities: Darkvision 60 ft., Scent
Monster skills: Goblin Rush
Saves: Fort +3 Ref +4 Will -1
Abilities: Str 11, Dex 15, Con 12, Intelligence 9, Wisdom 6, Charisma 10
Skills: Bluff +3, Listen +2, Move Silently +6, Sleight of Hand +2, Spot +3, Survival -1(+3)*
Feats: Weapon Finesse
Environment: Any
Organization: Solitary, Gang (2-5)
Challenge Rating: 1/2
Treasure: Standard
Alignment: Usually neutral evil or neutral
Advancement: by character class
Level Adjustment: +0
Element: Fire
Strong Against: -
Weak Against: Light

Goblin, 1st level Thief
Size/Type: Medium Humanoid (Goblinoid)
HD: 1d6+1 (7 hp)
Speed: 30 ft. (6 squares)
Initiative: +3
Armor Class: 15; touch 13; flat-footed 12 (Leather Armor +2)
Base Attack Bonus: +0; Grapple: +1
Attack: Dagger +1 (1d4+1, piercing or slashing, 19-20/2x)
Full-Attack: Dagger +1 (1d4+1, piercing or slashing, 19-20/2x)
Space: 5 ft.; Reach: 5 ft.
Special Attacks: Sneak Attack 1d6
Special Qualities: Darkvision 60 ft., Scent
Monster skills: Goblin Rush
Saves: Fort +1 Ref +5 Will -1
Abilities: Str 13, Dex 17, Con 14, Int 10, Wis 6, Cha 12
Skills: Bluff +6, Hide +7, Listen +5, Move Silently +7, Search +4, Sleight of Hand +2, Spot +3, Survival +1(+5)*,
Feats: Track
Environment: Any
Organization: Solitary, Gang (2-5)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually neutral evil or neutral
Advancement: by character class
Level Adjustment: +0
Element: Fire
Strong Against: -
Weak Against: Light

*Goblins get a +4 racial bonus to Survival when tracking by scent.

http://img.photobucket.com/albums/v287/Magil/Vanadiel/Profiles/Goblin.jpg

Goblins are short, green-skinned humanoids who are almost always clad head-to-toe in either leather or metal armor. The leather version has a mask for the goblin's head, and the eyes on the mask are large, black, and beady. However, the eye-holes on the helmet of metal-armored variants reveal that goblins have normal, hume-like eyes. Goblins are actually a subspecies of a larger group of goblinoids known as moblins, which are native to Movalpolos, an underground city somewhere between North Gustaberg and Jeuno. However, moblins rarely leave the tunnels surrounding Movalpolos, while goblins can be found anywhere in the world. It's rumored that Jeuno was founded upon a ruined goblin city.

Many goblins are hostile thieves, and some have formed gangs that are allied with other beastmen. Some goblins, however, are more friendly traders, though they are reputed for swindling and shady dealings. They also have a knack for tinkering with alchemic explosives, which can make an endangered goblin quite a large threat if it happens to reach into its pack.

Goblins can carry triple their normal carrying capacity without penalty.

Item: Goblin Bomb
Weight: 1 lb
Cost: 25 gp
The user of a goblin bomb can throw a goblin bomb as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet.

A direct hit deals 1d6 points of fire damage. Every creature within 5 feet of the point where the bomb hits takes 1d6 points of fire damage from the splash (if it misses the target, it still explodes in or near the square depending on the distance and attack roll result). Creatures within the splash radius may attempt a DC 15 Reflex save for half damage. A creature that is directly hit may not attempt this Reflex save (and so it takes 2d6 fire damage total).

Each goblin bomb has a 10% chance of being a dud. Determine whether or not the goblin bomb is a dud when making the ranged attack roll. A dud deals no damage.

On a d20 result of 1 on the attack roll, the user drops the bomb at its feet and is considered to be directly hit by the weapon (the bomb then detonates in the user's square). If the user takes damage while attempting to throw the bomb (via an attack of opportunity, for example), he must make a Reflex save with a DC of 15 + the damage dealt or drop the bomb, which then detonates in his own square. Either way, the bomb will not detonate if it is a dud.

Goblins are considered proficient with goblin bombs; all other races must take a non-proficiency penalty when using them. A goblin typically carries about a half-dozen goblin bombs with it on any particular journey.

Goblin Racial Traits

+2 Dexterity, -2 Wisdom
Medium
30' Base Land Speed.
Darkvision 60 ft.
Scent
Bluff +2, Listen +2, Sleight of Hand +2, +4 racial bonus to Survival while tracking by scent.
Packrat: A goblin can carry triple its normal carrying capacity without penalty. This doesn't affect speed penalties that come with wearing medium or heavy armor.
Automatic Languages: Common, All beastmen languages. Bonus Languages: Any.
Favored Class: Thief


Moblin, 2nd level Humanoid
Size/Type: Medium Humanoid (Goblinoid)
HD: 2d8+4 (13 hp)
Speed: 30 ft. (6 squares)
Initiative: +2
Armor Class: 14; touch 12; flat-footed 12 (Leather Armor +2)
Base Attack Bonus: +1; Grapple: +1
Attack: Knife +3 (1d4, piercing or slashing, 19-20/3x)
Full-Attack: Knife +3 (1d4, piercing or slashing, 19-20/3x)
Space: 5 ft.; Reach: 5 ft.
Special Attacks: Explosives
Special Qualities: Darkvision 60 ft., scent
Monster skills: Goblin rush
Saves: Fort +3 Ref +4 Will -1
Abilities: Str 11, Dex 15, Con 14, Intelligence 9, Wisdom 6, Charisma 8
Skills: Bluff +3, Listen +2, Move Silently +6, Sleight of Hand +4, Spot +3, Survival -1(+3)*
Feats: Weapon Finesse
Environment: Any
Organization: Solitary, Gang (2-5)
Challenge Rating: 1/2
Treasure: Standard
Alignment: Usually neutral evil or neutral
Advancement: by character class
Level Adjustment: +0
Element: Lightning
Strong Against: -
Weak Against: Light

http://img.photobucket.com/albums/v287/Magil/Vanadiel/Profiles/Moblin.jpg

The slightly hardier cousins to goblins, moblins live in Movalpolos. A sprawling underground city, Movalpolos is a hub of goblin ingenuity and perseverance. Moblins are quite the tinkerers, though they aren't always very good at it, and many of their inventions backfire. They are fairly antisocial and have no connections to the outside world, and tend to be aggressive to invaders to their city.

Explosives (Ex)
A moblin may have one or several explosive-type weapons in his possession at any time, and may use them if confronted in combat. Moblins are proficient in their use; all other creatures that attempt to use them have the backfire chance doubled and take a -4 nonproficiency penalty on any attack rolls made using them. In addition to goblin bombs, the moblin may have:

Rozen candle 300gp
Activated as a standard action. 75% of the time, it shoots a sparkling, hot ball at a target, dealing 1d6+1 points of fire damage on contact. Use a ranged attack roll to hit. 25% of the time it explodes in the user's hands, dealing 2d6 fire damage to the user and creatures within 5 feet (Reflex save 15 for half damage). Contains 3 charges. A rozen candle that explodes cannot be used again.

Frypan 200gp
Activated as a free action. A mundane pan, until activated. When it is activated, it is wrapped in flame. Can be used as a throwing weapon, deals 1d3 + Strength modifier bludgeoning damage and 1d3 fire damage on impact, and a creature struck must make a DC 12 Will save or be dazed for 1 round. Has a 10% chance to instant engulf the user in flames, causing them to take 1d4 fire damage per round for 1d4+1 rounds or until they put it out as a full-round action that provokes attacks of opportunity or by being doused in water. Any user grappling or being grappled by the user takes the fire damage as well.

Flashbulb 250gp
Activated as a standard action. Creatures within 60 feet become dazzled by a flash of light for 1d4+1 rounds (DC 14 Reflex save negates). Has a 15% chance to instead electrocute the user, dealing 1d6 points of thunder damage to the user and any creature that is touching it at the time.

Moblin Racial Traits

+2 Dexterity, +2 Constitution, -2 Wisdom, -2 Charisma
Medium
30' Base Land Speed.
Darkvision 60 ft.
Scent
Goblin Blood: For all purposes related to race, moblins are considered goblins. They are proficient with goblin bombs as well.
Hide +2, Listen +2, Move Silently +2, +4 racial bonus to Survival while tracking by scent.
Packrat: A moblin can carry triple its normal carrying capacity without penalty. This doesn't affect speed penalties that come with wearing medium or heavy armor.
Automatic Languages: Common, Goblin. Bonus Languages: Any.
Favored Class: Thief


Orc, 1st level Humanoid
Size/Type: Medium Humanoid (Reptilian)
HD: 1d8+1 (9 hp)
Speed: 30 ft. (6 squares)
Initiative: +0
Armor Class: 15; touch 10; flat-footed 15 (Studded Leather Armor +3, Natural Armor +2)
Base Attack Bonus: +1; Grapple: +4
Attack: Battleaxe +4 (1d8+3, slashing, 3x) or Throwing Axe +1 (1d6+3, slashing, 2x, 10')
Full-Attack: Battleaxe +4 (1d8+3, slashing, 3x) or Throwing Axe +1 (1d6+3, slashing, 2x, 10')
Space: 5 ft.; Reach: 5 ft.
Special Attacks: Frenzy
Special Qualities: Low-Light Vision
Monster skills: Battle Dance
Saves: Fort +4 Ref +2 Will +0
Abilities: Str 17, Dex 11, Con 12, Intelligence 7, Wisdom 10, Charisma 6
Skills: Intimidate +0, Jump +5, Spot +2, Balance +4
Feats: Power Attack
Environment: Temperate forests, mountains, underground
Organization: Solitary, Gang (2-5)
Challenge Rating: 1/2
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: by character class
Level Adjustment: +0
Element: Fire
Strong Against: Ice
Weak Against: Water

http://img.photobucket.com/albums/v287/Magil/Vanadiel/Profiles/Orc.jpg

Orcs are brutish beasts vaguely lizard-like in appearance, with yellow-greenish skin, tall, hunched bodies, massive arms, short legs, a stubby tail, and heads that appear to be partially sunken into their shoulder line with no neck. Their mouths are wide and lined with pointed teeth. They often wear skins, heavy leather or plated armor. They dwell in the lands outside San d'Oria, though their central stronghold is Davoi, deep within the Jugner Forest. Orcs are hostile brutes that have no interest in diplomacy, and the only thing that holds them back from all-out war with the elvaan of San d'Oria is the threat of the allied nations Bastok and Windurst getting involved. The orcish warchiefs are not fools.

The orcs were primarily responsible for the destruction of the country of Tavnazia and the collapse of the Tavnazian peninsula. In the crystal war, the orcs held the largest standing army of the beastmen, and typically used large siege-type attacks to attack the cities of the Enlightened Races. The orcs are led by a council of warchiefs, the head of which is the Overlord Bakgodek.

Frenzy (Ex)
An orc may enter a frenzy as a free action. It gains +2 bonus to Strength and Constitution, +1 morale bonus to Will saves, and -2 penalty to Armor Class. While frenzied, an orc cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can it cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. It can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A frenzy lasts for 1d3 + orc's Constitution modifier rounds, after which the orc becomes fatigued for the remainder of the encounter. An orc cannot enter a frenzy while fatigued.

The bonuses granted by frenzy increase for every 5 HD the orc obtains (including class levels). The bonuses to Strength and Constitution increase to +4 at 5 HD, +6 at 10 HD, and +8 at 15 HD. The morale bonus to Will saves increases to +2 at 5 HD, +3 at 10 HD, and +4 at 15 HD. The AC penalty remains constant at -2.

Orc Racial Traits

+4 Strength, -2 Intelligence, -2 Charisma
Medium
30' Base Land Speed
Low-Light Vision
+2 Natural Armor Bonus
+2 Intimidate, +2 Spot, +4 Balance
Automatic Languages: Orc. Bonus Languages: Common, all beastmen languages.
Favored Class: Monk


Yagudo, 1st level Humanoid
Size/Type: Medium Humanoid (Avian)
HD: 1d8-1 (7 hp)
Speed: 30 ft. (6 squares)
Initiative: +2
Armor Class: 15; touch 12; flat-footed 13 (Studded Leather Armor +3)
Base Attack Bonus: +1; Grapple: +0
Attack: Katana +3 (2d4-1, slashing, 18-20/2x) or Shuriken +3 (1d2-1, piercing, 3x, 20')
Full-Attack: Katana +3 (2d4-1, slashing, 18-20/2x) or Shuriken +3 (1d2-1, piercing, 3x, 20')
Space: 5 ft.; Reach: 5 ft.
Special Attacks: Sweep
Special Qualities: Scent
Monster skills: Feather Storm
Saves: Fort +1 Ref +4 Will +1
Abilities: Str 8, Dex 15, Con 9, Intelligence 9, Wisdom 12, Charisma 10
Skills: Jump +2, Climb +2, Balance +5, +3 Spot, +4 Move Silently
Feats: Exotic Weapon Proficiency (Shuriken) (B), Weapon Finesse (B), Dodge
Environment: Rocky wastes, open plains
Organization: Solitary, Gang (2-5)
Challenge Rating: 1/2
Treasure: Standard
Alignment: Usually lawful neutral
Advancement: by character class
Level Adjustment: +0
Element: Wind
Strong Against: Earth
Weak Against: Ice

http://img.photobucket.com/albums/v287/Magil/Vanadiel/Profiles/Yagudo.jpg

The yagudo resemble hume-sized, gray-feathered flightless, humanoid birds. Their beaks are long and yellowed, usually curved downwards, and their eyes are small and beady. They are agile and wise, very deadly in a fight, tending to favor classes such as the monk, samurai, and ninja. There are a large amount of white magic-wielding yagudo priests as well. These beastmen are found in the areas surrounding Windurst, and their base of operations is the Castle Oztroja in the Meriphataud Mountains. The yagudo operate under the pretense of peaceful relations with Windurst, but many do not trust these beastmen, as they fought alongside the orcs and quadav in the Crystal War under the Shadow Lord's command. There are undoubtedly groups of yagudo who still harbor hostilities towards the Enlightened Races, but there may be even larger groups who desire peace.

Nevertheless, the yagudo are exceptionally skilled at infiltration, assassination, and deadly forms of combat backed by divine and healing magic. Some say that they have even begun to practice the potent summoning magic, and that the yagudo avatar, Tzee Xicu the Manifest is herself a summoner.

Sweep (Ex)
A yagudo can get one extra attack per round with its unarmed strike, but only if two or more foes are within reach. The attack is at your highest base attack bonus, but each attack you make in that round (the extra one and the normal ones) takes a -2 penalty. You must use the full attack action to use this feat. A yagudo using the sweep attack may not attack a foe more than once per round.

The amount of additional attacks granted by sweep increases by 1 for every 5 HD the yagudo possesses (including class levels). The yagudo still may only attack each foe within reach once per round with the sweep attack.

Sweep has no effect on attacks of opportunity or other attacks that the yagudo may have due to other effects; it is merely limited to one attack per foe with its normal attack and additional attacks granted by sweep.

Yagudo Racial Traits

+2 Dexterity, -2 Constitution
Medium
30' Base Land Speed
Scent
+1 Dodge bonus to AC against creatures of Small size or smaller.
+1 racial bonus to attack rolls made against flat-footed opponents.
+2 Spot, +2 Move Silently
Yagudo get two bonus feats at the first level: Weapon Finesse, and Exotic Weapon Proficiency with its choice of one of the following weapons: shuriken, uchigatana, or wakizashi.
Automatic Languages: Yagudo, Tarutaru. Bonus Languages: Common, Mithran, all beastmen languages.
Favored Class: White Mage


Quadav, 1st level Humanoid
Size/Type: Medium Humanoid (Reptilian)
HD: 1d8+3 (11 hp)
Speed: 30 ft. (6 squares)
Initiative: -1
Armor Class: 16; touch 9; flat-footed 16 (Studded Leather Armor +3, Natural Armor +4)
Base Attack Bonus: +1; Grapple: +2
Attack: Longsword +3 (1d8+1, slashing, 19-20/2x) or Shortbow +0 (1d6, piercing, 3x, 60')
Full-Attack: Longsword +3 (1d8+1, slashing, 19-20/2x) or Shortbow +0 (1d6, piercing, 3x, 60')
Space: 5 ft.; Reach: 5 ft.
Special Attacks: Shell shield
Special Qualities: Darkvision 60 ft.
Monster skills: Headbutt
Saves: Fort +4 Ref +1 Will +0
Abilities: Str 12, Dex 8, Con 15, Intelligence 10, Wisdom 11, Charisma 9
Skills: Balance +3, Knowledge: Dungeoneering +4
Feats: Improved Toughness
Environment: Underground, swampland
Organization: Solitary, Gang (2-5)
Challenge Rating: 1/2
Treasure: Standard
Alignment: Usually neutral evil
Advancement: by character class
Level Adjustment: +0
Element: Water
Strong Against: Water
Weak Against: Thunder

http://img.photobucket.com/albums/v287/Magil/Vanadiel/Profiles/Quadav.jpg

The quadav are a race of turtle-like humanoids that stand slightly taller than the average hume and typically cause trouble for hume and galka miners attempting to break new territory in the areas surrounding Bastok. Their homeland is the Pashhow Marshlands, within lies their multilevel stronghold, Beadeaux. The quadav display little intelligence, but are notoriously territorial and managed to ally themselves with the Shadow Lord during the Crystal War. With the humes of Bastok constantly ignorantly infringing on their former territory in the Gustaberg region, the quadav have launched massive retaliations in the past, but have always been beaten back by the industrious humes and their galka allies.

Quadav are dim-witted and often fight only to protect their nests and homes since the Crystal War, but during the Crystal War they migrated to the lands of other beastmen and served as guardian armies. They have since retreated, though many suspect they are still involved with dealings with the nearby orcs of Davoi.

Shell shield (Ex)
A quadav using the total defense action gets a +4 enhancement bonus to its natural armor bonus to armor class and Fast Healing 2.

The enhancement bonus to the quadav's natural armor bonus to armor class granted by shell shield increases by +2 for every 5 HD the quadav possesses. The Fast Healing granted by shell shield increases by 1 for every 5 HD the quadav possesses.

A quadav fighting defensively or using the Combat Expertise feat gains half of this bonus.

Quadav Racial Traits

+2 Constitution, -2 Dexterity
Medium
30' Base Land Speed
Darkvision 60'
+4 Natural Armor Bonus
Automatic Languages: Quadav. Bonus Languages: Common, Galka, all beastmen languages.
Favored Class: Warrior


Tonberry, 2nd Level Humanoid
Size/Type: Small Humanoid
HD: 2d8+2 (11 hp)
Speed: 20 ft. (4 squares)
Initiative: +2
Armor Class: 15; touch 13; flat-footed 13
(+1 size, +2 Dex, +2 leather armor)
Base Attack Bonus: +1; Grapple: +1
Attack: Knife +3 melee (1d4, 18-20/3x) or light crossbow +3 80' (1d8, 19-20/2x)
Full-Attack: Knife +3 melee (1d4, 18-20/3x) or light crossbow +3 80' (1d8, 19-20/2x)
Space: 5 ft.; Reach: 5 ft.
Special Attacks: Everyone's grudge
Special Qualities: Darkvision 60 ft., low-light vision, scent
Monster skills: Light of penance
Saves: Fort +4 Ref +5 Will +1
Abilities: Str 11, Dex 15, Con 12, Int 8, Wis 12, Cha 14
Skills: Hide +6, Move Silently +6
Feats: Weapon Finesse
Environment: Caverns, underground
Organization: Solitary, party (2-6)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: by character class
Level Adjustment: -
Element: Light
Strong Against: Light
Weak Against: Ice

http://img.photobucket.com/albums/v287/Magil/Vanadiel/Profiles/tonberry.jpg

Tonberries are a notorious race that inhabits the Elshimo uplands. They exist almost exclusively in the temple of their goddess, Uggalepih, and in the network of caverns below. Tonberries are vicious beings that harbor a deep hatred for all other races, and are allies to no one.

Note
A player must keep track of how many tonberries he or she has killed. This includes tonberries killed by creatures under her direct control, and her allies (but she must be present at the time of the killing). Tonberries suffering from a status condition bestowed upon it by the player at the time of its death also add to the count. The amount of tonberries the player is somewhat responsible for the death for is used for the tonberry abilities Everyone's Grudge and Everyone's Rancor.

Everyone's grudge (Su)
Once per day, a tonberry may focus all of its rancor into one melee attack. It adds its Charisma bonus (if any) to its attack roll and deals 2 extra points of damage for every tonberry the target has killed. A tonberry gains an additional use of Everyone's Grudge each day for every 4 HD it possesses.

Everyone's rancor (Su)
More powerful tonberries have Everyone's Rancor in addition to Everyone's Grudge.

Once per day per 5 HD, a tonberry may release a wave of divine light that affects all creatures within a 100' radius. The wave of light deals 1d6 damage for each tonberry the affected creature has killed (no save). This is a standard action that does not provoke an attack of opportunity.

Tonberry Racial Traits

+2 Wisdom, -2 Strength
Small
20' Base Land Speed
Darkvision 60'
Low-Light Vision
Scent
Everyone's Grudge / Everyone's Rancor
Racial Bonuses: +2 Intimidate, +2 Hide, +2 Move Silently
Automatic Languages: Tonberry. Bonus Languages: Any.
Favored Class: Thief


Sahagin, 2nd Level Humanoid
Size/Type: Small Humanoid (Aquatic)
HD: 2d8+4 (13 hp)
Speed: 20 ft. (4 squares), swim 40 ft.
Initiative: +2
Armor Class: 18; touch 13; flat-footed 16
(+1 size, +2 Dex, +4 chain shirt, +1 natural armor)
Base Attack Bonus: +1; Grapple: +1
Attack: Trident +3 melee (1d8+3) or +3 thrown 10' (1d8+2) or claw +3 melee (1d3+2)
Full-Attack: Trident +3 melee (1d8+3) or +3 thrown 10' (1d8+2) or 2 claws +3 melee (1d3+2)
Space: 5 ft.; Reach: 5 ft.
Special Attacks: Jump thrust
Special Qualities: Darkvision 60 ft., scent
Monster skills: Hydro shot
Saves: Fort +5 Ref +5 Will +1
Abilities: Str 14, Dex 14, Con 15, Int 10, Wis 13, Cha 8
Skills: Jump +6, Swim +10, Survival +3
Feats: Power Attack
Environment: Caverns, underground
Organization: Solitary, party (2-6)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually neutral
Advancement: by character class
Level Adjustment: -
Element: Water
Strong Against: Water
Weak Against: Thunder

http://img.photobucket.com/albums/v287/Magil/Vanadiel/Profiles/Sahagin.jpg

Jump thrust (Ex)
A sahagin that jumps and makes an attack at the end of its jump may use its jump check in place of its attack roll when wielding a piercing weapon.

Sahagin Racial Traits

+2 Dexterity, -2 Charisma
Small
20' Base Land Speed, 40' Swim Speed
Darkvision 60'
Scent
Jump thrust
Natural Weapons: 2 claws, 1d3 damage
+1 Natural Armor Bonus
Racial Bonuses: +4 Swim, +2 Survival
Automatic Languages: Sahagin. Bonus Languages: Common, Mithran.
Favored Class: Warrior

Nu
2007-09-17, 12:06 AM
Antican, 2nd Level Humanoid
Size/Type: Medium Humanoid
HD: 2d8+8 (17 hp)
Speed: 20 ft. (4 squares), swim 40 ft.
Initiative: +2
Armor Class: 16; touch 10; flat-footed 16
(+3 studded leather, +2 heavy steel shield, +1 natural armor)
Base Attack Bonus: +1; Grapple: +3
Attack: Longsword +3 melee (1d8+3) or sling +1 50' (1d4+2)
Full-Attack: Longsword +3 melee (1d8+3) or sling +1 50' (1d4+2)
Space: 5 ft.; Reach: 5 ft.
Special Attacks: Sand shield
Special Qualities: Blindsense 20 ft., darkvision 60 ft.
Monster skills: Magnetite cloud
Saves: Fort +5 Ref +5 Will +1
Abilities: Str 15, Dex 10, Con 16, Int 6, Wis 13, Cha 10
Skills: Balance +3, Climb +3, Jump +5, Survival +3
Feats: Improved Toughness
Environment: Warm deserts, underground
Organization: Solitary, party (2-6)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually neutral evil
Advancement: by character class
Level Adjustment: -
Element: Earth
Strong Against: Earth
Weak Against: Wind

http://img.photobucket.com/albums/v287/Magil/Vanadiel/Profiles/Antican.jpg

Sand shield (Su)
An antican can conjure a swirling barrier of sand as a standard action, which grants them and anything else in the square it occupies cover. If the antican leaves the square in which the sand shield is generated, the sand shield dissipates. The antican can maintain the shield as a standard action indefinitely.

Antican Racial Traits

+2 Constitution, +2 Wisdom, -2 Dexterity, -2 Intelligence
Medium
30' Base Land Speed, 30' Burrow Speed
Darkvision 60'
Blindsense 20'
Sand Shield
+3 Natural Armor Bonus
Racial Bonuses: +2 Balance, +2 Climb, +2 Survival
Automatic Languages: Antican, Galkan. Bonus Languages: Any.
Favored Class: Warrior


Animals
An animal is a living, nonhumanoid creature, usually a vertebrate with no magical abilities and no innate capacity for language or culture. See animal entry in the SRD.

Rarab
Size/Type: Small Animal
HD: 1d8 (4 hp)
Speed: 20 ft. (4 squares)
Initiative: +3
Armor Class: 14; touch 14; flat-footed 11
(+1 size, +3 Dex)
Base Attack Bonus: +0; Grapple: -6
Attack: Claw +4 melee (1d4-2)
Full-Attack: 2 Claws +4 melee (1d4-2) and Bite -1 melee (1d3-2)
Space: 5 ft.; Reach: 5 ft.
Special Attacks: Footkick, pounce
Special Qualities: Low-Light Vision, Scent
Monster Skills: Whirl claws
Saves: Fort +2 Ref +5 Will +1
Abilities: Str 6, Dex 16, Con 10, Int 1, Wis 12, Cha 2
Skills: +2 Jump, +7 Listen, +3 Spot
Feats: Weapon Finesse (B), Alertness
Environment: Any temperate or warm area
Organization: Solitary, Family (Mother and Litter of 5-10 young)
Challenge Rating: 1/4
Treasure: None
Alignment: Always neutral
Advancement: by HD
Level Adjustment: -
Element: Earth
Strong Against: -
Weak Against: Dark, Thunder, Water

http://img.photobucket.com/albums/v287/Magil/Vanadiel/Profiles/Rarab.jpg

Rarabs are small, rabbit-like animals with two powerful legs and a long ears and a long tail. They are very small, no more than 2'-3' tall, but very agile. Their tails and meat are popular foods in Windurst and San d'Oria. If encountered, most rarabs will simply blind a foe and escape.

Pounce (Ex)
If a rarab charges, it can make a full attack or make a footkick attack.

Footkick (Ex)
The rarab attacks using both feet. It uses a claw attack with double damage dice and adds its Dexterity modifier to the damage rolls in place of its Strength modifier (for a base rarab, this is 2d4+3 damage). The attack is made at the rarab's full attack bonus and requires a full attack action (or may be used at the end of a charge via the pounce ability).

Crab
Size/Type: Small Animal (Aquatic)
HD: 1d8+5 (9 hp)
Speed: 20 ft. (4 squares), swim 40 ft. (average)
Initiative: +0
Armor Class: 15; touch 11; flat-footed 15
(+1 size, +4 natural armor)
Base Attack Bonus: +0; Grapple: +2*
Attack: Claw +3 melee (1d4+2)
Full-Attack: 2 Claws +3 melee (1d4+2)
Space: 5 ft.; Reach: 5 ft.
Special Attacks: Big scissors, constrict 1d4+2, improved grab
Special Qualities: Low-Light Vision
Monster Skills: Metallic body
Saves: Fort +4 Ref +2 Will +1
Abilities: Str 14, Dex 10, Con 15, Int 1, Wis 12, Cha 1
Skills: Swim +6, Balance +4
Feats: Toughness
Environment: Shoreside, riverside
Organization: Solitary
Challenge Rating: 1/3
Treasure: None
Alignment: Always neutral
Advancement: by HD
Level Adjustment: -
Element: Water
Strong Against: Water
Weak Against: Ice, Thunder

http://img.photobucket.com/albums/v287/Magil/Vanadiel/Profiles/Crab.jpg

Crabs are small, hard-shelled crustations that live in watery areas and are slightly larget than rarabs. They have four legs and two powerful pincers. Crabs often retreat at the first sign of danger. They tend to prey on fish and smaller shellfish.

Big scissors (ex)
A crab is considered one size category larger than it is for the purposes of grapple checks and improved grab.

Constrict (ex)
On a successful grapple check, the crab deals automatic claw damage.

Improved grab (ex)
To use this ability, a crab must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold.

Zu
Size/Type: Small Animal (Avian)
HD: 1d8+1 (5 hp)
Speed: 10 ft. (2 squares), fly 80 ft. (average)
Initiative: +3
Armor Class: 14; touch 14; flat-footed 11
(+1 size, +3 Dex)
Base Attack Bonus: +0; Grapple: -5
Attack: Talon +4 melee (1d4-1)
Full-Attack: 2 Talons +4 melee (1d4-1). Bite -1 melee (1d4-1)
Space: 5 ft.; Reach: 5 ft.
Special Attacks: Helldive
Special Qualities: Low-Light Vision
Monster Skills: Screech
Saves: Fort +2 Ref +5 Will +1
Abilities: Str 8, Dex 16, Con 12, Int 2, Wis 12, Cha 2
Skills: Spot +5, Listen +5
Feats: Weapon Finesse (B), Hover
Environment: Any
Organization: Solitary
Challenge Rating: 1/2
Treasure: None
Alignment: Always neutral
Advancement: by HD
Level Adjustment: -
Element: Fire
Strong Against: Wind
Weak Against: Ice

http://img.photobucket.com/albums/v287/Magil/Vanadiel/Profiles/Bird.jpg

Zus are large carrion birds. They are often colored pink or brown. Only a very hungry zu will attempt to make a kill, they feast almost exclusvely on carrion.

Helldive (Ex)
A zu deals double damage on a charge attack in which it descends at least 20 ft.

Dhalmel
Size/Type: Huge Animal
HD: 5d8+20 (41 hp)
Speed: 40 ft. (8 squares)
Initiative: +1
Armor Class: 14; touch 8; flat-footed 13
(-2 size, +1 Dex, +5 natural armor)
Base Attack Bonus: +3; Grapple: +18
Attack: Hoof +8 (1d8+7)
Full-Attack: 2 Hooves +8 melee (1d8+7)
Space: 15 ft.; Reach: 10 ft.
Special Attacks: Rage, trample 2d8+10
Special Qualities: Low-Light Vision, scent
Monster Skills: Healing breeze
Saves: Fort +7 Ref +5 Will +2
Abilities: Str 24, Dex 12, Con 16, Int 2, Wis 12, Cha 4
Skills: Balance +14, Spot +10
Feats: Run, Improved Toughness
Environment: Plains
Organization: Solitary, pair, herd (5-10)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: by HD
Level Adjustment: -
Element: Earth
Strong Against: -
Weak Against: Thunder, Wind

http://img.photobucket.com/albums/v287/Magil/Vanadiel/Profiles/Dhalmel.jpg

Dhalmels are large, giraffe-like creatures that have a thick, leathery hide and are colored off-white with tan splotches. They are mostly peaceful herbivores, but often herds have fierce interspecies conflicts that ends up isolating one or more dhalmels. Domestic dhalmels can be used for milk, leather, and meat. The mithra are especially famous for raising dhalmels.

Rage (Ex)
A dhalmel that takes damage in combat flies into a berserk rage on its next turn, and will attempt to trample its opponent to death. It gains +4 to Strength, +4 to Constitution, and -2 to Armor Class. The creature cannot end its rage voluntarily.

Trample (Ex)
Reflex save for half damage. The save DC is Strength-based. The damage is equal to that of a hoof attack with double damage dice + 1.5x the dhalmel's strength modifier (instead of just 1x).

Bat
Size/Type: Tiny Animal (Avian)
HD: 1d8 (4 hp)
Speed: 5 ft. (1 square), fly 30 ft. (good)
Initiative: +2
Armor Class: 14; touch 14; flat-footed 12
(+2 size, +2 Dex)
Base Attack Bonus: +0; Grapple: -9
Attack: Bite +4 melee (1d3-1)
Full-Attack: Bite +4 melee (1d3-1)
Space: 0 ft.; Reach: 5 ft.
Special Attacks: Attach, blood drain
Special Qualities: Blindsense 20 ft., Low-Light Vision
Monster Skills: Jet stream
Saves: Fort +2 Ref +4 Will +1
Abilities: Str 8, Dex 15, Con 10, Int 1, Wis 12, Cha 1
Skills: Listen +5, Hide +14
Feats: Weapon Finesse
Environment: Caverns, underground ruins
Organization: Solitary, Trio, Colony (10-100)
Challenge Rating: 1/3
Treasure: None
Alignment: Always neutral
Advancement: by HD
Level Adjustment: -
Element: Wind
Strong Against: Dark
Weak Against: Light, Wind

These bats are very small fruit bats that feed on small insects and fruits. However, larger swarms may seek larger prey.

Blindsense (Ex)
A bat uses echolocation to pinpoint creatures within 20 feet. Opponents still have 100% concealment against a creature with blindsense.

Attach (Ex)
If a bat hits with a bite attack, it uses its powerful jaws to latch onto the opponent’s body. An attached bat loses its Dexterity bonus to Armor Class. An attached bat can be struck with a weapon or grappled itself. To remove an attached bat through grappling, the opponent must achieve a pin against the creature.

Blood drain (Ex)
A bat drains blood, dealing 1d4 points of Constitution damage in any round when it begins its turn attached to a victim. A bat gains 2 temporary hit points for every point of Constitution damage it deals; these temporary hit points last 8 hours.

Once it has dealt 3 + 0.5 x bat's HD points of Constitution damage, it detaches and flies off to digest the meal. If its victim dies before the bat’s appetite has been sated, the bat detaches and seeks a new target.

Bat Swarm
Size/Type: Diminutive Animal (Avian, Swarm)
HD: 3d8 (13 hp)
Speed: 5 ft. (1 square), fly 30 ft. (good)
Initiative: +2
Armor Class: 16; touch 16; flat-footed 14
(+4 size, +2 Dex)
Base Attack Bonus: +2; Grapple: -13
Attack: Swarm (1d6 + blood drain)
Full-Attack: Swarm (1d6 + blood drain)
Space: 0 ft.; Reach: 0 ft.
Special Attacks: Attach, blood drain, distraction
Special Qualities: Blindsense 20 ft., Immunity to weapon attacks, Low-Light Vision, swarm traits
Monster Skills: Jet stream
Saves: Fort +2 Ref +4 Will +2
Abilities: Str 3, Dex 15, Con 10, Int 2, Wis 14, Cha 1
Skills: Listen +7, Hide +18, Spot +4
Feats: Alertness
Environment: Caverns, underground ruins
Organization: Solitary, flight (2-4 swarms), or colony (11-20 swarms)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: by HD
Level Adjustment: -
Element: Wind
Strong Against: Dark
Weak Against: Light, Wind

http://img.photobucket.com/albums/v287/Magil/Vanadiel/Profiles/Bats.jpg

These bats are smaller than usual and travel only in swarms.

Blindsense (Ex)
A bat uses echolocation to pinpoint creatures within 20 feet. Opponents still have 100% concealment against a creature with blindsense.

Attach (Ex)
Bats attach to any creature they damage with their swarm attack. While attached, the bats automatically move with the creature .

Blood drain (Ex)
A bat swarm drains blood, dealing 1d4 points of Constitution damage in any round when it begins its turn attached to a victim. A bat swarm gains 2 temporary hit points for every point of Constitution damage it deals; these temporary hit points last 8 hours.

Once it has dealt 3 + 0.5 x bat's HD points of Constitution damage, the swarm detaches and flies off to digest the meal. If its victim dies before the swarm’s appetite has been sated, the bats detach and seek a new target.

Distraction (Ex)
A creature that begins its turn in the same square as a bat swarm must make a Fortitude save or be nauseated for 1 round. The save DC is Constituion-based.

Giant Bat
Size/Type: Small Animal (Avian)
HD: 2d8+2 (11 hp)
Speed: 10 ft. (1 square), fly 40 ft. (good)
Initiative: +2
Armor Class: 13; touch 13; flat-footed 11
(+1 size, +2 Dex)
Base Attack Bonus: +1; Grapple: -4
Attack: Bite +4 melee (1d4+2)
Full-Attack: Bite +4 melee (1d4+2)
Space: 5 ft.; Reach: 5 ft.
Special Attacks: Attach, blood drain
Special Qualities: Blindsense 30 ft., Low-Light Vision
Monster Skills: Ultrasonic
Saves: Fort +3 Ref +4 Will +1
Abilities: Str 12, Dex 15, Con 12, Int 1, Wis 12, Cha 1
Skills: Listen +5, Hide +10
Feats: Weapon Finesse
Environment: Caverns, underground ruins
Organization: Solitary
Challenge Rating: 1/2
Treasure: None
Alignment: Always neutral
Advancement: by HD
Level Adjustment: -
Element: Wind
Strong Against: Dark
Weak Against: Light, Wind

http://img.photobucket.com/albums/v287/Magil/Vanadiel/Profiles/GiantBat.jpg

These mutant, larger bats seek larger prey than their smaller cousins. They typically hunt small rodents, or even other, smaller bats.

Blindsense (Ex)
A giant bat uses echolocation to pinpoint creatures within 20 feet. Opponents still have 100% concealment against a creature with blindsense.

Attach (Ex)
If a giant bat hits with a bite attack, it uses its powerful jaws to latch onto the opponent’s body. An attached bat loses its Dexterity bonus to Armor Class. An attached bat can be struck with a weapon or grappled itself. To remove an attached bat through grappling, the opponent must achieve a pin against the creature.

Blood drain (Ex)
A giant bat drains blood, dealing 1d4 points of Constitution damage in any round when it begins its turn attached to a victim. A bat gains 2 temporary hit points for every point of Constitution damage it deals; these temporary hit points last 8 hours.

Once it has dealt 3 + 0.5 x giant bat's HD points of Constitution damage, it detaches and flies off to digest the meal. If its victim dies before the bat’s appetite has been sated, the bat detaches and seeks a new target.

Sheep
Size/Type: Large Animal
HD: 3d8+9 (22 hp)
Speed: 40 ft. (8 squares)
Initiative: +1
Armor Class: 12; touch 10; flat-footed 12
(-1 size, +1 Dex, +2 natural armor)
Base Attack Bonus: +2; Grapple: +11
Attack: Bite +6 melee (1d8+5)
Full-Attack: Bite (1d8+5) +6 melee and 2 Hooves +1 melee (1d6+2)
Space: 10 ft.; Reach: 5 ft.
Special Attacks: Stampede, trample 2d6+7
Special Qualities: Low-Light Vision, scent
Monster Skills: Sheepsong
Saves: Fort +6 Ref +4 Will +2
Abilities: Str 20, Dex 13, Con 16, Int 2, Wis 12, Cha 11
Skills: Spot +9, Listen +9
Feats: Alertness, Endurance
Environment: Plains
Organization: Solitary, herd (4-10)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: by HD
Level Adjustment: -
Element: Earth
Strong Against: -
Weak Against: Thunder, Water

http://img.photobucket.com/albums/v287/Magil/Vanadiel/Profiles/Sheep.jpg

Sheep are herbivores that are often bred for their wool.

Stampede (Ex)
A frightened herd of sheep flees as a group in a random direction (but always away from the perceived source of danger). They literally run over anything of Large size or smaller that gets in their way, dealing 1d12 points of damage for each five sheep in the herd (Reflex save for half damage). The save DC is Strength-based.

Trample (Ex)
Reflex save for half damage. The save DC is Strength-based. The damage is equal to that of a hoof attack with double damage dice + 1.5x the sheep's strength modifier (instead of just 1x).

Ram
Size/Type: Huge Animal
HD: 8d8+48 (84 hp)
Speed: 50 ft. (10 squares)
Initiative: +1
Armor Class: 14; touch 8; flat-footed 14
(-2 size, +6 natural armor)
Base Attack Bonus: +5; Grapple: +22
Attack: Gore +11 melee (2d6+8)
Full-Attack: Gore +11 melee (2d6+8), 2 Hooves +6 melee (1d8+4)
Space: 15 ft.; Reach: 5 ft.
Special Attacks: Breath weapon, powerful charge
Special Qualities: Low-Light Vision, scent
Monster Skills: Great Bleat
Saves: Fort +12 Ref +6 Will +3
Abilities: Str 28, Dex 10, Con 22, Int 2, Wis 12, Cha 2
Skills: Spot +14, Listen +14
Feats: Alertness, Endurance, Power Attack
Environment: Plains
Organization: Solitary, family (1 and 4-6 sheep)
Challenge Rating: 6
Treasure: None
Alignment: Always neutral
Advancement: by HD
Level Adjustment: -
Element: Earth
Strong Against: Ice
Weak Against: -

http://img.photobucket.com/albums/v287/Magil/Vanadiel/Profiles/Ram.jpg

Breath Weapon (Su)
A 30 foot cone of petrifying sand. Deals 1d6 points of earth damage per two ram HD (Reflex save for half damage). Any creature damaged by this breath must succeed on a Fortitude save or be turned to stone for 2d4 hours. The save DCs are Constitution-based. A ram may use its breath weapon once every 1d3+1 rounds.

Powerful Charge (Ex)
A ram's hoof attack deals double damage when charging.

Coeurl
Size/Type: Medium Animal
HD: 4d8+9 (22 hp)
Speed: 70 ft. (14 squares)
Initiative: +5
Armor Class: 16; touch 15; flat-footed 11
(+5 Dex, +1 natural armor)
Base Attack Bonus: +3; Grapple: +5
Attack: Bite +8 melee (1d6+2)
Full-Attack: Bite +8 melee (1d6+2) 2 Claws +3 melee (1d3+1)
Space: 5 ft.; Reach: 5 ft.
Special Attacks: Chaotic gaze, improved grab, pounce, rake
Special Qualities: Low-Light Vision, scent
Monster Skills: Blaster
Saves: Fort +6 Ref +9 Will +2
Abilities: Str 14, Dex 21, Con 14, Int 2, Wis 13, Cha 6
Skills: Spot +10, Listen +10
Feats: Alertness, Weapon Finesse, Endurance (B)
Environment: Veldt, jungle
Organization: Solitary, hunting pack (3-5)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: by HD
Level Adjustment: -
Element: Thunder
Strong Against: -
Weak Against: Earth

http://img.photobucket.com/albums/v287/Magil/Vanadiel/Profiles/coeurl.jpg

Couerls are savage felines that hunt and kill like cheetahs. They tend to wear their foe down by chasing it before going in for the kill.

Chaotic gaze (Su)
A gaze attack with a 30 ft. range. Victims are silenced for 2d6 minutes; Will save negates. The save DC is Charisma-based.

Improved Grab (Ex)
To use this ability, a coeurl must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.

Pounce (Ex)
If a coeurl charges a foe, it can make a full attack, including two rake attacks.

Rake (Ex)
Claw attacks deal automatic damage on a successful grapple check.

Lizard
Size/Type: Medium Animal
HD: 2d8+4 (13 hp)
Speed: 50 ft. (10 squares)
Initiative: +2
Armor Class: 15; touch 12; flat-footed 13
(+2 Dex, +3 natural armor)
Base Attack Bonus: +1; Grapple: +3
Attack: Bite +3 melee (1d6+4)
Full-Attack: Bite +3 melee (1d6+4)
Space: 5 ft.; Reach: 5 ft.
Special Attacks: Breath weapon, improved trip, poison
Special Qualities: Low-Light Vision, scent
Monster Skills: Infrasonics
Saves: Fort +5 Ref +5 Will +1
Abilities: Str 15, Dex 14, Con 15, Int 1, Wis 12, Cha 2
Skills: Spot +8, Listen +8
Feats: Alertness
Environment: Any
Organization: Solitary
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: by HD
Level Adjustment: -
Element: Fire
Strong Against: -
Weak Against: Ice, Wind

http://img.photobucket.com/albums/v287/Magil/Vanadiel/Profiles/Lizard.jpg

These giant lizards are fierce predators of smaller animals. They tend to ignore beings their size or larger, but will viciously bite foes that threaten them or their nests.

Breath weapon (Ex)
A 10 foot cone of noxious gas. Deals 1d6 + 1d6 non-elemental damage per 3 lizard HD (Reflex save for half). Creatures in the cone who breathe air and take damage from the attack are poisoned. The save DC for the breath weapon is Constitution-based. A lizard may use its breath weapon once every 1d3+1 rounds.

Improved Trip (Ex)
To use this ability, the lizard must succeed on a bite attack. It can then attempt to Trip the opponent as a free action without provoking an attack of opportunity. If it fails the trip attempt, the opponent cannot react to trip the lizard.

Poison (Ex)
Inhaled; delivered only via the breath weapon. Initial and secondary damage of 1d6 + (1d6 per 3 lizard HD) earth damage. The save DC is Constitution-based.

Leech
Size/Type: Small Animal
HD: 1d8+3 (7 hp)
Speed: 10 ft. (2 squares), swim speed 60 ft.
Initiative: +2
Armor Class: 15; touch 13; flat-footed 13
(+1 size, +2 Dex, +2 natural armor)
Base Attack Bonus: +0; Grapple: -2
Attack: Bite +2 melee (1d3+1)
Full-Attack: Bite +2 melee (1d3+1)
Space: 5 ft.; Reach: 5 ft.
Special Attacks: Attach, blood drain
Special Qualities: Low-Light Vision, scent
Monster Skills: Drainkiss
Saves: Fort +5 Ref +4 Will +1
Abilities: Str 12, Dex 15, Con 16, Int 1, Wis 12, Cha 1
Skills: Jump +5, Swim +5
Feats: Improved Natural Armor
Environment: Marshland, seashore, riverside
Organization: Solitary, cluster (6-10)
Challenge Rating: 1/2
Treasure: None
Alignment: Always neutral
Advancement: by HD
Level Adjustment: -
Element: Water
Strong Against: Water
Weak Against: Light

http://img.photobucket.com/albums/v287/Magil/Vanadiel/Profiles/Leech.jpg

Leeches are small parasites that live in moist regions. They feed on the blood of living animals.

Attach (Ex)
If a leech hits with a bite attack, it uses its powerful jaws to latch onto the opponent’s body. An attached leech loses its Dexterity bonus to Armor Class. An attached leech can be struck with a weapon or grappled itself. To remove an attached leech through grappling, the opponent must achieve a pin against the creature.

Blood drain (Ex)
A leech drains blood, dealing 1d4 points of Constitution damage in any round when it begins its turn attached to a victim. A leech gains 2 temporary hit points for every point of Constitution damage it deals; these temporary hit points last 8 hours.

Once it has dealt 3 + 0.5 x leech's HD points of Constitution damage, it detaches and wanders off to digest the meal. If its victim dies before the leech’s appetite has been sated, the leech detaches and seeks a new target.

Worm
Size/Type: Small Animal
HD: 1d8+5 (9 hp)
Speed: 5 ft. (1 square), dig speed 40 ft.
Initiative: +2
Armor Class: 15; touch 13; flat-footed 13
(+1 size, +2 Dex, +2 natural armor)
Base Attack Bonus: +0; Grapple: +7*
Attack: Slam +3 melee (1d4+3) or bite (1d3+3)
Full-Attack: Slam +3 melee (1d4+3) or bite (1d3+3)
Space: 5 ft.; Reach: 5 ft.
Special Attacks: Attach, constrict, earth spells, natural grappler
Special Qualities: Tremorsense 100 ft., Blindsight 30 ft.
Monster Skills: Sandspin
Saves: Fort +4 Ref +4 Will +1
Abilities: Str 15, Dex 15, Con 14, Int 2, Wis 12, Cha 1
Skills: Hide +10, Survival +5
Feats: Toughness
Environment: Cavern, underground
Organization: Solitary, cluster (6-10)
Challenge Rating: 1/2
Treasure: None
Alignment: Always neutral
Advancement: by HD
Level Adjustment: -
Element: Earth
Strong Against: Earth
Weak Against: Light, Wind

http://img.photobucket.com/albums/v287/Magil/Vanadiel/Profiles/Worm.jpg

Worms are very slow-moving creatures while aboveground, but they can dig at normal speeds. Oddly enough, they are capable of using magic, despite having little in the way of intelligence. They live underground and mostly eat dirt, but if they can catch live prey, such as vermin or bats, they will attempt to do so.

Worms do not use vision to detect things. They are able to sense disturbances in the air around them and use this for detection.

Attach (Ex)
If a worm hits with a bite attack, it uses its powerful jaw to latch onto the opponent’s body and automatically deals bite damage each round it remains attached. An attached worm loses its Dexterity bonus to Armor Class. An attached worm can be struck with a weapon or grappled itself. To remove an attached worm through grappling, the opponent must achieve a pin against the creature.

Natural grappler (Ex)
A worm does not provoke an attack of opportunity when it makes a touch attack to start a grapple. A worm also has a +8 racial bonus on all grapple checks (this is already included in the above grapple modifier).

Constrict (Ex)
A worm deals automatic slam damage on a successful grapple check.

Earth Spells
The worm may cast spells as if it were a black or white mage of a level equal to its hit die (use that mage level to determine the spell levels it draws spells from). It may cast any white or black magic spell of the Earth element. Its caster level is equal to one-half of its HD(but is always at least 1). The save DC for worm spells is Wisdom-based A worm has MP as a red mage of a level equal to the worm's HD.

Tiger
Size/Type: Large Animal
HD: 6d8+18 (45 hp)
Speed: 40 ft. (8 squares)
Initiative: +2
Armor Class: 14; touch 11; flat-footed 13
(-1 size, +2 Dex, +3 natural armor)
Base Attack Bonus: +4; Grapple: +14
Attack: Claw +9 melee (1d8+6)
Full-Attack: 2 claws +9 melee (1d8+6) and bite +4 melee (2d6+3)
Space: 10 ft.; Reach: 5 ft.
Special Attacks: Improved grab, pounce, rake
Special Qualities: Low-Light Vision, scent
Monster Skills: Claw Cyclone
Saves: Fort +8, Ref +7, Will +3
Abilities: Str 23, Dex 15, Con 17, Int 2, Wis 12, Cha 6
Skills: Balance +6, Hide +3*, Listen +3, Move Silently +9, Spot +3, Swim +11
Feats: Alertness, Improved Natural Attack (bite), and Improved Natural Attack (claw).
Environment: Warm Forests
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: by HD
Level Adjustment: -
Element: Thunder
Strong Against: -
Weak Against: Fire, Light

http://img.photobucket.com/albums/v287/Magil/Vanadiel/Profiles/Tiger.jpg
These great cats stand more than 3 feet tall at the shoulder and are about 9 feet long. They weigh from 400 to 600 pounds.

Improved grab (Ex)
To use this ability, a tiger must hit with a claw or bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.

Pounce (Ex)
If a tiger charges a foe, it can make a full attack, including two rake attacks.

Rake (Ex)
A tiger deals automatic claw damage on a successful grapple check.[/spoiler]

Pugil
Size/Type: Medium Animal (Aquatic)
HD: 1d8+5 (9 hp)
Speed: 5 ft. (1 square), swim speed 80 ft.
Initiative: +1
Armor Class: 14; touch 11; flat-footed 13
(+1 Dex, +3 natural armor)
Base Attack Bonus: +0; Grapple: +2
Attack: Bite +2 melee (1d6+2)
Full-Attack: Bite +2 melee (1d6+2)
Space: 5 ft.; Reach: 5 ft.
Special Attacks: Breath weapon
Special Qualities: Blindsense 40 ft., Low-Light Vision
Monster Skills: Screwdriver
Saves: Fort +4 Ref +3 Will +1
Abilities: Str 14, Dex 13, Con 15, Int 1, Wis 12, Cha 2
Skills: Jump +6, Swim +6
Feats: Improved Natural Armor
Environment: Any reasonably-sized body of water
Organization: Solitary, school (4-6)
Challenge Rating: 1/2
Treasure: None
Alignment: Always neutral
Advancement: by HD
Level Adjustment: -
Element: Water
Strong Against: Water
Weak Against: Ice, Thunder

http://img.photobucket.com/albums/v287/Magil/Vanadiel/Profiles/Pugil.jpg

Pugils are large, bottle-nosed fish with maws lined with sharp teeth. They catch other, smaller fish for prey. They can breath air or water but are ill-prepared for survival on land.

Blindsense
A pugil notices and locates creatures within 40 feet. Opponents still have 100% concealment against a creature with blindsense.

Breath weapon (Ex)
A 10 foot cone of water. Deals 2d6 + 1d6 water damage per two pugil HD after the 2nd (Reflex save for half damage). Creatures that take damage from this breath take a -2 penalty to attack rolls for 1d3 rounds.

Opo-opo
Size/Type: Small Animal
HD: 3d8+3 (16 hp)
Speed: 20 ft. (4 squares)
Initiative: +4
Armor Class: 16; touch 15; flat-footed 12
(+1 size, +4 Dex, +1 natural armor)
Base Attack Bonus: +2; Grapple: +0
Attack: Claw +7 melee (1d3+2)
Full-Attack: 2 claws +7 melee (1d3+2), Bite +2 melee (1d4+1)
Space: 5 ft.; Reach: 5 ft.
Special Attacks: Mesmeric gaze, pounce
Special Qualities: Low-Light Vision
Monster Skills: Magic Fruit
Saves: Fort +4 Ref +7 Will +2
Abilities: Str 15, Dex 19, Con 12, Int 2, Wis 13, Cha 17
Skills: Climb +15*, Tumble +11, Jump +4
Feats: Acrobatic, Weapon Finesse (B)
Environment: Jungle, tropical forest
Organization: Solitary, family (2-6)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: by HD
Level Adjustment: -
Element: Thunder
Strong Against: Light
Weak Against: Ice

http://img.photobucket.com/albums/v287/Magil/Vanadiel/Profiles/Opoopo.jpg

*Opo-opo have a +6 racial bonus to climb checks.

Opo-opos are curious monky-like creatures that dwell in the Mithra homelands, espcially in the Yuhtunga and Yhoator jungles. They eat fruit and insects, and avoid conflict whenever possible.

Mesmeric gaze (Su)
A gaze attack with a 30 ft. range. Victims are confused for 1d4 rounds. Will save negates. The save DC is Charisma-based.

Pounce (Ex)
An opo-opo can make a full attack at the end of a charge.

Eft
Size/Type: Small Animal
HD: 2d8+3 (16 hp)
Speed: 60 ft. (12 squares)
Initiative: +2
Armor Class: 14; touch 13; flat-footed 12
(+1 size, +2 Dex, +1 natural armor)
Base Attack Bonus: +1; Grapple: -2
Attack: Bite +3 melee (1d4+1)
Full-Attack: Bite +3 melee (1d4+1)
Space: 5 ft.; Reach: 5 ft.
Special Attacks: -
Special Qualities: Low-Light Vision
Monster Skills: Geist Wall
Saves: Fort +4 Ref +5 Will +1
Abilities: Str 13, Dex 15, Con 14, Int 2, Wis 12, Cha 2
Skills: Spot +6, Listen +6
Feats: Endurance, Run (B)
Environment: Any
Organization: Solitary
Challenge Rating: 3/4
Treasure: None
Alignment: Always neutral
Advancement: by HD
Level Adjustment: -
Element: Fire
Strong Against: -
Weak Against: Ice

http://img.photobucket.com/albums/v287/Magil/Vanadiel/Profiles/Eft.jpg

Efts are small, odd-looking reptilian creatures with powerful hind legs and two stubby, useless arms. Their maw is barely useful for anything but eating, though it is lined with sharp teeth.

Greater Bird
Size/Type: Large Animal (Avian)
HD: 5d8+20 (42 hp)
Speed: 30 ft. (6 squares), flight speed 20 ft. (clumsy)
Initiative: +3
Armor Class: 14; touch 12; flat-footed 11
(-1 size, +3 Dex, +2 natural armor)
Base Attack Bonus: +3; Grapple: +14
Attack: Bite +10 melee (1d10+7)
Full-Attack: Bite +10 melee (1d10+7), 2 wings +5 melee (1d6+3), 2 claws +5 melee (1d6+3)
Space: 5 ft.; Reach: 5 ft.
Special Attacks: Improved grab, wing buffet
Special Qualities: Low-Light Vision, scent
Monster Skills: Feather Barrier
Saves: Fort +8 Ref +7 Will +2
Abilities: Str 25, Dex 17, Con 18, Int 2, Wis 13, Cha 6
Skills: Spot +11, Listen +11
Feats: Alertness, Dodge, Improved Natural Weapon (bite)
Environment: Any open-air area
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: by HD
Level Adjustment: -
Element: Light
Strong Against: Wind
Weak Against: Ice

http://img.photobucket.com/albums/v287/Magil/Vanadiel/Profiles/GreaterBird.jpg

Greater birds are mutant birds that have grown very large. They live as normal birds, making nests and catching prey, but their prey extends to any small animal. Some hungrier greater birds may attempt to prey upon medium animals.

Improved Grab (ex)
To use this ability, a greater bird must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold.

Wing buffet (Ex)
By flapping its wings quickly and suddenly, the greater bird creates a harsh gust of wind in a 30 foot cone. Creatures in this cone must attempt a Reflex save or fall prone. Creatures two or more size categories smaller than the greater bird are instead blown away on a failed save. The save DC is Strength-based.

Raptor
Size/Type: Medium Animal
HD: 4d8+16 (34 hp) (68 hp)
Speed: 60 ft. (12 squares)
Initiative: +2
Armor Class: 17 (+2 Dex, +5 natural), touch 12, flat-footed 15
Base Attack Bonus: +3; Grapple: +7
Attack: Talons +7 melee (1d8+4)
Full-Attack: Talons +7 melee (1d8+4) and bite +2 melee (2d4+2) or tail slap (1d8+2)
Space: 5 ft.; Reach: 5 ft.
Special Attacks: Pounce
Special Qualities: Low-Light Vision, scent
Monster Skills: Tail Lash
Saves: Fort +8, Ref +6, Will +2
Abilities: Str 19, Dex 15, Con 19, Int 2, Wis 12, Cha 10
Skills: Hide +12*, Jump +26*, Listen +10*, Spot +10*, Survival +10* (*+8 racial bonus)
Feats: Run, Track
Environment: Warm Forests
Organization: Solitary, pair, or pack (3-6)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: by HD
Level Adjustment: -
Element: Fire
Strong Against: Fire
Weak Against: Water

http://img.photobucket.com/albums/v287/Magil/Vanadiel/Profiles/Raptor.jpg

Raptors are fierce, fast dinosaurs. They are predators and hunt down any prey smaller than them, existing seemingly only to eat.

Pounce (Ex)
A raptor can make a full attack at the end of a charge.

Sea Monk
Size/Type: Huge Animal (aquatic)
HD: 8d8+32 (68 hp)
Speed: 10 ft. (2 squares), flight speed 20 ft. (clumsy), swim speed 40 ft.
Initiative: +2
Armor Class: 18; touch 10; flat-footed 16
(-2 size, +2 Dex, +8 natural armor)
Base Attack Bonus: +6; Grapple: +22
Attack: Tentacle +12 melee (1d8+8)
Full-Attack: 6 tentacles +12 melee (1d8+8)
Space: 15 ft.; Reach: 10 ft.
Special Attacks: Constrict, improved grab, ink spray
Special Qualities: Low-Light Vision
Monster Skills: Maelstrom
Saves: Fort +8 Ref +7 Will +2
Abilities: Str 27, Dex 15, Con 19, Int 2, Wis 12, Cha 3
Skills: Climb +19, Swim +19
Feats: Combat Reflexes (B), Hover, Improved Natural Armor, Improved Natural Attack (tentacle)
Environment: Seashore, sea
Organization: Solitary
Challenge Rating: 6
Treasure: None
Alignment: Always neutral
Advancement: by HD
Level Adjustment: -
Element: Water
Strong Against: Water
Weak Against: Ice, Thunder

http://img.photobucket.com/albums/v287/Magil/Vanadiel/Profiles/SeaMonk.jpg

Sea monks are odd, massive octopus-like creatures that can both fly and swim. Their means of flight are unknown, but they have a massive flap behind their head region and they can hover.

Combat Reflexes (Ex)
A sea monk has combat reflexes as a bonus feat. This feat allows a sea monk to make one attack of opportunity per round with each tentacle instead of using its Dexterity modifier to determine the number of additional attacks of opportunity.

Constrict (Ex)
A sea monk deals tentacle with a successful grapple check.

Improved Grab (Ex)
To use this ability, a sea monk must hit with its tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and may constrict.

Ink Spray
The sea monk sprays ink in a 60 feet cone. Creatures within the area of effect must make a Reflex save or be blinded for 2d4 rounds. The Reflex save DC is Constitution-based.

Other animals may exist, such as rats, boars, bison, etc. But their combat stats will be worked out on a need-be basis.

Ooze
Oozes are typically very resistant to physical damage, but weak to magical damage. See the ooze entry in the SRD.

Slime
Size/Type: Small Ooze
HD: 1d10+3 (8 hp)
Speed: 10 ft. (2 squares)
Initiative: +0
Armor Class: 15; touch 11; flat-footed 15
(+1 size, +4 natural armor)
Base Attack Bonus: +0; Grapple: -2
Attack: Slam +3 melee (1d4+3)
Full-Attack: Slam +3 melee (1d4+3)
Space: 5 ft.; Reach: 5 ft.
Special Attacks: Constrict, improved grab
Special Qualities: Blindsight 200 ft., Damage reduction
Monster Skills: Digest
Saves: Fort +3 Ref +0 Will +2
Abilities: Str 15, Dex 10, Con 17, Int -, Wis 14, Cha 1
Skills: -
Feats: -
Environment: Any
Organization: Solitary
Challenge Rating: 1/2
Treasure: None
Alignment: Always neutral
Advancement: by HD
Level Adjustment: -
Element: Water
Strong Against: Water
Weak Against: Fire

http://img.photobucket.com/albums/v287/Magil/Vanadiel/Profiles/Slime.jpg

Slimes are odd gatherings of slimy material that are animated by magic. Most are created by accident.

Damage Reduction (ex)
A slime has damage reduction 5/slashing. A slime ignores the first 5 points of damage not caused by slashing weapons. The damage reduction increases by 1 per 2 slime HD after the 1st. At 10+ HD this damage reduction can only be overcome by magical slashing weapons.

Constrict (Ex)
An ooze deals automatic slam damage on a successful grapple check.

Improved Grab (Ex)
To use this ability, an ooze must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and may constrict.

Flan
Size/Type: Small Ooze
HD: 3d10+3 (8 hp)
Speed: 15 ft. (3 squares)
Initiative: +0
Armor Class: 19; touch 11; flat-footed 18
(+1 size, +8 natural armor)
Base Attack Bonus: +2; Grapple: +0
Attack: Slam +7 melee (1d6+6)
Full-Attack: Slam +7 melee (1d6+6)
Space: 5 ft.; Reach: 5 ft.
Special Attacks: Spells
Special Qualities: Darkvision 60 ft., Blindsense 200 ft., Damage reduction
Monster Skills: -
Saves: Fort +6 Ref +1 Will +3
Abilities: Str 18, Dex 11, Con 21, Int -, Wis 14, Cha 2
Skills: -
Feats: -
Environment: Any
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: by HD
Level Adjustment: -
Element: Varies
Strong Against: Varies (Absorption)
Weak Against: Varies

http://img.photobucket.com/albums/v287/Magil/Vanadiel/Profiles/Flan.jpg

Flans are slightly larger oozes with pseudolimbs and slimy eyes. They are of a varying element, and are weak to the element that element is weak to (Thunder > Water > Fire > Ice > Wind > Earth > Thunder). Their color varies depending on their element, and they can shift elements and colors at will(Thunder is a bright violet, Water is a deep blue, Fire is a dark red, Ice is a bright blue, Wind is a bright green, and Earth is a deep yellow). Attacks of the same element as a flan heal the flan instead of harming it(see Absorption).

Damage Reduction (ex)
A flan has damage reduction 20/element. A slime ignores the first 20 points of damage not caused by attacks of the opposite element. The damage reduction increases by 2 per 2 flan HD after the 3rd.

Spells
A flan can cast spells of the same element as it is. It has access to spells as if it were a black or white mage of a level equal to its HD, but it casts these spells at half its caster level. A flan has MP as a red mage of a level equal to the flan's HD.

Hecteyes
Size/Type: Small Ooze
HD: 8d10+40 (84 hp)
Speed: 20 ft. (4 squares)
Initiative: +1
Armor Class: 18; touch 12; flat-footed 17
(+1 size, +1 Dexterity, +6 natural armor)
Base Attack Bonus: +6; Grapple: +4
Attack: Slam +9 melee (1d4+4)
Full-Attack: Slam +9 melee (1d4+4)
Space: 5 ft.; Reach: 5 ft.
Special Attacks: Hex eye, spells
Special Qualities: Darkvision 60 ft., Blindsense 200 ft., Damage reduction
Monster Skills: Death ray
Saves: Fort +7 Ref +3 Will +9
Abilities: Str 15, Dex 12, Con 21, Int -, Wis 24, Cha 19
Skills: -
Feats: Spell Focus (enfeebling) (B)
Environment: Caverns
Organization: Solitary
Challenge Rating: 9
Treasure: None
Alignment: Always neutral
Advancement: by HD
Level Adjustment: -
Element: Dark
Strong Against: -
Weak Against: -

http://img.photobucket.com/albums/v287/Magil/Vanadiel/Profiles/Hecteyes.jpg
Hecteyes are oozes strangely proficient with black magic. They are extremely dangerous and it's unknown what motivates them.

Damage reduction
A hecteyes has damage reduction 10/magic and slashing. A hecteyes ignores the first 5 points of damage not caused by magical slashing weapons. The damage reduction increases by 1 per 2 hecteyes HD after the 8th.

Hex eye (Su)
A paralyzing gaze attack. Paralyzes for 2d6 rounds, range 30', Fortitude negates. The save DC is Charisma-based.

Spells
A hecteyes casts spells as a black mage of a level equal to its HD. Its save DCs, bonus MP, and access to spell levels is based on Wisdom rather than Intelligence.

Nu
2007-09-17, 12:08 AM
Plant
Plants are plant-like living creatures that are typically animated by magic. See the plant entry in the DnD SRD. However, the following changes have been made:


Plants lose their immunities to mind-affecting abilities, paralysis, poison, and stunning.
Plants are subject to critical hits.


Funguar
Size/Type: Medium Plant
HD: 2d8+4 (13 hp)
Speed: 20 ft. (4 squares)
Initiative: +1
Armor Class: 14; touch 11; flat-footed 13
(+1 Dex, +3 natural armor)
Base Attack Bonus: +0; Grapple: +2
Attack: Kick +2 melee (1d4+2)
Full-Attack: 2 Kick +2 melee (1d4+2)
Space: 5 ft.; Reach: 5 ft.
Special Attacks: Breath weapon, spore
Special Qualities: Low-Light Vision, Blindsense 60 ft.
Monster skills: Queasyshroom
Saves: Fort +4 Ref +1 Will +1
Abilities: Str 15, Dex 13, Con 15, Int 2, Wis 13, Cha 1
Skills: Spot +5, Listen +5
Feats: Improved Natural Armor
Environment: Underground, cavern, steppes
Organization: Solitary, Pod (3-5)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: by HD
Level Adjustment: -
Element: Dark
Strong Against: Dark, Water
Weak Against: Light

http://img.photobucket.com/albums/v287/Magil/Vanadiel/Profiles/Funguar.jpg

Funguar are white-skinned mobile fungus-like creatures with two powerful hind legs, a short pair of front legs used for battle, and a massive mushroom cap(usually red or pink in color) which covers its massive maw and sunken, black eyes, and half a set of huge lips.

Blindsense
A funguar notices and locates creatures within 60 feet. Opponents still have 100% concealment against a creature with blindsense.

Breath weapon (Ex)
A 15 foot cone of nauseating spores. Deals 1d6 + 1d6 dark damage per 3 funguar HD (Reflex save for half). The save DC is Constitution-based. A funguar may use its breath weapon once every 1d3+1 rounds.

Spore (Ex)
When the funguar uses its breath weapon, the nauseating spores linger in the area affected for 1d3+1 rounds. Any living, breathing creature that begins its turn in this area must make a Fortitude save or be nauseated for as long as it remains in the area and for 1d4 rounds thereafter. The save DC is Constitution-based.

Goobbue
Size/Type: Large Plant
HD: 4d8+15 (33 hp)
Speed: 30 ft. (6 squares)
Initiative: +2
Armor Class: 16; touch 11; flat-footed 14
(-1 size, +2 Dex, +5 natural armor)
Base Attack Bonus: +3; Grapple: +11
Attack: Slam +8 melee (1d6+5)
Full-Attack: 2 Slam +8 melee (1d6+5), Bite +3 melee (1d8+2)
Space: 10 ft.; Reach: 10 ft.
Special Attacks: -
Special Qualities: Low-Light Vision, Blindsense 60 ft., regeneration
Monster skills: Uppercut
Saves: Fort +7 Ref +3 Will +2
Abilities: Str 21, Dex 15, Con 17, Int 6, Wis 12, Cha 4
Skills: Jump +12, Listen +8
Feats: Toughness, Power Attack
Environment: Forest
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: by HD
Level Adjustment: -
Element: Water
Strong Against: -
Weak Against: -

http://img.photobucket.com/albums/v287/Magil/Vanadiel/Profiles/Goobbue.jpg

Grobbue are massive, humanoid plant creatures that stand about 15 ft. tall and have light blue, rough skin. Their legs are ridiculously short and stubby, and their arms are massive and powerful. They typically dwell in forests and protect wildlife. Goobbue speak Sylvan.

Blindsense
A grobbue notices and locates creatures within 60 feet. Opponents still have 100% concealment against a creature with blindsense.

Regeneration (Ex)
A grobbue has regeneration 3 + 1 per 2 grobbue HD as long as it is in a sunlit area. Fire and dark damage deal normal damage to grobbues. If a grobbue loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.

Mandragora
Size/Type: Small Plant
HD: 1d8+2 (6 hp)
Speed: 20 ft. (4 squares)
Initiative: +3
Armor Class: 15; touch 14; flat-footed 12
(+1 size, +3 Dex, +1 natural armor)
Base Attack Bonus: +0; Grapple: -3
Attack: Slam +4 melee (1d3+1)
Full-Attack: 2 Slam +4 melee (1d3+1)
Space: 5 ft.; Reach: 5 ft.
Special Attacks: Dream flower
Special Qualities: Low-Light Vision, Blindsense 60 ft., fast healing
Monster skills: Wild Oats
Saves: Fort +3 Ref +3 Will +1
Abilities: Str 12, Dex 17, Con 14, Int 8, Wis 13, Cha 10
Skills: Spot +7, Listen +7
Feats: Alertness, Weapon Finesse (B)
Environment: Any open area with vegetation
Organization: Solitary, Colony (5-15)
Challenge Rating: 1/3
Treasure: None
Alignment: Always neutral
Advancement: by HD
Level Adjustment: -
Element: Earth
Strong Against: Light
Weak Against: Dark, Fire, Ice, Thunder, Wind

http://img.photobucket.com/albums/v287/Magil/Vanadiel/Profiles/mandragora.jpg

Mandragoras are small, social creatures that live in colonies in any area with sufficient vegetation. They stand about 2-3 ft. tall, have white, rubbery skin, two green, leaf-like arms, two stump-like legs and a wide face with two massive eyes surrounded by a black splotch. On their head is a four-leaf clover. It is said that when they grow old enough, they root themselves in the ground and become massive trees. Mandragoras with an unusual number of leaves on their head-clover are considered clan leaders. Mandragoras speak Sylvan.

Blindsense
A mandragora notices and locates creatures within 60 feet. Opponents still have 100% concealment against a creature with blindsense.

Dream Flower (Ex)
Once per 2d4 rounds as a full-round action, the mandragora may spread pollen from the flower on its head in a 10' radius spread centered on the mandragora. Living creatures that breathe in the pollen fall asleep for 1d3 rounds on a failed Will save. The save DC is Constitution-based. Can affect up to 3 + 1.5 x the mandragora's HD worth of creatures.

Fast Healing (Ex)
A mandragora has fast healing 1 + 1 per 2 mandragora HD as long as it is in a sunlit area.

Sabotender
Size/Type: Small Plant
HD: 2d8+7 (16 hp)
Speed: 40 ft. (8 squares)
Initiative: +4
Armor Class: 16; touch 15; flat-footed 12
(+1 size, +4 Dex, +1 natural armor)
Base Attack Bonus: +1; Grapple: +11
Attack: Slam +4 melee (1d4+2) or needle shot 30' (1d2+2 piercing)
Full-Attack: Slam +4 melee (1d4+2) or 10 needle shots 30' (1d2+2 piercing)
Space: 5 ft.; Reach: 5 ft.
Special Attacks: -
Special Qualities: Low-Light Vision, Blindsense 60 ft., regeneration
Monster skills: 1000 Needles
Saves: Fort +5 Ref +4 Will +1
Abilities: Str 14, Dex 18, Con 15, Int 3, Wis 12, Cha 6
Skills: Balance +9, Listen +6
Feats: Toughness
Environment: Desert
Organization: Solitary
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: by HD
Level Adjustment: -
Element: Water
Strong Against: Light, Water
Weak Against: Dark, Ice

http://img.photobucket.com/albums/v287/Magil/Vanadiel/Profiles/Sabotender.jpg

Sabotenders(also called cactuars) are small, cactus-like humanoid creatures that simply absorb water and light. Some are very aggressive for no known reason, while others are very passive.

Blindsense
A sabotender notices and locates creatures within 60 feet. Opponents still have 100% concealment against a creature with blindsense.

Regeneration (Ex)
A sabotender has regeneration 3 + 1 per 3 sabotender HD as long as it is in a sunlit area. Ice and dark damage deal normal damage to sabotenders. If a sabotender loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.

Morbol
Size/Type: Huge Plant
HD: 9d8+51 (127 hp)
Speed: 30 ft. (6 squares)
Initiative: +6
Armor Class: 20; touch 14; flat-footed 14
(-2 size, +6 Dex, +6 natural armor)
Base Attack Bonus: +6; Grapple: +19
Attack: Tentacle +9 melee (2d6+5)
Full-Attack: 5 tentacle +9 melee (2d6+5), bite +4 melee (3d8+2)
Space: 15 ft.; Reach: 10 ft.
Special Attacks: Improved grab, rend, regeneration, swallow whole
Special Qualities: Low-Light Vision, Blindsense 60 ft.
Monster skills: Bad Breath
Saves: Fort +10 Ref +9 Will +4
Abilities: Str 20, Dex 23, Con 19, Int 2, Wis 12, Cha 2
Skills: Climb +17, Listen +13
Feats: Improved Toughess, Toughness x2, Improved Natural Weapon (tentacle)
Environment: Any humid
Organization: Solitary
Challenge Rating: 11
Treasure: None
Alignment: Always neutral
Advancement: by HD
Level Adjustment: -
Element: Earth
Strong Against: Water
Weak Against: Fire

http://img.photobucket.com/albums/v287/Magil/Vanadiel/Profiles/Morbol.jpg

Morbols are immense, disgusting creatures that look like the plant version of an octopus with five tentacles, a round head covered with a great many red, constantly blinking eyes and a wide, grinning maw lined with dagger-like teeth. Morbols are aggressive and eat anything unfortunate enough to wander into their territory, but when no prey is nearby they simply remain quiet and still, absorbing any light or humidity in the area.

Blindsense
A morbol notices and locates creatures within 60 feet. Opponents still have 100% concealment against a creature with blindsense.

Improved Grab (ex)
To use this ability, a morbol must hit an opponent with its bite or tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold. If it uses the bite attack for the grab, it can try to swallow the foe the following round.

Rend (Ex)
A morbol that hits with 3 or more of its tentacle latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional (1d6 for each tentacle that hits + 1.5x the morbol's strength modifier) damage.

Regeneration (Ex)
A morbol has regeneration 10 + 1 per 2 morbol HD after the 9th as long as it is in a sunlit area. Fire damage deals normal damage to morbols. If a morbol loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.

Swallow Whole (ex)
A morbol can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check if it grabbed it using its bite attack. The swallowed creature takes 2d8+8 points of bludgeoning damage and 8 points of non-elemental damage per round from the morbol's gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 10 + .5morbol's natural armor bonus). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

A Huge morbol's gizzard can hold 2 Medium, 8 Small, 32 Tiny, or 128 Diminutive or smaller opponents.

Sapling
Size/Type: Tiny Plant
HD: 1d8+7 (16 hp)
Speed: 40 ft. (8 squares)
Initiative: +4
Armor Class: 16; touch 15; flat-footed 12
(+2 size, +3 Dex, +1 natural armor)
Base Attack Bonus: +0; Grapple: -9
Attack: Slam +5 melee (1d3-1)
Full-Attack: Slam +5 melee (1d3-1)
Space: 0 ft.; Reach: 5 ft.
Special Attacks: -
Special Qualities: Low-Light Vision, Blindsense 60 ft., fast healing
Monster skills: Sprout Smack
Saves: Fort +3 Ref +3 Will +1
Abilities: Str 8, Dex 17, Con 13, Int 3, Wis 12, Cha 6
Skills: Jump +3, Listen +5
Feats: Improved Natural Armor, Weapon Finesse (B)
Environment: Forest
Organization: Solitary, colony (10-30)
Challenge Rating: 1/3
Treasure: None
Alignment: Always neutral
Advancement: by HD
Level Adjustment: -
Element: Earth
Strong Against: Dark, Fire
Weak Against: Light

http://img.photobucket.com/albums/v287/Magil/Vanadiel/Profiles/Sapling.jpg

Saplings are tiny creatures, a few inches high, made out of wood with four tiny legs, two massive, green eyes, and a single branch(sprout) extending from its blob-shaped head which makes up its entire body. The branch often has a single green leaf hanging from it, which somehow always manages to stay attached(or the sapling grows a new one every so often). Saplings are not aggressive, and tend to flee from danger.

Fast healing (Ex)
A sapling has fast healing 1 + 1 per 2 sapling HD as long as it is in a sunlit area.

Treant
Size/Type: Huge Plant
HD: 7d8+35 (66 hp)
Speed: 40 ft. (8 squares)
Initiative: +4
Armor Class: 20; touch 7; flat-footed 20
(-2 size, -1 Dex, +13 natural armor)
Base Attack Bonus: +5; Grapple: +22
Attack: Slam +12 melee (2d6+9)
Full-Attack: 2 slams +12 melee (2d6+9)
Space: 15 ft.; Reach: 10 ft.
Special Attacks: Double damage against objects, trample
Special Qualities: Low-Light Vision, Blindsense 60 ft., regeneration
Monster skills: Pinecone Bomb
Saves: Fort +10 Ref +3 Will +7
Abilities: Str 29, Dex 8, Con 21, Int 10, Wis 16, Cha 12
Skills: Survival +13, Listen +13
Feats: Improved Sunder, Iron Will, Power Attack
Environment: Forest
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement: by HD
Level Adjustment: +5
Element: Earth
Strong Against: -
Weak Against: Dark, Fire

http://img.photobucket.com/albums/v287/Magil/Vanadiel/Profiles/Treant.jpg

Treants are massive, mobile trees that defend the forests in which they dwell from despoilers.

Double Damage against Objects (ex)
A treant that makes a full attack against an object or structure deals double damage.

Regeneration (Ex)
A treant has regeneration 6 + 1 per 2 treant HD after the 8th as long as it is in a sunlit area. Fire and dark damage deals normal damage to treants. If a treant loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.

Trample (Ex)
Deals damage equal to the damage dice of the slam attack + 1.5x the treant's Strength modifier. The save DC is Strength-based.

Vermin
Vermin are typical insects, arachnids, and similar beasts often grown to enormous sizes via magic. See the vermin entry in the SRD. The following changes are made:


Vermin are not immune to mind-affecting abilities unless they have no intelligence score. Vermin that take INT damage and have their Intelligence score reduced to 0 are not knocked out as usual, rather they are just rendered mindless until the lost Intelligence points.


Bee
Size/Type: Small Vermin
HD: 1d8 (4 hp)
Speed: 10 ft. (2 squares), fly 80 ft. (good)
Initiative: +2
Armor Class: 14; touch 13; flat-footed 12
(+1 size, +2 Dex, +1 natural armor)
Base Attack Bonus: +0; Grapple: -4
Attack: Slam +3 melee (1d4)
Full-Attack: Slam +3 melee (1d4), Sting -2 melee (1d4 + poison)
Space: 5 ft.; Reach: 5 ft.
Special Attacks: Final sting, poison
Special Qualities: Darkvision 60 ft.
Monster skills: Pollen
Saves: Fort +2 Ref +2 Will +1
Abilities: Str 10, Dex 15, Con 10, Int 1, Wis 12, Cha 10
Skills: Spot +5(racial bonus +4), Survival +1(racial bonus +4 to orient self)
Feats: Weapon Finesse
Environment: Any area with flowering plants
Organization: Solitary, buzz (2-5), or hive (11-20)
Challenge Rating: 1/3
Treasure: None
Alignment: Always neutral
Advancement: by HD
Level Adjustment: -
Element: Wind
Strong Against: -
Weak Against: Ice

http://img.photobucket.com/albums/v287/Magil/Vanadiel/Profiles/Bee.jpg

Bees are large bees that wander open areas, looking for pollen. They live in hives, and most of these bees originate from the Crawler's Nest. They attack only when they feel threatened or to defend the hive.

Poison (Ex)
Injury; delivered only via the sting attack. Initial and secondary damage of 1d4 + (1d4 per 3 bee HD) water damage, duration effect of a 1d3 penalty to Constitution. The save DC is Constitution-based. A bee that successfully stings another creature pulls away, leaving its stinger in the creature. The bee then dies.

Final Sting (Ex)
A bee that has taken damage equal to one-half of its current maximum HP may use its stinger as a primary natural weapon.

Beetle
Size/Type: Medium Vermin
HD: 2d8+4 (13 hp)
Speed: 30 ft. (6 squares), burrow 40 ft.
Initiative: +0
Armor Class: 16; touch 10; flat-footed 16
(+6 natural armor)
Base Attack Bonus: +0; Grapple: +2
Attack: Bite +2 melee (1d6+3)
Full-Attack: Bite +2 melee (1d6+3)
Space: 5 ft.; Reach: 5 ft.
Special Attacks: Constrict, improved grab, powerful charge
Special Qualities: Darkvision 60 ft.
Monster skills: Rhino Attack
Saves: Fort +4 Ref +0 Will +1
Abilities: Str 15, Dex 10, Con 14, Int 1, Wis 12, Cha 6
Skills: Listen +5(racial bonus +4), Jump +5
Feats: -
Environment: Any
Organization: Solitary
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: by HD
Level Adjustment: -
Element: Earth
Strong Against: -
Weak Against: Ice, Light

http://img.photobucket.com/albums/v287/Magil/Vanadiel/Profiles/Beetle.jpg

These creatures feed primarily on carrion and offal, gathering heaps of the stuff in which to build nests and lay eggs. A beetle is about 6 feet long. Beetles normally attack only to defend themselves or their nests. Like bees, they are said to originate from the crawler's nest.

Constrict (Ex)
On a successful grapple check, a beetle deals automatic bite damage.

Improved Grab (Ex)
To use this ability, a beetle must hit with a bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and may constrict.

Powerful Charge (Ex)
A beetle's bite attack deals double damage when charging.

Crawler
Size/Type: Large Vermin
HD: 3d8+6 (13 hp)
Speed: 40 ft. (8 squares)
Initiative: +6
Armor Class: 14; touch 11; flat-footed 12
(-1 size, +2 Dex, +3 natural armor)
Base Attack Bonus: +2; Grapple: +9
Attack: Slam +4 melee (1d8+4)
Full-Attack: Slam +4 melee (1d8+4)
Space: 10 ft.; Reach: 5 ft.
Special Attacks: Silk spray
Special Qualities: Darkvision 60 ft., tremorsense 60 ft.
Monster skills: Cocoon
Saves: Fort +5 Ref +3 Will +2
Abilities: Str 17, Dex 14, Con 15, Int 1, Wis 13, Cha 9
Skills: Listen +5(racial bonus +4), Survival +5
Feats: Improved Initiative
Environment: Any area with vegetation
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: by HD
Level Adjustment: -
Element: Earth
Strong Against: -
Weak Against: Darkness, Ice, Thunder

http://img.photobucket.com/albums/v287/Magil/Vanadiel/Profiles/Crawler.jpg

Crawlers are massive, grub-like vermin. They have yellow skin that's black around the ends of their segmented, fleshy bodies. They produce silk and tend to wander the plains, searching for vegetation to devour. Their central hive is the Crawler's Nest in Rolanberry Fields. Crawlers are typically not aggressive except for those deep within the nest, which attack intruders viciously.

Silk Spray (Ex)
Crawlers can shoot 5 foot high, 5 foot wide, 15 foot long jets of silk as a standard action (like a breath weapon). Once crawler shoots a jet of silk, it cannot shoot another for 1d4 rounds.

A creature caught by one of these jets is entangled; a Reflex save negates. The creature remains entangled until the creature can spend 1 full minute removing the silk from its body. The save DC is Constitution-based.

Fly
Size/Type: Medium Vermin
HD: 2d8+2 (11 hp)
Speed: 5 ft. (1 square), fly 60 ft. (good)
Initiative: +3
Armor Class: 15; touch 13; flat-footed 12
(+3 Dex, +2 natural armor)
Base Attack Bonus: +1; Grapple: +2
Attack: Slam +2 melee (1d4+1)
Full-Attack: Slam +2 melee (1d4+1)
Space: 5 ft.; Reach: 5 ft.
Special Attacks: Acid spray
Special Qualities: Darkvision 60 ft.
Monster skills: Cursed Sphere
Saves: Fort +4 Ref +3 Will +1
Abilities: Str 13, Dex 17, Con 12, Int 2, Wis 13, Cha 8
Skills: Spot +5(racial bonus +4), Survival 5(racial bonus +4 to orient self)
Feats: Flyby Attack
Environment: Any humid area
Organization: Solitary, buzz (2-5)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: by HD
Level Adjustment: -
Element: Wind
Strong Against: Wind
Weak Against: Ice

http://img.photobucket.com/albums/v287/Magil/Vanadiel/Profiles/Fly.jpg

Flies are large, dragonfly-like creatures that roam around, feeding mostly on smaller vermin or carrion. They are usually not aggressive.

Acid Spray (Ex)
A fly releases a 10-foot cone of acid every 1d3+1 rounds. This acid deals 1d4 damage per two fly HD + the fly's Constitution modifier earth damage (Reflex save for half damage). A creature that takes damage from acid spray takes the damage a second time at the beginning of the fly's next action. The save DC is Constitution-based.

Scorpion
Size/Type: Huge Vermin
HD: 7d8+28 (59 hp)
Speed: 50 ft. (10 squares)
Initiative: +2
Armor Class: 20; touch 10; flat-footed 20
(-2 size, +2 Dex, +10 natural armor)
Base Attack Bonus: +5; Grapple: +18
Attack: Bite +8 melee (1d10+5) or sting +8 melee (2d6+2)
Full-Attack: Bite +8 melee (1d10+5), sting +3 melee (2d6+2)
Space: 15 ft.; Reach: 10 ft.
Special Attacks: Constrict, death scissors, improved grab
Special Qualities: Darkvision 60 ft., tremorsense 60 ft.
Monster skills: Earth Pounder
Saves: Fort +4 Ref +3 Will +1
Abilities: Str 21, Dex 14, Con 19, Int 2, Wis 12, Cha 4
Skills: Listen +5(racial bonus +4), Jump +9
Feats: -
Environment: Any arid area
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: by HD
Level Adjustment: -
Element: Earth
Strong Against: Darkness, Water
Weak Against: Ice, Light

http://img.photobucket.com/albums/v287/Magil/Vanadiel/Profiles/Scorpion.jpg

These massive arachnids chase their prey down, seize it with their massive jaws or vise-like stinger. They are very aggressive and will eat just about everything. A scorpion's stinger does not contain poison, but rather it works like a secondary jaw that constricts prey.

Constrict (Ex)
A scorpion deals automatic bite or sting damage on a successful grapple check, depending on which part of the body the scorpion is using to hold the foe.

Improved Grab (Ex)
To use this ability, a scorpion must hit with a bite or sting attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and may constrict. A scorpion prefers to use its stinger for grabbing, but may use its bite if unable to use the tail for some reason.

Death Scissors (Ex)
A scorpion deals double damage when constricting with its stinger.

Spider
Size/Type: Medium Vermin
HD: 2d8+4 (13 hp)
Speed: 30 ft. (6 squares)
Initiative: +2
Armor Class: 14; touch 12; flat-footed 12
(+2 Dex, +2 natural armor)
Base Attack Bonus: +1; Grapple: +2
Attack: Bite +2 melee (1d4+1) + poison
Full-Attack: Bite +2 melee (1d4+1) + poison
Space: 5 ft.; Reach: 5 ft.
Special Attacks: Poison, poison spray
Special Qualities: Darkvision 60 ft., tremorsense 60 ft.
Monster skills: Web Spin
Saves: Fort +4 Ref +2 Will +1
Abilities: Str 13, Dex 15, Con 14, Int 1, Wis 12, Cha 9
Skills: Climb +5, Spot +5(racial bonus +4), Survival 1(racial bonus +4 to orient self)
Feats: Hover (B), -
Environment: Any humid area
Organization: Solitary
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: by HD
Level Adjustment: -
Element: Earth
Strong Against: -
Weak Against: Ice

http://img.photobucket.com/albums/v287/Magil/Vanadiel/Profiles/Spider.jpg

Spiders are rather large, white, and have a globe-shaped abdomen and a very small head. The fangs, however, are poisonous.

Poison (Ex)
Injury; delivered via the bite or poison spray attacks. Initial and secondary damage of 1d6 + (1d6 per 3 spider HD) earth damage, duration effect of a 1d4 penalty to Strength. The save DC is Constitution-based.

Poison Spray (Ex)
Once per 1d4 rounds, the spider may spray its poison in a 10 foot cone. Victims in the cone take 1d6 earth damage per 2 spider HD (Reflex save for half damage). Creatures damaged by poison spray are also poisoned. The save DC is Constitution-based.

Nu
2007-09-17, 12:10 AM
Constructs
Constructs are nonliving beings animated by magic. See the constructs entry in the SRD.

Subtype: Arcana
Arcana are a specific group of constructs that are very attuned to the forces of magic. They can sense magic being cast from a great distance, even if the foe is not within line of sight or is otherwise completely hidden from the creature. This ability is known as "magicsense." All arcana are created via magic, and a Knowledge: Arcana check would tell someone this fact, and a Spellcraft check could determine the nature of the magic that animates the creature. Casters must be careful about creatures with the arcana subtype, as they can sense the active casting of spells from great distances, no matter what obstacles(walls, etc) are in the way, and many are especially hostile to spellcasters. It is speculate that they were constructed by an ancient race to hunt down and destroy spellcasters.

Bomb
Size/Type: Small Construct (arcana)
HD: 3d10+13 (29 hp)
Speed: 0 ft. (0 squares), fly 30 ft. (perfect)
Initiative: +4
Armor Class: 16; touch 15; flat-footed 12
(+1 size, +4 Dex, +1 natural armor)
Base Attack Bonus: +2; Grapple: -2
Attack: Slam +7 melee (1d4)
Full-Attack: Slam +7 melee (1d4)
Space: 5 ft.; Reach: 5 ft.
Special Attacks: Rage
Special Qualities: Darkvision 60 ft., Low-Light Vision, magicsense 120 ft.
Monster Skills: Self-Destruct
Saves: Fort +0 Ref +4 Will +2
Abilities: Str 11, Dex 19, Con -, Int 10, Wis 14, Cha 1
Skills: Spot +6, Spellcraft +4
Feats: Improved Toughness, Weapon Finesse
Environment: Any
Organization: Solitary, Duo, Trio
Challenge Rating: 3
Treasure: Standard
Alignment: Always chaotic evil
Advancement: by HD
Level Adjustment: -
Element: Fire
Strong Against: Fire (absorption)
Weak Against: Ice, Water

http://img.photobucket.com/albums/v287/Magil/Vanadiel/Profiles/Bomb.jpg

Bombs are floating arcane constructs of unknown origin. They often explode violently with little provocation.

Rage
A bomb that takes damage in combat flies into a berserk rage on its next turn, slamming the target until either it or its opponent is dead. It gains +4 to Strength, 4 temporary hit points per HD, and -2 to Armor Class. The creature cannot end its rage voluntarily. These temporary hit points last 1 minute.

Snoll
Size/Type: Small Construct (arcana)
HD: 3d10+13 (29 hp)
Speed: 0 ft. (0 squares), fly 30 ft. (perfect)
Initiative: +4
Armor Class: 16; touch 15; flat-footed 12
(+1 size, +4 Dex, +1 natural armor)
Base Attack Bonus: +2; Grapple: -2
Attack: Slam +7 melee (1d4)
Full-Attack: Slam +7 melee (1d4)
Space: 5 ft.; Reach: 5 ft.
Special Attacks: Rage
Special Qualities: Darkvision 60 ft., Low-Light Vision, magicsense 120 ft.
Monster Skills: Cold Wave
Saves: Fort +0 Ref +4 Will +2
Abilities: Str 11, Dex 19, Con -, Int 10, Wis 14, Cha 1
Skills: Spot +6, Spellcraft +4
Feats: Improved Toughness, Weapon Finesse
Environment: Any
Organization: Solitary, Duo, Trio
Challenge Rating: 3
Treasure: Standard
Alignment: Always chaotic evil
Advancement: by HD
Level Adjustment: -
Element: Ice
Strong Against: Ice (absorption)
Weak Against: Fire

http://img.photobucket.com/albums/v287/Magil/Vanadiel/Profiles/Snoll.jpg

Snolls are essentially bombs adapted to icy environments. However, they do not explode like bombs.

Rage
A snoll that takes damage in combat flies into a berserk rage on its next turn, slamming the target until either it or its opponent is dead. It gains +4 to Strength, 4 temporary hit points per HD, and -2 to Armor Class. The creature cannot end its rage voluntarily. These temporary hit points last 1 minute.

Cardian
Size/Type: Medium Construct
HD: 4d10+20 (42 hp)
Speed: 30 ft. (6 squares)
Initiative: +2
Armor Class: 15; touch 12; flat-footed 13
(+2 Dex, +3 natural armor)
Base Attack Bonus: +3; Grapple: +5
Attack: Quarterstaff +5 melee (1d6+3)
Full-Attack: Quarterstaff +5 melee (1d6+3)
Space: 5 ft.; Reach: 5 ft.
Special Attacks: -
Special Qualities: Darkvision 60 ft., Low-Light Vision
Monster Skills: -
Saves: Fort +1 Ref +3 Will +3
Abilities: Str 14, Dex 14, Con -, Int -, Wis 14, Cha 1
Skills: Spellcraft +6 (racial), Listen +4 (racial)
Feats: -
Environment: Any
Organization: Solitary, group (3-4)
Challenge Rating: 4
Treasure: None
Alignment: -
Advancement: by HD or class
Level Adjustment: -
Element: Light
Strong Against: All eight elements
Weak Against: -

http://img.photobucket.com/albums/v287/Magil/Vanadiel/Profiles/Cardian.jpg

Cardians are magical dolls made by the tarutaru, which serve as guardians in the lands of Windurst. They are mostly restricted to the city of Windurst, but some are found guarding outposts near the city itself. They are named after cards found in a typical deck, and their name indicates their rank. For example, the Ten of Hearts is a higher rank than the Two of Hearts or the Two of Clubs. The Ace cardians are the most powerful and highest-ranking. Rumors of a separate deck of cardians, the cups, coins, swords, and batons, dwells deep within the Horutoto Ruins, attacking anything that dares enter their chambers. If true, these cardians are certainly malfunctioning units, but thus far none have ever been found.

Detector
Size/Type: Tiny Construct
HD: 8d10 (44 hp)
Speed: 0 ft. (0 squares), fly 80 ft. (perfect)
Initiative: +4
Armor Class: 17; touch 16; flat-footed 13
(+2 size, +4 Dex, +1 natural armor)
Base Attack Bonus: +6; Grapple: -2
Attack: Slam +12 melee (1d3) or beam +12 50 ft. (2d4 fire)
Full-Attack: Slam +12 melee (1d3) or beam +12 50 ft. (2d4 fire)
Space: 0 ft.; Reach: 0 ft.
Special Attacks: Summon doll
Special Qualities: Darkvision 60 ft., Low-Light Vision, Blindsense 60 ft.
Monster Skills: -
Saves: Fort +2 Ref +6 Will +6
Abilities: Str 10, Dex 18, Con -, Int -, Wis 18, Cha 1
Skills: Spot +15(racial), Listen +15 (racial)
Feats: Weapon Finesse
Environment: Any
Organization: Solitary
Challenge Rating: Varies
Treasure: Standard
Alignment: -
Advancement: by HD
Level Adjustment: -
Element: -
Strong Against: -
Weak Against: -

http://img.photobucket.com/albums/v287/Magil/Vanadiel/Profiles/Detector.jpg

Detectors are mechanical, floating spheres powered by an ancient, unknown magic. Rather than fight, they tend to summon other constructs to fight for them once an intruder is detected.

Summon Doll (Su)
A detector may summon a doll of up to twice its HD. The summoning process takes up 1 round, and the doll manifests at the beginning of the detector's following turn, occupying the same space as the detector.

Doll
Size/Type: Huge Construct (arcana)
HD: 8d10+40 (84 hp)
Speed: 20 ft. (4 squares)
Initiative: +1
Armor Class: 21; touch 9; flat-footed 20
(-2 size, +1 Dex, +12 natural armor)
Base Attack Bonus: +6; Grapple: +21
Attack: Slam +11 melee (2d6+10)
Full-Attack: 2 Slam +11 melee (2d6+10)
Space: 15 ft.; Reach: 10 ft.
Special Attacks: Meltdown
Special Qualities: Damage reduction 10/bludgeoning, darkvision 60 ft., Low-Light Vision, magicsense 120 ft., spell resistance 22
Monster Skills: Blitzstrahl
Saves: Fort +2 Ref +3 Will +7
Abilities: Str 24, Dex 12, Con -, Int -, Wis 20, Cha 1
Skills: Spellcraft +9 (racial), Spot +15 (racial)
Feats: -
Environment: Any
Organization: Solitary, guardians (2-3)
Challenge Rating: 8
Treasure: Standard
Alignment: -
Advancement: by HD
Level Adjustment: -
Element: Ice
Strong Against: -
Weak Against: Thunder

http://img.photobucket.com/albums/v287/Magil/Vanadiel/Profiles/Doll.jpg

Dolls are massive, vaguely humanoid constructs that are often made of ceramics or lighter metals. They are animated by magic and often guard key areas within ancient ruins. The magic that animates them is not truly understood, as they are relics from a civilization long gone.

Meltdown (Ex)
A doll that has taken damage equal to half of its current maximum HP has a 50% chance to initiate a meltdown at the beginning of its action. The process takes 1 round to complete. While undergoing a meltdown, a doll loses its Dexterity bonus to armor class and is completely immobile. The doll tucks its limbs into its body and floats in the air, shaking violently, and so the meltdown is easy to see coming. At the beginning of the doll's following turn, it explodes, dealing 2d6 fire damage per doll HD to each creature in a 60 foot radius spread centered on the doll (Reflex save for half damage). The save DC is Wisdom-based. The doll destroys itself in the process.

Dazing a doll during the meltdown interrupts and cancels the meltdown, and the doll may not attempt to meltdown again for 1d4 rounds.

Evil Weapons
Size/Type: Medium Construct (arcana)
HD: 3d10+23 (39 hp)
Speed: 30 ft. (6 squares)
Initiative: +3
Armor Class: 17; touch 13; flat-footed 14
(+3 Dex, +4 natural armor)
Base Attack Bonus: +2; Grapple: +3
Attack: Longsword +3 melee (1d8+1)
Full-Attack: Longsword +3 melee (1d8+1)
Space: 5 ft.; Reach: 5 ft.
Special Attacks: Rage, smite
Special Qualities: Darkvision 60 ft., Low-Light Vision, magicsense 120 ft.
Monster Skills: Whirl of Rage
Saves: Fort +1 Ref +4 Will +4
Abilities: Str 13, Dex 17, Con -, Int 10, Wis 17, Cha 1
Skills: Spellcraft +6 (racial), Listen +6 (racial)
Feats: Improved Toughness, Power Attack
Environment: Any
Organization: Solitary, group (4-6)
Challenge Rating: 2
Treasure: Standard
Alignment: Always chaotic evil
Advancement: by HD
Level Adjustment: -
Element: Wind
Strong Against: -
Weak Against: Fire, Light

http://img.photobucket.com/albums/v287/Magil/Vanadiel/Profiles/EvilWeapon.jpg

Evil weapons are fiendish creatures that lurk in ancient ruins, attacking hapless humanoids who venture too far. Like many arcana, they are the product of a long-lost civilization. They are hunched over, short creatures only vaguely humanoid in form, with two useless-looking arms and two short, fleshy legs. Their back and face is covered with a black and red shell-like coating. A weapon, usually a longsword, hovers over their head, and at the evil weapon's telepathic command, attacks targets within reach. Sometimes other weapons can be found as an evil weapon's means of attack.

Rage (Ex)
A weapon that takes damage in combat flies into a berserk rage on its next turn, attacking violently until either it or its opponent is dead. It gains +4 to Strength, 4 temporary hit points per HD, and -2 to Armor Class. The creature cannot end its rage voluntarily. These temporary hit points last 1 minute.

Smite (Su)
Once per 1d4 rounds, a raging weapon may concentrate all of its hatred onto one creature and make a single, especially violent strike against it. The weapon adds its Wisdom modifier to the attack roll and adds its HD total to the damage roll for a single attack. The weapon may only use smite while raging.

Golem
Size/Type: Huge Construct (arcana)
HD: 10d10+40 (95 hp)
Speed: 30 ft. (6 squares)
Initiative: +4
Armor Class: 26; touch 14; flat-footed 22
(-2 size, +4 Dex, +14 natural armor)
Base Attack Bonus: +7; Grapple: +20
Attack: Slam +10 melee (2d8+7)
Full-Attack: 2 slam +10 melee (2d8+7)
Space: 15 ft.; Reach: 10 ft.
Special Attacks: -
Special Qualities: Damage reduction 15/bludgeoning, darkvision 60 ft., Low-Light Vision, magicsense 120 ft.
Monster Skills: Ice Break
Saves: Fort +3 Ref +7 Will +7
Abilities: Str 21, Dex 19, Con -, Int -, Wis 18, Cha 1
Skills: Spellcraft +13 (racial), Spot +13 (racial)
Feats: Power Attack (B), -
Environment: Any
Organization: Solitary
Challenge Rating: 10
Treasure: Standard
Alignment: -
Advancement: by HD
Level Adjustment: -
Element: Light
Strong Against: -
Weak Against: Thunder

http://img.photobucket.com/albums/v287/Magil/Vanadiel/Profiles/Golem.jpg

Golems are massive constructs made of a crystalline material. Otherwise, they are similar to dolls, but do not explode like dolls do, instead defending whatever they are standing guard over until they are destroyed.

Magic Pot
Size/Type: Large Construct (arcana)
HD: 6d10+30 (63 hp)
Speed: 0 ft. (0 squares), fly 40 ft. (perfect)
Initiative: +2
Armor Class: 23; touch 14; flat-footed 18
(-1 size, +5 Dex, +8 natural armor)
Base Attack Bonus: +4; Grapple: -
Attack: Slam +8 melee (1d12+3)
Full-Attack: Slam +8 melee (1d12+3)
Space: 10 ft.; Reach: 5 ft.
Special Attacks: Meltdown, spells
Special Qualities: Damage reduction 10/bludgeoning, Darkvision 60 ft., Low-Light Vision, magicsense 120 ft., spell resistance 20
Monster Skills: Mysterious Light
Saves: Fort +2 Ref +7 Will +5
Abilities: Str 14, Dex 20, Con -, Int -, Wis 17, Cha 1
Skills: Spellcraft +9 (racial), Listen +9 (racial)
Feats: Weapon Finesse (B), -
Environment: Any
Organization: Solitary
Challenge Rating: 6
Treasure: Standard
Alignment: -
Advancement: by HD
Level Adjustment: -
Element: Light
Strong Against: All 8 elements
Weak Against: -

http://img.photobucket.com/albums/v287/Magil/Vanadiel/Profiles/MagicPot.jpg

Magic pots are mysterious constructs that resemble large, floating jars. They attack anything that they perceive a threat, especially spellcasters.

Spells
A magic pot may cast spells as if it were a caster of equal HD. It has access to spell levels and MP based on the black mage table. It may cast spells from either the black mage or white mage spell list. The DC for saving throws against a magic pot's spells is 10 + .5magic pot HD + magic pot's Wisdom modifier.

Meltdown (Ex)
A magic pot that has taken damage equal to half of its current maximum HP has a 50% chance to initiate a meltdown at the beginning of its action. The process takes 1 round to complete. While undergoing a meltdown, a magic pot loses its Dexterity bonus to armor class and is completely immobile. The magic pot spins and shakes violently while the whirling hum from inside turns frantic, and so the meltdown is easy to see coming. At the beginning of the magic pot's following turn, it explodes, dealing 2d6 fire damage per magic pot HD to each creature in a 60 foot radius spread centered on the magic pot (Reflex save for half damage). The save DC is Wisdom-based. The magic pot destroys itself in the process.

Dazing a magic pot during the meltdown interrupts and cancels the meltdown, and the magic pot may not attempt to meltdown again for 1d4 rounds.

Mimic
Size/Type: Medium Construct
HD: 12d10+32 (98 hp)
Speed: 20 ft. (4 squares)
Initiative: +1
Armor Class: 18; touch 12; flat-footed 16
(+2 Dex, +6 natural armor)
Base Attack Bonus: +8; Grapple: +13
Attack: Slam +13 melee (1d10+7)
Full-Attack: 2 slams +13 melee (1d10+7)
Space: 5 ft.; Reach: 5 ft.
Special Attacks: Crush, gas
Special Qualities: Damage reduction 15/adamantine, darkvision 60 ft., Low-Light Vision, spell resistance 23
Monster Skills: -
Saves: Fort +4 Ref +8 Will +6
Abilities: Str 21, Dex 15, Con -, Int 10, Wis 15, Cha 10
Skills: Disguise +25 (+8 racial), Listen +18
Feats: Improved Toughness, Power Attack, Improved Natural Weapon (slam), Improved Natural Armor, Lightning Reflexes
Environment: Any
Organization: Solitary
Challenge Rating: 10
Treasure: Standard
Alignment: -
Advancement: by HD
Level Adjustment: -
Element: Light
Strong Against: -
Weak Against: -

http://img.photobucket.com/albums/v287/Magil/Vanadiel/Profiles/Mimic.jpg

Mimics are constructs that resemble treasure chests. They often wait until an unsuspecting adventurer attempts to open the chest, then attack viciously and without mercy or hesitation. They will not stop until either they are destroyed or the one who opened the chest is dead. Its "maw" is lined with teeth.

Crush (Ex)
A mimic deals bite damage with tripled damage dice damage on a successful grapple check.

Gas (Ex)
A mimic releases a field of gas immediate upon engaging in combat as a free action. The gas expands in a 20 foot radius spread centered on the mimic. A creature that begins is turn in this gas must make a Fortitude save or be nauseated as long as it remains in the gas and for 1d4 rounds thereafter. A nauseated creature that fails this save is instead rendered unconscious.


Orcish Warmachine
Size/Type: Large Construct
HD: 4d10+30 (52 hp)
Speed: 50 ft. (100 squares)
Initiative: +0
Armor Class: 19; touch 9; flat-footed 19
(-1 size, +10 natural armor)
Base Attack Bonus: +3; Grapple: -
Attack: Slam +10 melee (1d8+3) or cannon +10 ranged 100' (2d4 fire)
Full-Attack: Slam +10 melee (1d8+3) or cannon +10 ranged 100' (2d4 fire)
Space: 10 ft.; Reach: 10 ft.
Special Attacks: Double damage against objects, trample
Special Qualities: Damage reduction, (Darkvision 60 ft., Low-Light Vision for animated warmachines)
Monster Skills: Blastbomb
Saves: Fort +1 Ref +1 Will +1 (Will +3 animated)
Abilities: Str 24, Dex 10, Con -, Int -, Wis - or 14 (animated), Cha - or 1 (animated)
Skills: -
Feats: Improved natural weapon (slam) (B), Improved overrun (B)
Environment: Any
Organization: Solitary, guard (1 warmachine + 2-5 orcs), siege (2-6 warmachines + 10-30 orcs)
Challenge Rating: 4
Treasure: None
Alignment: -
Advancement: by HD
Level Adjustment: -
Element: Fire
Strong Against: -
Weak Against: Water

http://img.photobucket.com/albums/v287/Magil/Vanadiel/Profiles/OrcishWarmachine.jpg

These strange-looking contraptions of orcish design are often operated by orcs through unknown means inside. However, occasionally orc warlocks animate them via black magic, in which case they can be operate on their own. They are mostly used for siege, though some stand guard (these are usually animated) in key orc outposts.

Damage reduction (Ex)
An orcish warmachine has damage reduction 5/bludgeoning. This damage reduction increases to 10/bludgeoning at 8 HD, and 15/bludgeoning at 16 HD.

Trample (Ex)
2d8 + (1.5 x Strength modifier) damage, Reflex save for half damage. The save DC is Strength-based. Whenever a warmachine successfully overruns an opponent, that opponent is denied their Reflex save against trample.

Undead
Undead are creatures that were once alive, now animated by magic. See the undead entry in the SRD. Undead also have deathsense. They can sense the presence of creatures that are close to death(have 50% or less HP), even at great distances. Undead only appear in open areas at night, and mysteriously vanish come morning, only to return the next night. When indoors or underground, undead are unaffected by the daily cycle.

Skeletons

Skeleton Warrior
Size/Type: Medium Undead
HD: 2d12 (13 hp)
Speed: 30 ft. (6 squares)
Initiative: +5
Armor Class: 15; touch 11; flat-footed 14
(+2 heavy steel shield, +1 Dex, +2 natural armor)
Base Attack Bonus: +1; Grapple: +2
Attack: Scimitar +3 melee (1d6+1) or claw +2 melee (1d4+1)
Full-Attack: Scimitar +3 melee (1d6+1) or 2 claws +2 melee (1d4+1)
Space: 5 ft.; Reach: 5 ft.
Special Attacks: -
Special Qualities: Darkvision 60 ft., deathsense 100 ft., blindsense 100 ft.
Monster Skills: Blood saber
Saves: Fort +0 Ref +1 Will +2
Abilities: Str 13, Dex 13, Con -, Int -, Wis 10, Cha 1
Skills: -
Feats: Improved Initiative, Weapon Focus (scimitar) (B)
Environment: Any open environment (night only), caverns
Organization: Any
Challenge Rating: 3
Treasure: Standard
Alignment: Always evil
Advancement: by HD or character class
Level Adjustment: -
Element: Earth
Strong Against: Dark (absorption), Ice (Immunity)
Weak Against: Fire, Light

Skeleton Mage
Size/Type: Medium Undead
HD: 2d12 (13 hp)
Speed: 30 ft. (6 squares)
Initiative: +5
Armor Class: 13; touch 11; flat-footed 12
(+1 Dex, +2 natural armor)
Base Attack Bonus: +1; Grapple: +2
Attack: Scythe +2 melee (2d4) or claw +2 melee (1d4)
Full-Attack: Scythe +2 melee (2d4) or 2 claws +2 melee (1d4)
Space: 5 ft.; Reach: 5 ft.
Special Attacks: Spells
Special Qualities: Darkvision 60 ft., deathsense 100 ft., blindsense 100 ft.
Monster Skills: Blood saber
Saves: Fort +0 Ref +1 Will +2
Abilities: Str 10, Dex 13, Con -, Int -, Wis 16, Cha 1
Skills: -
Feats: Improved Initiative, Spell Focus (dark)
Environment: Any open environment (night only), caverns
Organization: Any
Challenge Rating: 3
Treasure: Standard
Alignment: Always evil
Advancement: by HD or character class
Level Adjustment: -
Element: Earth
Strong Against: Dark (absorption), Ice (Immunity)
Weak Against: Fire, Light

http://img.photobucket.com/albums/v287/Magil/Vanadiel/Profiles/Skeleton.jpg

Skeletons are often of the warrior or black mage class. Skeletons are proficient with scythes.

Damage reduction (Ex)
A skeleton has damage reduction 5/bludgeoning. This damage reduction increases to 10 at the 8th HD, and 15 at the 13th HD. From the 10th HD onwards, the damage reduction can only be overcome by magical bludgeoning weapons.

Spells
A skeleton mage casts spells as a black mage with a level equal to the skeleton's HD. A skeleton mage uses its Wisdom modifier in place of its Intelligence modifier for determining saving throws, bonus MP, and maximum spell level.

Doomed
Size/Type: Large Undead
HD: 5d12+25 (57 hp)
Speed: 20 ft. (4 squares)
Initiative: +5
Armor Class: 16; touch 12; flat-footed 16
(-1 size, +1 Dex, +6 natural armor)
Base Attack Bonus: +7; Grapple: +16
Attack: Bite +11 melee (1d8+7)
Full-Attack: Bite +11 melee (1d8+7)
Space: 10 ft.; Reach: 5 ft.
Special Attacks: Breath weapon, disease
Special Qualities: Blindsense 100 ft, damage reduction, darkvision 60 ft., deathsense 100 ft.
Monster Skills: Stinking Gas
Saves: Fort +1 Ref +2 Will +5
Abilities: Str 20, Dex 13, Con 20, Int 10, Wis 12, Cha 1
Skills: Climb +13, Listen +9, Jump +17(+4 racial), Hide +4
Feats: Improved Initiative
Environment: Night, indoors, underground
Organization: Solitary
Challenge Rating: 6
Treasure: Standard
Alignment: Always chaotic evil
Advancement: by HD
Level Adjustment: -
Element: Dark
Strong Against: Dark (absorption)
Weak Against: Fire, Light

http://img.photobucket.com/albums/v287/Magil/Vanadiel/Profiles/Doomed.jpg

Breath weapon (Su)
A 30 foot cone of diseased gas. Deals 3d6 dark damage per 4 doomed HD (Reflex save for half damage). Living, breathing creatures that are damaged by the breath are subject to the doomed's disease. A doomed may use its breath weapon once every 1d3+1 rounds.

Damage reduction (Ex)
A doomed has damage reduction 5/slashing. This damage reduction increases to 10 at the 8th HD, and 15 at the 13th HD. From the 10th HD onwards, the damage reduction can only be overcome by magical slashing weapons.

Disease (Ex)
The doomed's bite and breath weapon infects the victim with a disease. The Fortitude save is Constitution-based. Incubation period of 2 hours, deals 1d6 Strength damage, and 1d3 Constitution damage.

Ghost
Size/Type: Medium Undead
HD: 3d12 (19 hp)
Speed: 10 ft. (2 squares), fly 40 ft. (perfect)
Initiative: +4
Armor Class: 18; touch 18; flat-footed 14
(+4 Dex, +4 deflection(Charisma bonus))
Base Attack Bonus: +1; Grapple: +3
Attack: Unarmed Strike +5 melee touch (1d3+3)
Full-Attack: Unarmed Strike +5 melee touch (1d3+3)
Space: 5 ft.; Reach: 5 ft.
Special Attacks: Spells, terror touch
Special Qualities: Blindsense 100 ft., damage reduction, darkvision 60 ft., deathsense 100 ft., spell resistance 14
Monster Skills: Death Reel
Saves: Fort +1 Ref +5 Will +5
Abilities: Str 14, Dex 19, Con -, Int 12, Wis 14, Cha 22
Skills: Listen +8, Hide +16*(+6 racial), Move Silently +10, Spot +14*(+6 racial), Spellcraft +7
Feats: Improved Unarmed Strike, Weapon Finesse
Environment: Night, indoors, underground
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Always chaotic evil
Advancement: by HD
Level Adjustment: -
Element: Ice
Strong Against: Dark (absorption), Ice
Weak Against: Fire, Light

http://img.photobucket.com/albums/v287/Magil/Vanadiel/Profiles/Ghost.jpg

These restless spirits attack anything that dares come too close. They typically stay far from civilization, tending to roam open areas, especially beaches, at night. Some lurk deep within tombs and catacombs, seeking new members.

Damage reduction (Ex)
A ghost has damage reduction 5/slashing. This damage reduction increases to 10 at the 8th HD, and 15 at the 13th HD. From the 10th HD onwards, the damage reduction can only be overcome by magical slashing weapons.

Spells
The ghost may cast spells as a black mage with a level equal to its HD. Their MP pool, max spell level, and saves are Charisma-based rather than Intelligence-based.

Terror Touch (Su)
A ghost's melee attacks are touch attacks. A ghost always ignores armor, shield, and natural armor bonuses to AC when using its standard attacks. A creature damaged by the ghost's touch attack must make a Will save or be shaken for 2d4 rounds. A shaken creature instead becomes frightened, and a frightened creature instead becomes panicked. The save DC is Charisma-based.

Hound
Size/Type: Medium Undead
HD: 2d12 (13 hp)
Speed: 50 ft. (10 squares)
Initiative: +4
Armor Class: 14; touch 12; flat-footed 12
(+2 Dex, +2 natural armor)
Base Attack Bonus: +3; Grapple: +3
Attack: Bite +3 melee (1d6+3)
Full-Attack: Bite +3 melee (1d6+3)
Space: 5 ft.; Reach: 5 ft.
Special Attacks: Disease
Special Qualities: Blindsense 100 ft.,Darkvision 60 ft., deathsense 100 ft., scent
Monster Skills: Howling
Saves: Fort +0 Ref +2 Will +4
Abilities: Str 15, Dex 15, Con -, Int 2, Wis 13, Cha 10
Skills: Spot +6, Listen +10*(+4 racial), Hide +7, Move Silently +7, Survival 1*(+4 racial when tracking by scent)
Feats: Improved Initiative
Environment: Night, indoors, underground
Organization: Solitary, pack (4-6)
Challenge Rating: 4
Treasure: None
Alignment: Always chaotic evil
Advancement: by HD
Level Adjustment: -
Element: Dark
Strong Against: Dark (absorption), Ice
Weak Against: Fire, Light

http://img.photobucket.com/albums/v287/Magil/Vanadiel/Profiles/Hound.jpg

Hounds are undead canines that hunt at night. They'll attack anything around their size, and attempt to devour it to feed their neverending hunger.

Disease (Ex)
The hound's bite infects the victim with a disease. The Fortitude save is Constitution-based. Incubation period of 6 hours, deals 1d3 Strength damage, and 1 Constitution damage.

Shadow
Size/Type: Medium Undead
HD: 8d12 (52 hp)
Speed: 30 ft. (6 squares)
Initiative: +4
Armor Class: 20; touch 14; flat-footed 16
(+4 Dex, +6 chain shirt+2)
Base Attack Bonus: +4; Grapple: +10
Attack: +3 Greatsword +13 melee (2d6+12)
Full-Attack: +3 Greatsword +13 melee (2d6+12)
Space: 5 ft.; Reach: 5 ft.
Special Attacks: -
Special Qualities: Blindsense 100ft, darkvision 60 ft., deathsense 100 ft., elvaan racial traits
Monster Skills: Dimensional Death
Saves: Fort +2 Ref +6 Will +10
Abilities: Str 22, Dex 18, Con -, Int 14, Wis 18, Cha 16
Skills: Spot +17, Listen +17, Intimidate +14, Climb +15, Tumble +13, Jump +15, +4 Search
Feats: Improved Initiative, Power Attack, Cleave
Environment: Night, indoors, underground
Organization: Solitary
Challenge Rating: 10
Treasure: None
Alignment: Always chaotic evil
Advancement: by HD
Level Adjustment: -
Element: Dark
Strong Against: Dark (absorption)
Weak Against: Fire, Light

http://img.photobucket.com/albums/v287/Magil/Vanadiel/Profiles/Shadow.jpg

Shadows appear to be dark-skinned elvaan, but they are actually only partially corporal. They are often the angered spirits of elvaan who fell in the previous wars, eager to take vengeance upon the living.

Giant
A giant is a humanoid-shaped creature of great strength, usually of at least Large size.

Gigas, 5th level monk
Size/Type: Huge Giant
HD: 5d12+25 (57 hp)
Speed: 40 ft. (8 squares)
Initiative: +4
Armor Class: 17; touch 11; flat-footed 17
(-2 size, +2 Wisdom, +1 Monk AC Bonus, +4 natural armor, +2 leather armor)
Base Attack Bonus: +5; Grapple: +22
Attack: Unarmed strike +10/+8 melee (3d6+7)
Full-Attack: Unarmed strike +10/+8 melee (3d6+7)
Space: 15 ft.; Reach: 10 ft.
Special Attacks: Rock throwing
Special Qualities: Darkvision 60 ft., Fast Movement 10 ft., Improved Unarmed Strike, Evasion, Still Mind, Ki Strike (magic), Slow fall 20 ft., Counter, Resist Virus
Monster Skills: Grand Slam
Saves: Fort +9 Ref +4 Will +6
Abilities: Str 24, Dex 11, Con 20, Int 7, Wis 14, Cha 6
Skills: Climb +15, Jump +15, Spot +10, Listen +10
Feats: Improved Initiative, Improved Unarmed Strike, Improved Grapple, Deflect Arrows, Power Attack
Environment: Cold areas, mountains, underground
Organization: Solitary, raiding party (7-10)
Challenge Rating: 6
Treasure: Standard
Alignment: Usually neutral evil
Advancement: by class
Level Adjustment: -
Element: Ice
Strong Against: Ice, Thunder
Weak Against: -

Gigas, 5th level warrior
Size/Type: Huge Giant
HD: 5d10+25 (52 hp)
Speed: 30 ft. (6 squares)
Initiative: +4
Armor Class: 15; touch 11; flat-footed 17
(-2 size, +4 natural armor, +3 hide armor)
Base Attack Bonus: +5; Grapple: +22
Attack: Greataxe +10 melee (1d12+10)
Full-Attack: Greataxe +10 melee (1d12+10)
Space: 15 ft.; Reach: 10 ft.
Special Attacks: Rock throwing
Special Qualities: Darkvision 60 ft., Provoke, Berserk, Defender
Monster Skills: Grand Slam
Saves: Fort +9 Ref +3 Will +3
Abilities: Str 24, Dex 11, Con 20, Int 7, Wis 14, Cha 6
Skills: Climb +12, Spot +10
Feats: Improved Initiative, Weapon Focus (greataxe), Power Attack, Cleave, Weapon Specialization (greataxe)
Environment: Cold areas, mountains, underground
Organization: Solitary, raiding party (7-10)
Challenge Rating: 6
Treasure: Standard
Alignment: Usually neutral evil
Advancement: by class
Level Adjustment: -
Element: Ice
Strong Against: Ice, Thunder
Weak Against: -

http://img.photobucket.com/albums/v287/Magil/Vanadiel/Profiles/Gigas.jpg

Gigases are monstrous, evil humanoids who dwell in the northlands, Quifim Island, and within the tunnels near Bastok. Though few in number, they are vicious warriors who fight for the cause of the beastmen, allied closely with the orcs.

Rock Throwing (ex)
Gigases can throw rocks with a +1 racial bonus on the attack roll. They can throw rocks as big as 60-80 lbs. (Medium objects).

Bugbear, 6th level Giant
Size/Type: Large Giant (Goblinoid)
HD: 6d8 (27 hp)
Speed: 40 ft. (8 squares)
Initiative: +1
Armor Class: 14; touch 10; flat-footed 12
(-1 size, +1 Dex, +3 studded leather armor)
Base Attack Bonus: +4; Grapple: +18
Attack: Unarmed strike +9 melee (2d4+6)
Full-Attack: 2 unarmed strikes +9 melee (2d4+6)
Space: 5 ft.; Reach: 5 ft.
Special Attacks: Enhanced fists
Special Qualities: Darkvision 60 ft., low-light vision
Monster Skills: Flying hip press
Saves: Fort +0 Ref +4 Will +2
Abilities: Str 23, Dex 13, Con 19, Int 5, Wis 8, Cha 6
Skills: Climb +13, Jump +13
Feats: Improved Unarmed Strike, Improved Grapple, Power Attack
Environment: Underground caverns
Organization: Solitary, Duo, Trio
Challenge Rating: 5
Treasure: Standard
Alignment: Usually neutral evil
Advancement: by HD or character class
Level Adjustment: -
Element: Lightning
Strong Against: -
Weak Against: Light

http://img.photobucket.com/albums/v287/Magil/Vanadiel/Profiles/Bugbear.jpg

Bugbears appear to be enhanced moblins, but a lot bigger. They may be mutant creatures, though there are no known reasons for a moblin mutation of this sort. They aren't very smart, but guided by their more intelligent moblin cousins, their great strength is a valuable asset to Movalpolos.

Enhanced fists (Ex)
A bugbear's unarmed strike has double damage dice for a normal creature of its size category. Additionally, a bugbear may make an additional attack with its unarmed strike on a full attack at its full attack bonus.

Nu
2007-09-17, 12:11 AM
Magical Beast
Magical beasts are similar to animals but can have Intelligence scores higher than 2. Magical beasts usually have supernatural or extraordinary abilities, but sometimes are merely bizarre in appearance or habits.

Adamantoise
Size/Type: Gargantuan Magical Beast
HD: 15d10 (82 hp)
Speed: 30 ft. (6 squares)
Initiative: +4
Armor Class: 37; touch 3; flat-footed 37
(-4 size, -3 Dex, +24 natural armor)
Base Attack Bonus: +15; Grapple: +36
Attack: Bite +20 melee (4d8+9)
Full-Attack: Bite +20 melee (4d8+9), 2 hoof +15 melee (2d8+4)
Space: 20 ft.; Reach: 10 ft.
Special Attacks: Trample
Special Qualities: Damage reduction 20/adamantine, Darkvision 60 ft., Low-Light Vision, spell resistance 28, tremorsense 120 ft., immune to sleep
Monster skills: Tortoise Song
Saves: Fort +13 Ref +6 Will +7
Abilities: Str 28, Dex 5, Con 20, Int 6, Wis 16, Cha 8
Skills: Spot +21, Listen +21
Feats: Improved Toughness, Improved Natural Armor (x3), Improved Natural Weapon (bite)
Environment: Arid
Organization: Solitary
Challenge Rating: 18
Treasure: Triple standard
Alignment: Always neutral
Advancement: by HD
Level Adjustment: -
Element: Earth
Strong Against: -
Weak Against: Ice

http://img.photobucket.com/albums/v287/Magil/Vanadiel/Profiles/Adamantoise.jpg

Adamntoises are massive tortoises with unnaturally thick shells. They are generally peaceful herbivores unless threatened.

Damage reduction (ex)
The adamantoise ignores the first 20 points of damage done by weapons not made of adamantine.

Trample (Ex)
Reflex save for half damage. The save DC is Strength-based. The damage is equal to that of a hoof attack with double damage dice + 1.5x the adamantoise's Strength modifier (instead of just half).

Behemoth
Size/Type: Colossal Magical Beast
HD: 20d10+180 (250 hp)
Speed: 90 ft. (18 squares)
Initiative: +2
Armor Class: 26; touch 4; flat-footed 24
(-8 size, +2 Dex, +22 natural armor)
Base Attack Bonus: +20; Grapple: +47
Attack: Bite +23 melee (4d8+11)
Full-Attack: Bite +23 melee (4d8+11), 2 claw +21 melee (3d6+5), 2 gore +21 melee (1d12+5)
Space: 30 ft.; Reach: 20 ft.
Special Attacks: Improved Grab, counterattack, meteor counter
Special Qualities: Damage reduction 15/magic, Darkvision 60 ft., Low-Light Vision, scent, spell resistance 31, immune to sleep
Monster skills: Power Bite
Saves: Fort +9 Ref +9 Will +5
Abilities: Str 32, Dex 14, Con 28, Int 10, Wis 20, Cha 24
Skills: Spot +27, Listen +27, Concentration +31, Survival +5(+4 racial when tracking by scent)
Feats: Power Attack, Cleave, Great Cleave, Weapon Focus (bite), Improved Toughness, Multiattack, Awesome Blow
Environment: Any
Organization: Solitary
Challenge Rating: 25
Treasure: Triple Standard
Alignment: Always chaotic neutral
Advancement: by HD
Level Adjustment: -
Element: Lightning
Strong Against: Lightning
Weak Against: -

http://img.photobucket.com/albums/v287/Magil/Vanadiel/Profiles/Behemoth.jpg

Behemoths are massive beasts that dwell within Behemoth's Domain, beyond Quifim Island. It is rumored that they cannot truely die, as they reproduce via a form of reincarnation, like the galka. The monstrous King Behemoth is even more powerful than a regular behemoth, but is even more rarely seen.

Counterattack (Ex)
Whenever the behemoth is attacked with a weapon by an opponent within reach, the behemoth may attack that opponent with its claw attack as a free action. This action replaces any attacks of opportunity the behemoth might gain by the same action.

Damage reduction (Ex)
The behemoth ignores the first 15 points of damage done by nonmagical weapons.

Improved grab (Ex)
The behemoth may initiate a grapple attempt as a free action whenever it hits with its bite or claw attacks. If successful, it establishes a hold.

Meteor counter (Su)
Whenever the behemoth becomes the target of an offensive spell, spell-like or supernatural ability, the behemoth may call down a wave of meteors as if it were under the effect of the "Meteor" spell (treat the spell as if cast by a caster with caster levels equal to the Behemoth's HD) as a free action. The save DC is Wisdom-based. The behemoth does not actually cast the spell, and thus cannot call down additional waves in subsequent rounds (unless targeted by another offensive spell, spell-like or supernatural ability).

Cockatrice
Size/Type: Large Magical Beast
HD: 6d10+24 (57 hp)
Speed: 40 ft. (8 squares)
Initiative: +4
Armor Class: 18; touch 13; flat-footed 14
(-1 size, +4 Dex, +5 natural armor)
Base Attack Bonus: +6; Grapple: +14
Attack: Bite +9 melee (1d10+4)
Full-Attack: Bite +9 melee (1d10+4), 2 claw +4 melee (1d4+2)
Space: 10 ft.; Reach: 5 ft.
Special Attacks: Petrifying gaze
Special Qualities: Darkvision 60 ft., Low-Light Vision, scent
Monster skills: Sound Vaccum
Saves: Fort +9 Ref +9 Will +5
Abilities: Str 18, Dex 19, Con 18, Int 4, Wis 17, Cha 13
Skills: Spot +11, Listen +11, Survival +3(+4 racial when tracking by scent)
Feats: Power Attack, Weapon Focus (bite), Alertness
Environment: Any
Organization: Solitary, pack (2-3)
Challenge Rating: 7
Treasure: Standard
Alignment: Always neutral
Advancement: by HD
Level Adjustment: -
Element: Earth
Strong Against: Earth
Weak Against: Wind

http://img.photobucket.com/albums/v287/Magil/Vanadiel/Profiles/Cockatrice.jpg

Cockatrices are vaguely birdlike beasts that wander open areas, searching for prey. They typically feed on rodents or larger vermin. They are hostile if they feel threatened, and are barely smarter than normal animals. When hunting, they often suppress their gaze attack, and only activate it when they feel threatened.

Petrifying Gaze (Su)
Turn to stone for 1d4 hours, range 30 feet; Fortitude save negates. The save DC is Charisma-based.

Manticore
Size/Type: Huge Magical Beast
HD: 12d10+84 (150 hp)
Speed: 60 ft. (12 squares), fly 10 ft. (clumsy)
Initiative: +3
Armor Class: 23; touch 11; flat-footed 20
(-2 size, +3 Dex, +11 natural armor)
Base Attack Bonus: +12; Grapple: +28
Attack: Claw +18 melee (2d4+7) or stinger +16 melee (1d10+3) + poison
Full-Attack: 2 Claw +18 melee (2d4+7), 2 wing +16 melee (1d8+3), stinger +16 melee (1d10+3) + poison, bite +16 melee (1d8+3)
Space: 15 ft.; Reach: 10 ft.
Special Attacks: Breath weapon, poison
Special Qualities: Darkvision 60 ft., Low-Light Vision, scent, spell resistance 18
Monster skills: Heat wave
Saves: Fort +14 Ref +11 Will +8
Abilities: Str 26, Dex 17, Con 23, Int 10, Wis 19, Cha 15
Skills: Climb +23, Spot +19, Survival +4(+4 when tracking by Scent)
Feats: Power Attack, Cleave, Multiattack, Improved Natural Weapon (claw), Improved Toughness
Environment: Arid
Organization: Solitary
Challenge Rating: 14
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: by HD
Level Adjustment: -
Element: Wind
Strong Against: Fire, Wind
Weak Against: Water

http://img.photobucket.com/albums/v287/Magil/Vanadiel/Profiles/Manticore.jpg

Manticores are evil creatures that live in arid environments, and often seek large creatures as their prey. They are relentless in their hunt and often torture their prey before killing it.

Breath weapon (Su)
40 foot cone of fire. Deals 2d6 fire damage per 3 manticore HD (Reflex save for half damage). The save DC is Constitution-based. A manticore can use its breath weapon once every 1d3+1 rounds.

Poison (Ex)
A manticore's stinger carries a potent poison. Injury, initial and secondary damage of 2d6 + (1d6 per 3 manticore HD) earth damage, duration effect of a 2d6 penalty to Strength and Dexterity. The save DC is Constitution-based.

Dragons
A dragon is a reptile-like creature, usually winged, with magical or unusual abilities. They are often intelligent, but are not quite as powerful and profilic as DnD dragons. There are three types of dragons; dragons, wyverns, and wyrms. Dragons and wyrms speak draconic; wyverns do no speak any language.

Dark Dragon
Size/Type: Huge Dragon
HD: 6d12+36 (75 hp)
Speed: 80 ft. (16 squares)
Initiative: +2
Armor Class: 23; touch 8; flat-footed 21
(-2 size, +2 Dex, +15 natural armor)
Base Attack Bonus: +8; Grapple: +25
Attack: Bite +13 melee (2d6+7)
Full-Attack: Bite +13 melee (2d8+7), 2 claw +11 melee (2d6+3), 2 wing +11 melee (1d8+3), tail slap +11 melee (2d6+10)
Space: 15 ft.; Reach: 10 ft.
Special Attacks: Breath weapon, trample
Special Qualities: Darkvision 60 ft., Low-Light Vision, sleep immunity, blindsense 60 ft., keen senses, damage reduction 5/magic
Monster skills: Nullsong
Saves: Fort +11 Ref +7 Will +8
Abilities: Str 25, Dex 14, Con 23, Int 12, Wis 17, Cha 19
Skills: Climb +16, Jump +16, Listen +12, Spot +12, Search +10, Spellcraft +10, Intimidate +19*(+6 racial)
Feats: Power Attack, Multiattack, Snatch
Environment: Northlands
Organization: Solitary
Challenge Rating: 8
Treasure: Standard
Alignment: Usually lawful evil
Advancement: by HD
Level Adjustment: -
Element: Dark
Strong Against: -
Weak Against: Light

Shadow Dragon
Size/Type: Gargantuan Dragon
HD: 15d12+120 (217 hp)
Speed: 80 ft. (16 squares)
Initiative: +6
Armor Class: 26; touch 8; flat-footed 24
(-4 size, +2 Dex, +18 natural armor)
Base Attack Bonus: +15; Grapple: +35
Attack: Bite +20 melee (4d6+9)
Full-Attack: Bite +20 melee (4d6+9), 2 claw +18 melee (2d8+4), 2 wing +18 melee (2d6+4), tail slap +18 melee (2d8+13)
Space: 20 ft.; Reach: 15 ft.
Special Attacks: Breath weapon, tail sweep, trample
Special Qualities: Darkvision 60 ft., Low-Light Vision, sleep immunity, blindsense 60 ft., keen senses, damage reduction 15/magic
Monster skills: Nullsong
Saves: Fort +16 Ref +11 Will +14
Abilities: Str 29, Dex 14, Con 25, Int 12, Wis 18, Cha 21
Skills: Climb +27, Jump +27, Listen +22, Spot +22, Search +19, Spellcraft +19, Intimidate +29*(+6 racial)
Feats: Power Attack, Multiattack, Improved Initiative, Snatch, Improved Toughness, Iron Will
Environment: Northlands
Organization: Solitary
Challenge Rating: 18
Treasure: Double standard
Alignment: Usually lawful evil
Advancement: by HD
Level Adjustment: -
Element: Dark
Strong Against: -
Weak Against: Light

http://img.photobucket.com/albums/v287/Magil/Vanadiel/Profiles/Dragon.jpg

Dragons are twisted, corrupted wyrms that have lost the ability to fly thanks to the shadowy power that now commands them(but they still have wings). They were corrupted by the will of the Shadow Lord and made to serve him, but they only seem to appear in Xarcabard itself. Once the Shadow Lord was defeated, the reports of these dragon sightings ceased entirely. Because their necks are not as long as a wyrm's, they do not have additional reach with their bite attack.

Damage Reduction (Ex)
A dragon ignores some damage dealt by nonmagical weapons. The amount ignored is noted in the dragon's entry.

Keen Senses (Ex)
A dragon sees and hears four times as well as a hume.

Breath Weapon (Su)
A 60 foot cone of shadow energy. Deals 2d6 dark damage per 3 dragon HD (Reflex save for half damage). The save DC is Constitution-based. A dragon can use its breath weapon once every 1d3+1 rounds.

Trample (Ex)
Reflex save for half damage. Damage equal to a claw attack with the damage dice doubled + 1.5x the dragon's Strength modifier. The save DC is Strength-based.

Tail Sweep (Ex)
A dragon of at least Gargantuan size may sweep its tail as a standard action. The sweep affects a half-circle with a radius of 30 ft. extending from an intersection on the edge of the dragon’s space in any direction. Creatures within the swept area are affected if they are four or more size categories smaller than the dragon. The sweep does tail slap damage adding 1.5x the dragon's strength modifier to the damage roll instead of 1x(Reflex save for half damage). The save DC is Strength-based.

Wyvern
Size/Type: Huge Dragon
HD: 9d12+27 (79 hp)
Speed: 60 ft. (12 squares), fly 60 ft. (clumsy)
Initiative: +5
Armor Class: 19; touch 10; flat-footed 17
(-2 size, +2 Dex, +9 natural armor)
Base Attack Bonus: +9; Grapple: +22
Attack: Bite +12 melee (2d8+5) or talon +12 melee (2d6+5)
Full-Attack: Bite +12 melee (2d8+5), 2 talon +10 melee (2d6+2), 2 wing +10 melee (1d8+2), tail slap +10 melee (1d6+7)
Space: 15 ft.; Reach: 15 ft.
Special Attacks: Breath weapon, improved grab, poison
Special Qualities: Darkvision 60 ft., Low-Light Vision, sleep immunity, blindsense 60 ft., scent, spell resistance 20
Monster skills: Radiant Breath
Saves: Fort +9 Ref +7 Will +7
Abilities: Str 20, Dex 12, Con 17, Int 8, Wis 13, Cha 10
Skills: Listen +15, Spot +15, Survival +13*(+4 when tracking via scent), Search +11, Jump +17
Feats: Alertness, Improved Initiative, Multiattack, Hover
Environment: Any warm
Organization: Solitary, duo, flight (3-6)
Challenge Rating: 8
Treasure: Double standard
Alignment: Usually chaotic evil
Advancement: by HD
Level Adjustment: -
Element: Wind
Strong Against: Fire, Wind
Weak Against: Dark

http://img.photobucket.com/albums/v287/Magil/Vanadiel/Profiles/Wyvern.jpg

Breath Weapon (Su)
A 60 foot cone of poison. Deals 1d6 earth damage per 2 wyvern HD (Reflex save for half damage). The save DC is Constitution-based. Living creatures in the cone are poisoned. A wyvern can use its breath weapon once every 1d3+1 rounds.

Improved Grab (Ex)
Whenever a wyvern hits with its talon attack, it may initiate a grapple attempt as a free action without provoking an attack of opportunity. If successful, the wyvern establishes a hold.

Keen Senses (Ex)
A wyvern sees and hears four times as well as a hume.

Poison (Ex)
Contact, delivered only via the breath weapon. Initial and secondary damage of 2d6 + (1d6 per 2 wyvern HD) earth damage, duration effect of a 2d6 penalty to Constitution.

Wyrm
Size/Type: Colossal Dragon
HD: 25d12+120 (217 hp)
Speed: 80 ft. (16 squares), fly 120 ft. (clumsy
Initiative: +5
Armor Class: 28; touch 3; flat-footed 27
(-8 size, +1 Dex, +25 natural armor)
Base Attack Bonus: +25; Grapple: +35
Attack: Bite +27 melee (4d8+10)
Full-Attack: Bite +27 melee (4d8+10), 2 claw +25 melee (4d6+5), 2 wing +25 melee (2d8+5), tail slap +25 melee (4d6+15)
Space: 30 ft.; Reach: 20 ft. (30 ft. with bite)
Special Attacks: Breath weapon 60 ft. cone, crush, flail spike, spells
Special Qualities: Darkvision 60 ft., Low-Light Vision, sleep immunity, blindsense 60 ft., keen senses, damage reduction 15/magic, frightful presence, spell resistance 35
Monster skills: Null song
Saves: Fort +22 Ref +15 Will +22
Abilities: Str 30, Dex 12, Con 27, Int 27, Wis 22, Cha 29
Skills: Climb +38, Jump +38, Listen +34, Spot +34, Search +36, Spellcraft +36, Intimidate +43*(+6 racial), Knowledge: Arcana +36, Knowledge: History +36, Knowledge: The Planes +36, Hide +13, Diplomacy +37, Bluff +37, Swim +38
Feats: Power Attack, Multiattack, Improved Initiative, Snatch, Improved Toughness, Iron Will, Hover, Flyby Attack, Improved Natural Armor
Environment: Any
Organization: Solitary
Challenge Rating: 29
Treasure: Triple standard
Alignment: Varies
Advancement: by HD
Level Adjustment: -
Element: Varies
Strong Against: All except light, dark, and one other; see text
Weak Against: -

http://img.photobucket.com/albums/v287/Magil/Vanadiel/Profiles/Wyrm.jpg

Wyrms are the true dragons, untouched by the influence of the Shadow Lord and rarely seen masters of the land. They are said to be ruled by the Wyrmking, Bahamut, but he has not been seen in ages. In any case, wyrms are very diverse--they can be of any alignment, and they come in six different varieties. White wyrms are of the ice element, blue wyrms are of the water element, red wyrms are of the fire element, green wyrms are of the wind element, yellow wyrms are of the earth element, and violet wyrms are of the thunder element. Wyrms are resistant to all elements except the one their element is weak to. For example, white wyrmss are resistant to all elements except fire, but they are not weak to fire. No wyrm is resistant to light or dark.

Spells
Some wyrms cast spells as a black mage of equal level to their HD. Their spells are drawn from the black mage spell list. The saving throws for wyrm spells are 10 + spell level + wyrm's Intelligence modifier.

Damage Reduction (Ex)
A wyrm ignores the first 15 points of damage dealt by nonmagical weapons.

Keen Senses (Ex)
A wyrm sees and hears four times as well as a hume.

Breath Weapon (Su)
A 60 foot cone of energy. Deals 3d6 damage per 4 wyrm HD (Reflex save for half damage). The save DC is Constitution-based. A wyrm can use its breath weapon once every 1d3+1 rounds. A wyrm's breath weapon is the same element as it is and deals the same kind of damage.

Tail Sweep (Ex)
A wyrm of at least Gargantuan size may sweep its tail as a standard action. The sweep affects a half-circle with a radius of 30 ft. extending from an intersection on the edge of the wyrm’s space in any direction. Creatures within the swept area are affected if they are four or more size categories smaller than the wyrm. The sweep does tail slap damage adding 1.5x the wyrm's strength modifier to the damage roll instead of 1x(Reflex save for half damage). The save DC is Strength-based.

Flail Spike (Ex)
Whenever a wyrm uses its tail sweep attack, all creatures flanking the wyrm take an additional 4d8 bludgeoning damage.

Crush (Ex)
This special attack allows a flying or jumping wyrm of at least Huge size to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the wyrm(though it can attempt normal overrun or grapple attacks against larger opponents).

A crush attack affects as many creatures as can fit under the wyrm's body. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon’s breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the wyrm chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don’t escape. A crush attack deals damage equal to a dragon's bite attack using 1.5x the dragon's Strength modifier instead of 1x for damage; though a crush attack only deals bludgeoning damage and is not considered a bite attack.

Frightful Presence (ex)
A wyrm can unsettle foes with its mere presence. The ability takes effect automatically whenever the wyrm attacks, charges, or flies overhead. Creatures within a radius of 60 ft. are subject to the effect if they have fewer HD than the wyrm. A potentially affected creature that succeeds on a Will save (DC 10 + .5dragon’s HD + wyrm's Cha modifier) remains immune to that wyrm's frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. All dragon-type creatures ignore the frightful presence of other wyrms.

Elementals
Elementals appear to be floating spheres surrounding by glowing elemental energy. Elementals come in eight varities, corresponding to the eight elements. Elementals absorb damage of the same element, resist damage of the element they are strong against, and are weak to damage of the element they are weak against. For example, an air elemental absorbs wind damage, is resistant to earth damage, and is weak against ice damage. The exception to this rule is dark and light elementals, which are not resistant to either form of damage. Instead, light elementals simply absorb light damage and are weak to dark damage, while dark elementals are weak to light damage and absorb dark damage. The eight types of elementals are: air elemental, earth elemental, water elemental, ice elemental, thunder elemental, fire elemental, light elemental, and dark elemental.

Elementals can appear in any environment that suits their element(air elementals appear in windy mountaintops, for example, while water elementals are common at sea or shoreside). They typically only appear when the weather conditions are right. Like arcana, elementals can sense magic. Elementals do not seem to care about the affairs of mortals for the most part, but if attacked or if one casts a spell within range of their magicsense, they attack the offender with great ferocity. Why elementals despise magic so much is unknown.

Elemental
Size/Type: Medium Elemental
HD: 5d8+36 (30 hp)
Speed: 0 ft. (0 squares), fly 30 ft. (perfect)
Initiative: +4
Armor Class: 16; touch 14; flat-footed 12
(+4 Dex, +2 natural armor)
Base Attack Bonus: +3; Grapple: -
Attack: Slam +7 melee (1d4+5 elemental)
Full-Attack: Slam +7 melee (1d4+5 elemental)
Space: 5 ft.; Reach: 5 ft.
Special Attacks: Elemental attack, spells
Special Qualities: Blindsense 120 ft., immunities, magicsense 120 ft.
Monster skills: -
Saves: Fort +7 Ref +8 Will +8
Abilities: Str 12, Dex 18, Con 17, Int 19, Wis 19, Cha 10
Skills: Spellcraft +12, Spot +12, Listen +12, Search +12
Feats: Weapon Finesse, Spell Focus (elemental)
Environment: Varies
Organization: Solitary
Challenge Rating: 5
Treasure: Crystal clusters
Alignment: ? (Assumed to be neutral)
Advancement: by HD
Level Adjustment: -
Element: Varies
Strong Against: Varies
Weak Against: Varies

http://img.photobucket.com/albums/v287/Magil/Vanadiel/Profiles/Elemental.jpg

When destroyed, elementals become crystal clusters of their corresponding element. These elemental crystals are highly valued by craftsmen, scholars, and scientists. The amount of clusters created depends on the elemental's HD, as it may drop up to one-third of its HD(rounded down) in clusters.

Elemental Attack (su)
An elemental's slam attack deals damage of the elemental corresponding to the elemental. An elemental does not add its Strength bonus to the damage roll, instead, it deals an additional 1 point of elemental damage per elemental HD.

Immunities (Ex)
An elemental cannot be grappled, tripped, or pinned. It is also immune to other effects based on its elemental traits (see Types and Subtypes in the SRD).

Spells
An elemental casts spells as a black mage of equal level. Their spells are drawn from both the white and black magic spell lists, but they can only cast spells of the same element as themselves. The saving throw for black magic spells cast by elementals is 10 + spell level + elemental's Intelligence modifier, while the saving throw for white magic spells cast by elementals is 10 + spell level + elemental's Wisdom modifier.

Outsiders
Ahriman and demons come from another plane, and were summoned to fight for the beastmen by the Shadow Lord. They served him personally in the frozen reaches of the northlands.

Ahriman
Size/Type: Medium Outsider (Native, Evil)
HD: 8d8+24 (60 hp)
Speed: 10 ft. (2 squares), fly 30 ft. (good)
Initiative: +5
Armor Class: 20; touch 15; flat-footed 15
(+5 Dex, +5 natural armor)
Base Attack Bonus: +8; Grapple: +10
Attack: Bite +13 melee (2d6+3)
Full-Attack: Bite +13 melee (2d6+3), 2 claw +8 (1d6+1), 2 wing +8 (1d4+1)
Space: 5 ft.; Reach: 5 ft.
Special Attacks: Doom gaze, petrifying gaze, spells
Special Qualities: Darkvision 60 ft., keen senses, spell resistance 16
Monster skills: Eyes on Me
Saves: Fort +9 Ref +11 Will +9
Abilities: Str 14, Dex 20, Con 16, Int 22, Wis 17, Cha 15
Skills: Spot +14, Listen +14, Knowledge(Arcana) +17, Knowledge (Religion) +17, Knowledge (The Planes) +17, Spellcraft +17, Hide +16, Move Silently +16, Tumble +16, Search +17, Concentration +14, Heal +14, Intimidate +13, Diplomacy +13, Bluff +13
Feats: Weapon Finesse, Spell Focus (enfeebling), Spell Focus (elemental)
Environment: Cold enviornments
Organization: Solitary
Challenge Rating: 9
Treasure: Standard
Alignment: Always evil, usually lawful
Advancement: by HD
Level Adjustment: -
Element: Dark
Strong Against: -
Weak Against: -

http://img.photobucket.com/albums/v287/Magil/Vanadiel/Profiles/Ahriman.jpg

Ahrimans are highly intelligent beings that were once in direct service to the Shadow Lord. They are few in number, and the vast majority of the population is isolated in Xarcabard and the surrounding area.

Doom gaze (Su)
Creatures with total HD divisible by 4 are doomed. Cursed for 1 minute, victim makes a Fortitude save at the end of the curse or is instantly killed. The save DC is Charisma-based.

Keen senses (Ex)
An ahriman sees and hears twice as well as a hume.

Petrifying gaze (Su)
Creatures with total HD divisible by 5 are turned to stone permanently, range 30 feet; Fortitude save negates. The save DC is Charisma-based.

Spells
Ahriman cast spells as a black mage of equal level to their HD.

Demon
Kindred Soldier (Warrior)
Size/Type: Medium Outsider (Native, Evil)
HD: 10d10 (115 hp)
Speed: 30 ft. (6 squares), fly 10 ft. (clumsy)
Initiative: +4
Armor Class: 25; touch 15; flat-footed 20
(+3 Dex, +10 mythril full plate [+2], +2 natural armor)
Base Attack Bonus: +10; Grapple: +16
Attack: +3 Scythe +21 melee (2d4+14) or claw +16 (1d4+6) or +1 composite longbow +15 100' [+2 str bonus] (1d8+3)
Full-Attack: +3 Scythe +21 melee (2d4+14) or 2 claws +16 (1d4+6) or +1 composite longbow +15 110' [+2 str bonus] (1d8+3)
Space: 5 ft.; Reach: 5 ft.
Special Attacks: Provoke, berserk, defender, double attack, warcry, mettle
Special Qualities: Darkvision 60 ft., keen senses
Monster skills: Hecatomb Wave
Saves: Fort +12 Ref +9 Will +10
Abilities: Str 22, Dex 19, Con 21, Int 16, Wis 20, Cha 22
Skills: Spot +11.5, Listen +11.5, Knowledge (The Planes) +9.5, Climb +17, Jump +17, Concentration +15, Intimidate +18
Feats: Power Attack, Weapon Focus (scythe) (B), Improved Toughness, Weapon Specialization (scythe), Lightning Reflexes, Combat Expertise (B), Weapon Mastery (scythe) (B), Iron Will, Improved Trip (B)
Environment: Any
Organization: Solitary, party (2-6)
Challenge Rating: 10
Treasure: Standard
Alignment: Always evil, usually lawful
Advancement: by HD
Level Adjustment: -
Element: Dark
Strong Against: -
Weak Against: Light

Kindred Sorcerer (Black Mage)
Size/Type: Medium Outsider (Native, Evil)
HD: 10d4 (55 hp)
Speed: 30 ft. (6 squares), fly 10 ft. (clumsy)
Initiative: +5
Armor Class: 17; touch 15; flat-footed 12
(+5 Dex, +2 natural armor)
Base Attack Bonus: +5; Grapple: +7
Attack: +1 Dagger +7 melee (1d4+2) or claw +7 (1d4+2) or +2 light crossbow +10 80' (1d8+2)
Full-Attack: +1 Dagger +7 melee (1d4+2) or 2 claws +7 (1d4+2) or +2 light crossbow +10 80' (1d8+2)
Space: 5 ft.; Reach: 5 ft.
Special Attacks: Spells
Special Qualities: Darkvision 60 ft., keen senses, magic attack bonus +2
Monster skills: Hecatomb Wave
Saves: Fort +6 Ref +8 Will +11
Abilities: Str 14, Dex 20, Con 17, Int 24, Wis 19, Cha 23
Skills: Spot +10, Listen +10, Knowledge (arcana) +20, Knowledge (nature) +20, Knowledge (religion) +20, Knowledge (the planes) +20, Spellcraft +20, Concentration +16, Diplomacy +12
Feats: Scribe Scroll (B), Spell Focus (enfeebling), Spell Focus (elemental), Spell Mastery (Warp)
Environment: Any
Organization: Solitary, party (2-6)
Challenge Rating: 10
Treasure: Standard
Alignment: Always evil, usually lawful
Advancement: by HD
Level Adjustment: -
Element: Dark
Strong Against: -
Weak Against: Light

http://img.photobucket.com/albums/v287/Magil/Vanadiel/Profiles/Demon.jpg

The so-called 'demons' of Vana'diel are a race of outsiders known as the kindred. They were said to be native to Vana'diel, but left the plane for some time until called back into service by their master, the Shadow Lord. Their unusual strength surprised the enlightened races of Vana'diel, and the battles in the northlands were made many times tougher because of the kindred's army. All demons were said to have disappeared when the Shadow Lord was killed. Grand Duke Batym is the highest-ranking demon to have survived the Crystal War, but he is an aged dark knight who did not participate in the battle.

Keen senses (Ex)
Demons see and hear three times as well as humes.

Nu
2007-09-17, 12:12 AM
Songs

Songs and bardic music
Songs are nothing more than pleasing(most of the time) bits of sound to most musicians, but bards can use their supernatural ability "bardic music" to give their songs supernatural effects. Songs are very similar to spells. A detailed explanation of songs is given in the bard section.

When a song refers to a Charisma bonus, treat a negative modifier as 0.

A song may be performed via a perform(sing) check, a perform(wind instrument) check, or a perform(string instrument) check. If using perform(sing), only a verbal component is necessary to perform the song. When performing a song with a wind or string instrument, the song may receive bonuses based on the type of instrument(see the Bard section), and a somatic component is included in the performance.

Metamagic feats do not apply to songs.

Note that allies continue to be affected by songs even if they move out of the area of effect, once the songs are performed.

Song List

Level 1

Sword Madrigal
Element: Light
School: Song
Duration: (1 + performing bard's Charisma bonus) rounds
Components: V (S)
Casting Time: One standard action
Area: 30' spread centered on bard
Range: Personal
Save: Will negates (harmless)
Effect: Allies within the area of effect get a +2 morale bonus to attack rolls.

Knight's Minne
Element: Earth
School: Song
Duration: (1 + performing bard's Charisma bonus) rounds
Components: V (S)
Casting Time: One standard action
Area: 30' spread centered on bard
Range: Personal
Save: Will negates (harmless)
Effect: Allies within the area of effect get damage reduction 1/-. Once the song has prevented a total of 5 points of damage per bard level of the performing bard(max 50), it is discharged.

Army's Paeon
Element: Light
School: Song
Duration: (1 + performing bard's Charisma bonus) rounds
Components: V (S)
Casting Time: One standard action
Area: 30' spread centered on bard
Range: Personal
Save: Will negates (harmless)
Effect: Allies within the area of effect gain Fast Healing 1 + 1 per 3 bard levels.

Foe Requiem
Element: Dark
School: Song
Duration: Concentration + 1 round
Components: V (S)
Casting Time: One standard action
Target: One creature
Range: 60 ft.
Save: Will negates; see text
Effect: Each round you concentrate and for one additional round, the subject takes 1 + 1 per 3 bard levels points of dark damage on a failed Will save.

Herb Pastoral
Element: Water
School: Song
Duration: (1 + performing bard's Charisma bonus) rounds
Components: V (S)
Casting Time: One standard action
Area: 30' spread centered on bard
Range: Personal
Save: Will negates (harmless)
Effect: Allies within the area of effect gain a +2 morale bonus to saving throws against poisons.

Light Threnody
Element: Dark
School: Song
Duration: (1 + performing bard's Charisma bonus) rounds
Components: V (S)
Casting Time: One standard action
Target: One creature
Range: 60 ft.
Save: Will negates
Effect: The subject is considered vulnerable to light.

Dark Threnody
Element: Light
School: Song
Duration: (1 + performing bard's Charisma bonus) rounds
Components: V (S)
Casting Time: One standard action
Target: One creature
Range: 60 ft.
Save: Will negates
Effect: The subject is considered vulnerable to dark.

Level 2

Valor Minuet
Element: Fire
School: Song
Duration: (1 + performing bard's Charisma bonus) rounds
Components: V (S)
Casting Time: One standard action
Area: 30' spread centered on bard
Range: Personal
Save: Will negates (harmless)
Effect: Allies within the area of effect get a +2 morale bonus to damage rolls.

Sheepfoe Mambo
Element: Wind
School: Song
Duration: (1 + performing bard's Charisma bonus) rounds
Components: V (S)
Casting Time: One standard action
Area: 30' spread centered on bard
Range: Personal
Save: Will negates (harmless)
Effect: Allies within the area of effect get a +2 dodge bonus to armor class. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.

Earth Threnody
Element: Wind
School: Song
Duration: (1 + performing bard's Charisma bonus) rounds
Components: V (S)
Casting Time: One standard action
Target: One creature
Range: 60 ft.
Save: Will negates
Effect: The subject is considered vulnerable to earth.

Water Threnody
Element: Thunder
School: Song
Duration: (1 + performing bard's Charisma bonus) rounds
Components: V (S)
Casting Time: One standard action
Target: One creature
Range: 60 ft.
Save: Will negates
Effect: The subject is considered vulnerable to water.

Wind Threnody
Element: Ice
School: Song
Duration: (1 + performing bard's Charisma bonus) rounds
Components: V (S)
Casting Time: One standard action
Target: One creature
Range: 60 ft.
Save: Will negates
Effect: The subject is considered vulnerable to wind.

Foe Requiem II
Element: Dark
School: Song
Duration: Concentration + 1 round
Components: V (S)
Casting Time: One standard action
Target: One creature
Range: 60 ft.
Save: Will negates; see text
Effect: Each round you concentrate and for one additional round, the subject takes 2 + 1 per two bard levels points of dark damage on a failed Will save.

Scop's Operetta
Element: Wind
School: Song
Duration: (1 + performing bard's Charisma bonus) rounds
Components: V (S)
Casting Time: One standard action
Area: 30' spread centered on bard
Range: Personal
Save: Will negates (harmless)
Effect: Allies within the area of effect gain a +2 morale bonus to saving throws against silence and deafness effects

Enchanting Etude
Element: Light
School: Song
Duration: (1 + performing bard's Charisma bonus) rounds
Components: V (S)
Casting Time: One standard action
Area: 30' spread centered on bard
Range: Personal
Save: Will negates (harmless)
Effect: Allies within the area of effect get a +2 bonus to Charisma.

Spirited Etude
Element: Water
School: Song
Duration: (1 + performing bard's Charisma bonus) rounds
Components: V (S)
Casting Time: One standard action
Area: 30' spread centered on bard
Range: Personal
Save: Will negates (harmless)
Effect: Allies within the area of effect get a +2 bonus to Wisdom.

Vivacious Etude
Element: Earth
School: Song
Duration: (1 + performing bard's Charisma bonus) rounds
Components: V (S)
Casting Time: One standard action
Area: 30' spread centered on bard
Range: Personal
Save: Will negates (harmless)
Effect: Allies within the area of effect get a +2 bonus to Constitution.
.
Foe Lullaby
Element: Light
School: Song
Duration: (1 + performing bard's Charisma bonus) rounds
Components: V (S)
Casting Time: One standard action
Target: One creature
Range: 60 ft.
Save: Will negates
Effect: The subject is put to sleep if it has 6 or less HD.

Level 3

Knight's Minne II
Element: Earth
School: Song
Duration: (1 + performing bard's Charisma bonus) rounds
Components: V (S)
Casting Time: One standard action
Area: 30' spread centered on bard
Range: Personal
Save: Will negates (harmless)
Effect: Allies within the area of effect get damage reduction 2/-. Once the song has prevented a total of 5 points of damage per bard level of the performing bard(max 75), it is discharged.

Army's Paeon II
Element: Light
School: Song
Duration: (1 + performing bard's Charisma bonus) rounds
Components: V (S)
Casting Time: One standard action
Area: 30' spread centered on bard
Range: Personal
Save: Will negates (harmless)
Effect: Allies within the area of effect gain Fast Healing 3 + 1 per 2 bard levels.

Fire Threnody
Element: Water
School: Song
Duration: (1 + performing bard's Charisma bonus) rounds
Components: V (S)
Casting Time: One standard action
Target: One creature
Range: 60 ft.
Save: Will negates
Effect: The subject is considered vulnerable to fire.

Ice Threnody
Element: Fire
School: Song
Duration: (1 + performing bard's Charisma bonus) rounds
Components: V (S)
Casting Time: One standard action
Target: One creature
Range: 60 ft.
Save: Will negates
Effect: The subject is considered vulnerable to ice.

Thunder Threnody
Element: Earth
School: Song
Duration: (1 + performing bard's Charisma bonus) rounds
Components: V (S)
Casting Time: One standard action
Target: One creature
Range: 60 ft.
Save: Will negates
Effect: The subject is considered vulnerable to thunder.

Foe Requiem III
Element: Dark
School: Song
Duration: Concentration + 1 round
Components: V (S)
Casting Time: One standard action
Target: One creature
Range: 60 ft.
Save: Will negates; see text
Effect: Each round you concentrate and for one additional round, the subject takes 3 + 1 per bard level points of dark damage on a failed Will save.

Learned Etude
Element: Light
School: Song
Duration: (1 + performing bard's Charisma bonus) rounds
Components: V (S)
Casting Time: One standard action
Area: 30' spread centered on bard
Range: Personal
Save: Will negates (harmless)
Effect: Allies within the area of effect get a +2 bonus to Intelligence.

Sinewy Etude
Element: Fire
School: Song
Duration: (1 + performing bard's Charisma bonus) rounds
Components: V (S)
Casting Time: One standard action
Area: 30' spread centered on bard
Range: Personal
Save: Will negates (harmless)
Effect: Allies within the area of effect get a +2 bonus to Strength.

Quick Etude
Element: Thunder
School: Song
Duration: (1 + performing bard's Charisma bonus) rounds
Components: V (S)
Casting Time: One standard action
Area: 30' spread centered on bard
Range: Personal
Save: Will negates (harmless)
Effect: Allies within the area of effect get a +2 bonus to Dexterity.

Fowl Aubade
Element: Light
School: Song
Duration: (1 + performing bard's Charisma bonus) rounds
Components: V (S)
Casting Time: One standard action
Area: 30' spread centered on bard
Range: Personal
Save: Will negates (harmless)
Effect: Allies within the area of effect gain a +2 morale bonus to saving throws against sleep effects.

Level 4

Valor Minuet II
Element: Fire
School: Song
Duration: (1 + performing bard's Charisma bonus) rounds
Components: V (S)
Casting Time: One standard action
Area: 30' spread centered on bard
Range: Personal
Save: Will negates (harmless)
Effect: Allies within the area of effect get a +4 morale bonus to damage rolls.

Blade Madrigal
Element: Light
School: Song
Duration: (1 + performing bard's Charisma bonus) rounds
Components: V (S)
Casting Time: One standard action
Area: 30' spread centered on bard
Range: Personal
Save: Will negates (harmless)
Effect: Allies within the area of effect get a +4 morale bonus to attack rolls.

Magic Finale
Element: Dark
School: Song
Duration: Instantaneous
Components: V (S)
Casting Time: One standard action
Target: One creature
Range: 60 ft.
Save: None
Effect: Dispels all magical effect on the target. To successfully dispel an effect, you must make a dispel check (1d20 + 2 x your bard level + your Charisma modifier) with a DC of 10 + the HD of the creature that granted the magical effect. Make separate checks for each magical effect on the target. Finale has no effect on magical items.

Hunter's Prelude
Element: Light
School: Song
Duration: (1 + performing bard's Charisma bonus) rounds
Components: V (S)
Casting Time: One standard action
Target: One creature
Area: 30' spread centered on target
Range: 60 ft.
Save: Will negates (harmless)
Effect: Allies within the area of effect get a +6 morale bonus to ranged weapon attack rolls.

Mage's Ballad
Element: Light
School: Song
Duration: (1 + performing bard's Charisma bonus) rounds
Components: V (S)
Casting Time: One standard action
Area: 30' spread centered on bard
Range: Personal
Save: Will negates (harmless)
Effect: Allies within the area of effect expend 1 less MP whenever they cast spells. This cannot reduce the MP cost of spells below 1.

Light Carol
Element: Light
School: Song
Duration: (1 + performing bard's Charisma bonus) rounds
Components: V (S)
Casting Time: One standard action
Area: 30' spread centered on bard
Range: Personal
Save: Will negates (harmless)
Effect: Allies within the area of effect gain a +2 morale bonus to saving throws against light elemental attacks.

Dark Carol
Element: Dark
School: Song
Duration: (1 + performing bard's Charisma bonus) rounds
Components: V (S)
Casting Time: One standard action
Area: 30' spread centered on bard
Range: Personal
Save: Will negates (harmless)
Effect: Allies within the area of effect gain a +2 morale bonus to saving throws against dark elemental attacks.

Battlefield Elegy
Element: Light
School: Song
Duration: (1 + performing bard's Charisma bonus) rounds
Components: V (S)
Casting Time: One standard action
Target: One creature
Range: 60 ft.
Save: Will negates
Effect: The subject moves at half its normal speed (round down to the next 5-foot increment), which affects the creature’s jumping distance as normal for decreased speed. It also suffers a -1 penalty to attack rolls, AC, and Reflex saves. This is a slow effect, and multiple slow effects do not stack. Slow effects counter and dispel haste effects.

Shining Fantasia
Element: Dark
School: Song
Duration: (1 + performing bard's Charisma bonus) rounds
Components: V (S)
Casting Time: One standard action
Area: 30' spread centered on bard
Range: Personal
Save: Will negates (harmless)
Effect: Allies within the area of effect gain a +2 morale bonus to saving throws against blindness and deafness effects.

Advancing March
Element: Light
School: Song
Duration: (1 + performing bard's Charisma bonus) rounds
Components: V (S)
Casting Time: One standard action
Area: 30' spread centered on bard
Range: Personal
Save: Will negates (harmless)
Effect: Allies within the area of effect gain an additional attack with any weapon they are holding when using the full attack action(at their full attack bonus). They also gain a +1 bonus to attack rolls and a +1 dodge bonus to armor class and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. This is a haste effect, and multiple haste effects do no stack. Haste effects counter and dispel slow effects.

Level 5

Knight's Minne III
Element: Earth
School: Song
Duration: (1 + performing bard's Charisma bonus) rounds
Components: V (S)
Casting Time: One standard action
Area: 30' spread centered on bard
Range: Personal
Save: Will negates (harmless)
Effect: Allies within the area of effect get damage reduction 3/-. Once the song has prevented a total of 10 points of damage per bard level of the performing bard(max 100), it is discharged.

Army's Paeon III
Element: Light
School: Song
Duration: (1 + performing bard's Charisma bonus) rounds
Components: V (S)
Casting Time: One standard action
Area: 30' spread centered on bard
Range: Personal
Save: Will negates (harmless)
Effect: Allies within the area of effect gain Fast Healing 5 + 1 per bard level.

Earth Carol
Element: Earth
School: Song
Duration: (1 + performing bard's Charisma bonus) rounds
Components: V (S)
Casting Time: One standard action
Area: 30' spread centered on bard
Range: Personal
Save: Will negates (harmless)
Effect: Allies within the area of effect gain a +2 morale bonus to saving throws against earth elemental attacks.

Thunder Carol
Element: Dark
School: Song
Duration: (1 + performing bard's Charisma bonus) rounds
Components: V (S)
Casting Time: One standard action
Area: 30' spread centered on bard
Range: Personal
Save: Will negates (harmless)
Effect: Allies within the area of effect gain a +2 morale bonus to saving throws against thunder elemental attacks.

Giantfoe Mambo
Element: Wind
School: Song
Duration: (1 + performing bard's Charisma bonus) rounds
Components: V (S)
Casting Time: One standard action
Area: 30' spread centered on bard
Range: Personal
Save: Will negates (harmless)
Effect: Allies within the area of effect get a +4 dodge bonus to armor class. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.

Goblin Gavotte
Element: Light
School: Song
Duration: (1 + performing bard's Charisma bonus) rounds
Components: V (S)
Casting Time: One standard action
Area: 30' spread centered on bard
Range: Personal
Save: Will negates (harmless)
Effect: Allies within the area of effect gain a +2 morale bonus to saving throws against slow and bind effects.

Foe Requiem IV
Element: Dark
School: Song
Duration: Concentration + 1 round
Components: V (S)
Casting Time: One standard action
Target: One creature
Range: 60 ft.
Save: Will negates; see text
Effect: Each round you concentrate and for one additional round, the subject takes 5 + 2 per bard level points of dark damage on a failed Will save.

Raptor Mazurka
Element: Wind
School: Song
Duration: (1 + performing bard's Charisma bonus) minutes
Components: V (S)
Casting Time: One standard action
Area: 30' spread centered on bard
Range: Personal
Save: Will negates (harmless)
Effect: Allies within the area of effect gain an additional speed. All of the affected creatures' modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject’s normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature’s jumping distance as normal for increased speed. This is a haste effect, and multiple haste effects do no stack. Haste effects counter and dispel slow effects.

Horde Lullaby
Element: Light
School: Song
Duration: (1 + performing bard's Charisma bonus) rounds
Components: V (S)
Casting Time: One standard action
Target: One creature
Area: 50' spread centered on target
Range: 60 ft.
Save: Will negates
Effect: Subjects of the bard's choice within the spread are put to sleep. Affects up to 12 HD worth of creatures.

Level 6

Valor Minuet III
Element: Fire
School: Song
Duration: (1 + performing bard's Charisma bonus) rounds
Components: V (S)
Casting Time: One standard action
Area: 30' spread centered on bard
Range: Personal
Save: Will negates (harmless)
Effect: Allies within the area of effect get a +6 morale bonus to damage rolls.

Chocobo Hum
Element: Light
School: Song
Duration: (1 + performing bard's Charisma bonus) rounds
Components: V (S)
Casting Time: One standard action
Area: 30' spread centered on bard
Range: Personal
Save: Will negates (harmless)
Effect: Allies within the area of effect gain a +2 morale bonus to saving throws against paralysis effects.

Foe Requiem V
Element: Dark
School: Song
Duration: Concentration + 1 round
Components: V (S)
Casting Time: One standard action
Target: One creature
Range: 60 ft.
Save: Will negates; see text
Effect: Each round you concentrate and for one additional round, the subject takes 2d6 + 1 per bard level points of dark damage on a failed Will save.

Mage's Ballad II
Element: Light
School: Song
Duration: (1 + performing bard's Charisma bonus) rounds
Components: V (S)
Casting Time: One standard action
Area: 30' spread centered on bard
Range: Personal
Save: Will negates (harmless)
Effect: Allies within the area of effect expend 3 less MP whenever they cast spells. This cannot reduce the MP cost of spells below 1.

Water Carol
Element: Water
School: Song
Duration: (1 + performing bard's Charisma bonus) rounds
Components: V (S)
Casting Time: One standard action
Area: 30' spread centered on bard
Range: Personal
Save: Will negates (harmless)
Effect: Allies within the area of effect gain a +2 morale bonus to saving throws against water elemental attacks.

Fire Carol
Element: Fire
School: Song
Duration: (1 + performing bard's Charisma bonus) rounds
Components: V (S)
Casting Time: One standard action
Area: 30' spread centered on bard
Range: Personal
Save: Will negates (harmless)
Effect: Allies within the area of effect gain a +2 morale bonus to saving throws against fire elemental attacks.

Carnage Elegy
Element: Light
School: Song
Duration: (1 + performing bard's Charisma bonus) rounds
Components: V (S)
Casting Time: One standard action
Target: One creature
Range: 60 ft.
Save: Will negates
Effect: The subject moves at half its normal speed (round down to the next 5-foot increment), which affects the creature’s jumping distance as normal for decreased speed. It also suffers a -2 penalty to attack rolls, AC, and Reflex saves. The subject can take only a single move action or standard action each turn, but not both (nor may it take full-round actions). This is a slow effect, and multiple slow effects do not stack. Slow effects counter and dispel haste effects.

Bewitching Etude
Element: Light
School: Song
Duration: (1 + performing bard's Charisma bonus) rounds
Components: V (S)
Casting Time: One standard action
Target: One creature
Range: 60 ft.
Save: Will negates (harmless)
Effect: The subject gets a +4 bonus to Charisma.

Vital Etude
Element: Light
School: Song
Duration: (1 + performing bard's Charisma bonus) rounds
Components: V (S)
Casting Time: One standard action
Target: One creature
Range: 60 ft.
Save: Will negates (harmless)
Effect: The subject gets a +4 bonus to Constitution.

Victory March
Element: Light
School: Song
Duration: (1 + performing bard's Charisma bonus) rounds
Components: V (S)
Casting Time: One standard action
Area: 30' spread centered on bard
Range: Personal
Save: Will negates (harmless)
Effect: Allies within the area of effect gain an additional attack with any weapon they are holding when using any attack action(at their full attack bonus; this includes partial attacks). They also gain a +2 bonus to attack rolls and a +2 dodge bonus to armor class and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. This is a haste effect, and multiple haste effects do no stack. Haste effects counter and dispel slow effects.

Level 7

Keen Madrigal
Element: Light
School: Song
Duration: (1 + performing bard's Charisma bonus) rounds
Components: V (S)
Casting Time: One standard action
Area: 30' spread centered on bard
Range: Personal
Save: Will negates (harmless)
Effect: Allies within the area of effect get a +6 morale bonus to attack rolls.

Foe Requiem VI
Element: Dark
School: Song
Duration: Concentration + 1 round
Components: V (S)
Casting Time: One standard action
Target: One creature
Range: 60 ft.
Save: Will negates; see text
Effect: Each round you concentrate and for one additional round, the subject takes 3d8 + 1 per bard level points of dark damage on a failed Will save.

Knight's Minne IV
Element: Earth
School: Song
Duration: (1 + performing bard's Charisma bonus) rounds
Components: V (S)
Casting Time: One standard action
Area: 30' spread centered on bard
Range: Personal
Save: Will negates (harmless)
Effect: Allies within the area of effect get damage reduction 4/-. Once the song has prevented a total of 10 points of damage per bard level of the performing bard(max 125), it is discharged.

Army's Paeon IV
Element: Light
School: Song
Duration: (1 + performing bard's Charisma bonus) rounds
Components: V (S)
Casting Time: One standard action
Area: 30' spread centered on bard
Range: Personal
Save: Will negates (harmless)
Effect: Allies within the area of effect gain Fast Healing 7 + 2 per bard level.

Wind Carol
Element: Wind
School: Song
Duration: (1 + performing bard's Charisma bonus) rounds
Components: V (S)
Casting Time: One standard action
Area: 30' spread centered on bard
Range: Personal
Save: Will negates (harmless)
Effect: Allies within the area of effect gain a +2 morale bonus to saving throws against wind elemental attacks.

Ice Carol
Element: Ice
School: Song
Duration: (1 + performing bard's Charisma bonus) rounds
Components: V (S)
Casting Time: One standard action
Area: 30' spread centered on bard
Range: Personal
Save: Will negates (harmless)
Effect: Allies within the area of effect gain a +2 morale bonus to saving throws against ice elemental attacks.

Uncanny Etude
Element: Light
School: Song
Duration: (1 + performing bard's Charisma bonus) rounds
Components: V (S)
Casting Time: One standard action
Target: One creature
Range: 60 ft.
Save: Will negates (harmless)
Effect: The subject gets a +4 bonus to Dexterity.

Sage Etude
Element: Light
School: Song
Duration: (1 + performing bard's Charisma bonus) rounds
Components: V (S)
Casting Time: One standard action
Target: One creature
Range: 60 ft.
Save: Will negates (harmless)
Effect: The subject gets a +4 bonus to Wisdom.

Gold Capriccio
Element: Light
School: Song
Duration: (1 + performing bard's Charisma bonus) rounds
Components: V (S)
Casting Time: One standard action
Area: 30' spread centered on bard
Range: Personal
Save: Will negates (harmless)
Effect: Allies within the area of effect gain a +2 morale bonus to saving throws against petrification effects.

Dragonfoe Mambo
Element: Wind
School: Song
Duration: (1 + performing bard's Charisma bonus) rounds
Components: V (S)
Casting Time: One standard action
Area: 30' spread centered on bard
Range: Personal
Save: Will negates (harmless)
Effect: Allies within the area of effect get a +6 dodge bonus to armor class. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.

Level 8

Valor Minuet IV
Element: Fire
School: Song
Duration: (1 + performing bard's Charisma bonus) rounds
Components: V (S)
Casting Time: One standard action
Area: 30' spread centered on bard
Range: Personal
Save: Will negates (harmless)
Effect: Allies within the area of effect get a +8 morale bonus to damage rolls.

Chocobo Mazurka
Element: Wind
School: Song
Duration: (1 + performing bard's Charisma bonus) minutes
Components: V (S)
Casting Time: One standard action
Area: 30' spread centered on bard
Range: Personal
Save: Will negates (harmless)
Effect: Allies within the area of effect gain an additional speed. All of the affected creatures' modes of movement (including land movement, burrow, climb, fly, and swim) increase by 60 feet, to a maximum of twice the subject’s normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature’s jumping distance as normal for increased speed. This is a haste effect, and multiple haste effects do no stack. Haste effects counter and dispel slow effects.

Archer's Prelude
Element: Light
School: Song
Duration: (1 + performing bard's Charisma bonus) rounds
Components: V (S)
Casting Time: One standard action
Target: One creature
Save: Will negates (harmless)
Effect: The subject gets a +8 morale bonus to ranged weapon attack rolls.

Herculean Etude
Element: Light
School: Song
Duration: (1 + performing bard's Charisma bonus) rounds
Components: V (S)
Casting Time: One standard action
Target: One creature
Range: 60 ft.
Save: Will negates (harmless)
Effect: The subject gets a +4 bonus to Strength.

Logical Etude
Element: Light
School: Song
Duration: (1 + performing bard's Charisma bonus) rounds
Components: V (S)
Casting Time: One standard action
Target: One creature
Range: 60 ft.
Save: Will negates (harmless)
Effect: The subject gets a +4 bonus to Intelligence.

Warding Round
Element: Light
School: Song
Duration: (1 + performing bard's Charisma bonus) rounds
Components: V (S)
Casting Time: One standard action
Area: 30' spread centered on bard
Range: Personal
Save: Will negates (harmless)
Effect: Allies within the area of effect gain a +2 morale bonus to saving throws against curses and death effects.

Goddess's Hymnus
Element: Light
School: Song
Duration: (1 + performing bard's Charisma bonus) hours
Components: V (S)
Casting Time: One standard action
Area: 30' spread centered on bard
Range: Personal
Save: Will negates (harmless)
Effect: Allies within the area of effect gain the effect of "Reraise," as the white magic spell.

Maiden's Virelai
Element: Light
School: Song
Duration: (1 + performing bard's Charisma bonus) minutes
Components: V (S)
Casting Time: One standard action
Target: One creature
Range: 60 ft.
Save: Will negates
Effect: You can control the actions of any creature through a telepathic link that you establish with the subject’s mind. If you and the subject have a common language, you can generally force the subject to perform as you desire, within the limits of its abilities. If no common language exists, you can communicate only basic commands, such as “Come here,” “Go there,” “Fight,” and “Stand still.” You know what the subject is experiencing, but you do not receive direct sensory input from it, nor can it communicate with you telepathically.

Once you have given a dominated creature a command, it continues to attempt to carry out that command to the exclusion of all other activities except those necessary for day-to-day survival (such as sleeping, eating, and so forth). Because of this limited range of activity, a Sense Motive check against DC 15 (rather than DC 25) can determine that the subject’s behavior is being influenced by an enchantment effect (see the Sense Motive skill description). Changing your instructions or giving a dominated creature a new command is the equivalent of redirecting a spell, so it is a move action.

By concentrating fully on the supernatural effect (a standard action), you can receive full sensory input as interpreted by the mind of the subject, though it still can’t communicate with you. You can’t actually see through the subject’s eyes, so it’s not as good as being there yourself, but you still get a good idea of what’s going on.

Subjects resist this control, and any subject forced to take actions against its nature receives a new saving throw with a +2 bonus. Obviously self-destructive orders are not carried out. Once control is established, the range at which it can be exercised is unlimited, as long as you and the subject are on the same plane.

vivi
2007-09-17, 08:45 PM
cool!:smallsmile:

Nu
2007-09-19, 04:16 AM
History of Vana'diel

The Legend of the Warriors of the Crystal

It all began with a stone, or so the legend says...

In the ages past, the sentient jewel, enormous and beautiful, banished the darkness.
Its many-colored light filled the world with life, and brought forth mighty gods.

Bathed in that light, the world entered an age of bliss...
Until, after a time, the gods fell into slumber.
That world is called "Vana'diel."

The legend goes on to say...

The great bane will devour the fair land of Vana'diel.
The ancient seal will be broken, awakening nightmares of ages past.
The blood of the innocents will soak the earth,
And the world will fall into darkness and despair.

But as one bright light shines through the clouds at night...
And as one song rings clear above the roar of beasts...
We hold to one hope in these darkest of times.

That they will come, with the wisdom of ages and the strength of thousands, to deliver us from our plight.
We await the awakening of the Warriors of the Crystal.

In the Beginning...
It is said that all life began with the crystal.

The oldest legends of creation say that the ancient crystal banished the darkness, gave birth to a world filled with light and life, and brought forth gods to govern the world. This world was cultivated by these gods into the land known as "Vana'diel," the celestial playground. The gods were pleased with their work, but after a long time, they fell into a deep sleep.

It is then known that the children of the gods created their own civilization. They traveled through the sky, extracted gold from stones, and gave birth to grasslands across the world.

But one day, they decided to build a pathway to the divine entrance of paradise. Enraged by such a brazen display of insolence, the holy gatekeeper destroyed their path and cast their homes to the bottom of the sea.

Shortly thereafter, the goddess Altana awakened and saw the ruin that had once been Vana'diel. Saddened, She wept five divine tears. When the five tears fell upon the earth, they gave life to the five races of Vana’diel: the humes, the elvaan, the mithra, the tarutaru, and the galka.

But the god Promathia saw this from His place in the shadows. Promathia was enraged by what he saw, and condemned Her work. He brought out each of the five races' darkest attributes; the arrogance of the elvaan, the apathy of the humes, the envy of the mithra, the cowardice of the tarutaru, and the rage of the galka. By doing so, he cursed the five races to eternal conflict with one another.

Then, He created terrible beasts and spread them accross the world, commanding them to fight the people of Vana'diel and occupy their minds. Never again would they think to open the door to the gods.

The Age of Beasts
The beastmen thrived in the ensuing era of darkness. The largest and most aggressive of the hordes, the orcs, quadav, and yagudo, swept accross the lands, conquering all in their path. The bestial orcs were the most savage of the three, and they quickly populated the dark forests of the north end of the Quon continent. In the mountainous southern Quon, the turtle-like quadav built massive mines and tunnels, plundering the riches from the land itself. On the smaller continent of Mindartia, the bird-people known as the yagudo scattered their enemies as their religious fanaticism drove them to build numerous shrines and temples accross the land.

Other beastmen existed as well. Somewhere in east-central Quon, the subterranean moblins established the city Movalpolos. Their cousins, the goblins, soon left the city and scattered to every region of the land, delighting in trade and thievery alike. The goblins lacked the unity to be considered a real threat, and the moblins kept to themselves, leaving the other beastmen to tear accross the mainland continents.

In addition, on the western island of Kuzotz, the humanoid insects called the anticans reigned supreme. The anticans created a massive underground civilization, and, content with their victories, went into hiding. The Elshimo islands to the east became populated with the fishlike sahagin and the mysterious tonberries, who fought each other as often as they fought the island's other inhabitants. Their civil war and lack of connection with the mainland prevented them from spreading too far, and in time, the other races found the power to strike back.

For the demihuman galka and mithra, blessed with bodies powerful enough to resist the advances of the beastmen, grew in number as well. They fought tooth and nail to cast the hordes from their homelands in an age of unending battle and chaos. The mighty galka relentlessly battled the nefarious creatures of Kuzotz, and drove most of their enemies away before founding a great civilization in the center of the island. However, they were unaware of the powerful anticans, who overwhelmed the galka with their superior numbers and ravaged their homeland, forcing the galka to retreat through massive tunnels to southern Quon, forever forging a deep hatred between the anticans and the galka. The galka spread throughout Quon in hopes of evading any pursuit given by the anticans, and forged what life they could for themselves in the rocky region.

The agile and wily mithra were a bit more fortunate, managing to carve out a small tribal community on the southern edge of the main Elshimo island, and defended it well against the beastmen who attempted to invade. In time, the beastmen's attacks upon the mithra's homeland all but ceased, but the mithra stood ever vigilant, ready to guard their civilization from further attack.

The small, curious tarutaru race grew weary of the never-ending conflict, and wandered the world in search of peace. After discovering the uncharted continent of Mindartia, they named the land Windurst and settled down to build a brighter future for their kin. It wasn't long before they came into conflict with the yagudo, who had claimed this land as their own.

Several decades after the tarutaru’s long journey had come to an end, a young tarutaru girl lost her way in one of the mysterious towers scattered across the outskirts of Windurst, now known as the Horutoto ruins. It was there that the secrets of magic were revealed to her, and this knowledge would spread to her entire race. She became the first Star Sibyl, the spiritual leader of the tarutaru, and under her guidance, the various tarutaru tribes worked as one to harness and understand the mysterious power that had been given to them. So began the Great Age of Magic.

The Age of Magic
Empowered by their expanding magical abilities, the tarutaru united themselves as the Federation of Windurst, and worked to drive the hordes of yagudo beastmen from their lands. The tarutaru prospered, unified by their knowledge of magic and the solidarity of a new federation. It was a glorious age for their people.

It was at this time that the mithra became incontent with their life of solitude on Elshimo. Many mithra, hearing of a great magical civilization on the continent to the north, journeyed accross the sea in hopes of finding adventure. The chiefteness was angered by this, and those who departed were condemned; and never allowed to return to their homeland. This did not seem to stop the flow of adventuring youth into the continent of Mindartia, however. Upon discovering the Federation of Windurst, the mithra were awed by the power of the tarutaru, who nevertheless welcomed the felines with open arms. The two races became great friends, with their mutual curiosity, adventurous spirit, and love of pranks eternally sealing the two as allies. The dexterous, agile mithra were integrated into the Windurst military as foot soldiers, and with their help, Windurst spread its borders even further, back into Quon. The yagudo were all but completely driven from Mindartia by the combined might of the mithra and the tarutaru. In addition, to the northeast of the capital of Windurst, the two races forged a city in the cliffs overlooking the sea, called Mhaura. The seaside view reminded the mithra that their homeland was not so far away after all, and though Mhaura remained a relatively small town, it holds a special place in the hearts of the mithra dwelling in Windurst. The future appeared bright for the two races of the federation.

But revealed secrets cannot be suppressed, and the knowledge of magic slowly spread to all the people of Vana'diel. Within a short time, other races - and even beastmen - began to employ magic techniques for themselves. The fact that even the vicious orcs and cunning yagudo now wielded the power of magic was too much for the tarutaru. Filled with regret, the race entered an era of isolation. They closed their borders to all but their longtime friends, the mithra. And so, a once-proud civilization became more and more out of touch with the rest of the world.

The Age of Power
The use of magic brought both happiness and conflict to the other races of Vana’diel. Perhaps the most satisfied were the proud elvaan, who were up until that time an inconsequential tribe that lived in the northern forests of Quon, constantly harassed by the orcs. With the power of magic in addition to their own innate cunning and strength, the elvaan were able to form a powerful order of knights to fight the orcs and established the Kingdom of San d'Oria within the dense forests of north-central Quon. Their power grew, and soon none could oppose the might of San d'Oria.

Beastmen strongholds and tarutaru villages alike fell before the power of the knights of San d'Oria. Within a short time, nearly the entire Quon continent had come under San d’Orian control.

But pride comes before the fall.

The yagudo were driven back into Mindartia by the elvaan, again sparking conflict with the nation of Windurst. However, the tarutaru were aware of the elvaan's conquest of their outlaying territories and how the beastmen were not involved, and so the Star Sibyl secretly met with the yagudo High Priest. The two determined that they were being forced back into conflict by a mutual enemy, and an uneasy alliance was formed between the yagudo and Windurst. The two powers then turned their eyes back towards San d'Oria and declared war on the elvaan civilization.

The alliance proved to be a match for San d'Oria, and their armies were forced to concentrate on the eastern edge of Quon to prevent their enemies from overrunning their lands, while still maintaining a strong defense against the orcs who constantly threatened San d'Oria herself. As a result, the southern end of Quon was unchecked, allowing a new great nation to form.

The humes, a race deemed weak and insignificant by the prideful elvaan, had been ignored for too long. They had encountered the powerful galka after the race's escape from Kuzotz, and the two had secretly worked together to build a new civilization out of the mountains in southern Quon. They called this new nation Bastok. Fortified by the growing economic and intelligence-gathering abilities of the hume race, Bastokan forces struck back at the elvaan armies, which were divided and confused. Crumbling from attacks in every direction, the elvaan were driven out of the Sauromugue region by the unified armies of the yagudo and Windurst. Every last elvaan held their ground, and every last elvaan was killed. In addition, Bastok's allied armies crushed the elite San d'Orian knights at the Second Battle of Konschtat with cutting-edge explosives technology, cementing victory for the people of Bastok. The people of Bastok were in awe of their own power, and merely held the line at Konschtat to fend off any sort of counterattack. None would come. Windurst withdrew back into isolation once it was clear the elvaan were beaten, and the yagudo seized the opportunity to resettle many of their once-lost territories in Mindartia. However, the truce between Windurst and the yagudo held--for a time.

The elvaan, for their part, were furious with Bastok. Their explosives were deemed "unchivalrous" by the haughty race, and lacking power, the kingdom fell into ruin. Two brothers were divided over control of the throne. The first was King Raigegue, who was a militaristic man who'd fought on the front lines against Bastok, and formed the Royal Knights in hope of one day striking back at the "treacherous" humes and galka. His younger brother, Prince Fellenant, was a more religious and peaceful man. He gathered his fellow clergymen and friends, forming the Temple Knights. Though secret channels, Fellenant made contact with Bastok and offered peace with the nation in exchange for assistance in dethroning his brother. At some point Reaigegue became aware of Fellanant's plan, and sent his most elite anti-Bastok knight, Vijortal Caphieux, and a detachment of royal knights to join Fellenant's party with the pretense of aiding in the negotiation--and a plan to assassinate Fellenant. In Ordelle's cave the assassination was attempted, but for unknown reasons Vijortal turned against the other royal knights and foiled the assassination. Though he saved the prince's life, Vijortal was killed in the process. Fellenant made it to Bastok and there he made the agreements to dethrone King Raigegue. However, when their combined forces took San d'Oria and he was crowned king, he suddenly had a vision of Raigegue's counter-offensive and, for whatever reason, surrendered to his brother and stepped down from the throne. Because Raigegue could not bring himself to kill his brother, he sealed him within the dungeons below San d'Oria. It wasn't long before the temple knights aided Fellenant in escape, and together they fled through the Junger Forest and established a base in the deepest woods, known as Davoi, and again waged war against Raigegue. This was the true beginning of the great civil war.

Generations of elvaan fought and killed one another until the latest leader of the temple knights, Ranperre the dragon king, led a final assault on San d'Oria's capital. With his vanguard of dragoons(also known as dragon knights) and wielding a holy sword he'd stumbled accross in the caverns of Davoi, known as Lightbringer, Ranperre struck fear into the hearts of friend and foe alike. The royal knights surrendered before the battle even began out of fear of Lightbringer. Without even spilling blood, the Lightbringer wielded by Ranperre had brought an end to generations of war between the elvaan. The new king Ranperre decided that Lightbringer was too much power for one man, and it was sent to the distant elvaan city of Tavnazia as not only a sign of trust and peace, but to be locked away beneath the city and protected by the royal family for all time. San d'Oria had come full circle, once a great empire, now a small fledgling kingdom again.

The Age of Technology
While the elvaan fought amongst themselves and the tarutaru lurked in seclusion with their mithra companions, the humes and galka prospered within the nation of Bastok. Calling itself a people's republic, it was then that the Republic of Bastok was officially born. They managed to establish trade routes with not only Windurst, but their former enemies in San d'Oria. Their booming mining economy flourished and encouraged the humes to expand to fishing, and to that end they established two more major cities: Selbina to the west, and Jeuno to the east. Selbina boomed with profit, and Jeuno, being founded upon a crossroads between the three civilized nations, held great diplomatic potential. There, for the first time, the leaders of Windurst, Bastok, and San d'Oria met under peaceful circumstances, and together they carved out official boundaries for the three great nations.

Meanwhile, the newly established Republic of Bastok continued to prosper and grow. New engineering technologies developed by a brilliant hume named Cid helped Bastok gain access to even more precious metals and minerals in the surrounding regions, and the grand capital of Bastok grew even larger. Hume tradesmen spread throughout the land and profited. However, while the humes continued to gain power in Bastok, the galka received very little. Slowly, jealousy grew in the hearts of many of the galka, festering a deep anger towards their hume 'allies.' However, this tension has yet to manifest in any meaningful manner.

As Bastok grew in power, the humes became even more adventurous, and turned their eyes northward, to the unexplored icy reaches of Quon, known as the Northlands. An expedition was assembled to see if they what lay beneath the frozen wasteland. San d'Oria and Windurst, wary of the humes' growing power, arranged for representatives from their two great nations to accompany Bastok's mythril brigadiers on the journey. The expedition set forth, however, none ever returned.

The Rise of Jeuno
Shortly after the disappearance of the Northlands expedition, the beastmen gradually became more and more aggressive. The orc attacks on the borders of San d'Oria became fiercer than ever before, and yagudo warbands began to move closer and closer to Windurst. This caused a great amount of unrest in the three great nations.

At this time, a mysterious hume man known as Kam'lanaut came to be the representative of Jeuno. With his influence, Jeuno built great bridges that spanned the two continents, connecting Quon and Mindartia for all to traverse. After doing so, Kam'lanaut presented a plan to Bastok's president to create a fourth nation: the Grand Duchy of Jeuno. Seeing this as an excuse to neglect his duties in protecting the distant city, which was not nearly as profitable as Selbina, the Bastok president agreed, and thus Kam'lanaut was crowned Archduke of Jeuno. With his brilliance, the archduke was able to amass a large personal guard to protect the city. These men were trained in never-before seen tactics and were without peer in combat, and thus Jeuno's defense was assured despite the lack of a real army. Soon afterwards, people from all corners of the world began to settle in Jeuno, and the city expanded not outwards, but upwards, as several levels were added to the mighty tower that held the city. Jeuno had risen to become the fourth great nation, and established friendly relations with all of its neighbors.

The Crystal War
However, not all was well even with Jeuno's ascendance. In the frozen Northlands, a dark being known only as the Shadow Lord came to power. No one knows who he was or where he came from, but the mention of his title strikes fear into the hearts of the people of Vana'diel to this day. Representatives from the three most powerful beastmen, the orcs, the yagudo, and the quadav, met with the Shadow Lord, and together they planned a precise, coordinated strike upon the nations of Vana'diel. Without warning, Bastok, San d'Oria, and Windurst were all simultaneously attacked by the beastmen hordes.

The quadav, who had been relatively inactive for a long time, tunneled into Bastok's mines from the north and began to attack the industrial power relentlessly. If this had been the only thing Bastok had to deal with, it likely would've won handily, but the savage anticans from Kuzotz had managed to find the massive tunnel that connected their homeland with Quon, and attacked Bastok from within. Caught in a deadly pincer, Bastok suffered great losses. Given their options, Bastok decided on a daring plan: using their powerful explosives technology, Bastok collapsed the Korroloka tunnel that connected Bastok with Kuzotz, thereby severing their connection with Zepwell island and preventing the anticans from being a major factor in the rest of the war. However, the damage had been done, and Bastok desperately struggled to fend off the continued quadav assault.

The yagudo attacked from a new northern stronghold, which cut Windurst off from reinforcements--and disallowed Windurst from sending their soldiers to aid the other nations. The other three nations knew that without the most powerful mages in the world (those that lived in Windurst), they had little hope of matching the power of the united beastmen armies. 500 of the most elite San d'Orian knights volunteered to trek through the dangerous Sauromugue Champaign, through the various beastmen forces, with hopes of tunneling to Windurst's lands and establishing a route through which the federation's forces could join the other armies in battle. It was here, at Garliage Citadel(an ancient monastery from when San d'Oria controlled these lands), that the greatest knights of the kingdom would be lost. For the orcs had learned of San d'Oria's plan, and alerted the yagudo. The knights were nearly complete with the tunnels when the bird-men attacked in massive numbers. The San d'Orian knights had no chance of victory, pinned in a small tunnel and severed from the support of their nation, and they were completely wiped out. Windurst was now completely cut off from the rest of the war.

With Windurst isolated, the beastmen wasted no time in seizing the opportunity to attack the tarutaru and mithra. A beastmen army of at least 30,000 closed in on the Windurst capital, which had less than 1000 defenders--including the nation's magical automatons, the cardians. As the beastmen pushed through the Sarutabaruta plains and smashed through Odin's gate, the tarutaru rained spells upon them and the mithra lashed out with hit-and-run attacks, but it was to no avail--there were simply too many beastmen. With all hope lost, a shining light appeared in the east. The legendary beast of the Full Moon Fountain, Fenrir, had come to save the federation, alongside the greatest hero of the tarutaru, Karaha-Baruha. Fenrir ripped through the beastmen hordes, slaughtering dozens with each attack. The beastmen were routed through this miraculous encounter, Fenrir continuing to kill the beastmen even as they retreated. And then suddenly, as quickly as they appeared, Fenrir and Karaha-Baruha disappeared once again, and Windurst stood alone quietly in the dark.

San d'Oria, having lost its best knights in an attempt to bring in the aid of the tarutaru, were hard-pressed to resist the savage attacks from the orcs upon their homelands. It seems that the great former fort of the dragon king, Davoi, had been taken by the orcs and was used as a staging point for the orcs to launch attacks against the elvaan. In the mountains near the San d'Orian capital, the orcs established a massive fort and garrison, preparing to completely overwhelm the kingdom and crush their elvaan enemies once and for all. The royal family, sensing their defeat was at hand, made one last, desperate attempt to divert the beastmen--they arranged for a royal knight carrying "secret documents" to be captured by the orcs. These documents revealed the nature of the legendary sword, Lightbringer, and its location deep beneath Tavnazia. The orcs could not resist such an object, and they sent every last availible beastman in a full attack against Tavnazia--a city betrayed by its very founders, the San d'Orian elvaan.

The massing of the beastmen alerted Bastok and Windurst, who managed to send a few reserves to help Tavnazia defend itself from attack--but it was for naught. The allied forces were completely overwhelmed by the army of more than 100,000 beastmen, accompanied by massive behemoths and orcish war machines. The citizens who attempted to escape the city soon found the tunnels beneath the city flooded with orcs, who searched for the sacred sword. However, Tavnazia was situated on a thin penninsula, and as the beastmen began to plunder the city, a massive explosion rocked the entire world. The city itself was devastated, and the landbridge that connected Tavnazia to Quon was completely destroyed. All beastmen and citizens of Tavnazia were thought to have been surely killed in the blast, and all rescue attempts were abandoned. No one knows what caused the explosion, but it was thought to have been a secret orc weapon that malfunctioned during the battle. While many consider it one of the greatest losses for the civilized nations, the damage done to the armies of the beastmen was even more severe.

With the weakening of the beastmen forces; Bastok, Windurst, San d'Oria, and Jeuno, brought their armies together under a single banner as the Allied Forces of Altana. Kam'lanaut began to devise a plan to attack Northland and put an end to the Shadow Lord once and for all. The Shadow Lord became aware of this plan, and sought more allies to fight against the forces of Altana. However, the distant sahagin and tonberries largely refused the Shadow Lord's advances, and thus the Shadow Lord was forced to merely rally the hulking gigases of the Quifim islands and attack Jeuno directly. However, the allied forces of Altana along with the archduke's personal guard were able to soundly defeat the gigases and push them back into the far reaches of Quifim and the behemoth's domain. With the gigas threat removed, and the orcs, quadav, and yagudo scrambling to recover from their massive losses, Kam'lanaut ordered the forces of Altana northward, where they struck at Xarcabard itself(the land thought to be the hideout of the Shadow Lord).

In Xarcabard, the allied forces of Altana faced terrible black-skinned demons known as the 'kindred' and shadow dragons, nether beasts never before seen by mortal eyes. The demons were the most elite of the Shadow Lord's troops, and did not go down easy--despite the beastmen's vastly inferior numbers, the battle at Castle Zvahl was almost at a standstill. It was then that the heroes of each nation broke through the lines of the beastmen and made their way into the Zvahl keep, and they confronted the Shadow Lord in his throne room. Volker, champion of Bastok and leader of the mythril brigadiers, was said to have delivered the killing blow himself. When the Shadow Lord fell, the demons began to mysteriously disappear into the frozen wastes one by one, and the shadow dragons vanished without a trace. The remaining beastmen of the Northlands were easily overpowered by the combined might of the forces of Altana, and thus the Crystal War came to an end.

Though the four great nations had won the war, their victory was marred by the countless corpses laying accross the battlefields of Vana'diel. The beastmen were forced back into isolation, and without the Shadow Lord to unite them, their alliances dissolved rather quickly. However, the nations themselves lacked the power to end the threat of the beastmen once and for all, so they simply brought their armies home and began to rebuild their damaged civilizations and move on with their lives. The world was forever changed.

The Age of Adventurers
It is now twenty years since the end of the Crystal War. Despite the war's end, the four great nations have maintained their alliance, and now trade peacefully and freely with each other. Each nation built a consulate in their sister countries. Jeuno retrofitted the airships Cid had designed for war(but were not completed in time for the final assault on Xarcabard) for air travel and began to shuttle people from one nation to the other in these massive vessels, connecting the great nations of Vana'diel through the air as well as the land. Bastok's port proved to be a massive success, and San d'Oria and Windurst soon built ports of their own, allowing airships the ability to travel quickly from nation to nation. With this new high-speed, large-scale transportation service between the great nations as well as the added communication between them granted by the consulates, it appeared that Vana'diel was heading for a new era of peace and prosperity.

Or so they would've hoped.

The beastmen, having been left unchecked, had grown again in power as well, and though they were not united in cause any longer, the threats of the orcs, quadav, and yagudo remained, and their attacks on the people of Vana'diel resumed. The nations, mistrusting one another, chose not to commit their armies in any sort of assault on the homelands of the beastmen--the orcish forts at Ghelsba and Davoi remained sound, the yagudo establishments of Castle Oztroja and Giddeus were untouched, and the quadav strongholds within the Palborough mines and Beadeaux stood strong. To this end, three of the great nations of Vana'diel turned to a new means to fight against the growing threat of the beastmen--the adventurers.

Fiery youths who had grown up during and after the Crystal War, adventurers sought fame and fortune in both exploring distant lands and battling the beastmen. Bastok, San d'Oria, and Windurst saw fit to recruit these brave souls into duty for themselves, and offer them what they desired in exchange for their service. Adventurers were intrepid souls who followed their own beliefs, moving freely from city to city in spite of their own national allegiances, and with this, they could carry out the wills of their nations no matter where they lay. Thus begins the current age, the Age of Adventurers.

*Note, I have left out a lot of details in the history of Vana'diel, because those would be spoilers to would-be players. This is the as it is history commonly known by the people of Vana'diel. It'll be up to the players to discover the full tale of creation, the intricacies of the San d'Orian civil war, what really happened on that expedition to the Northlands, the true nature of the Shadow Lord and his demons, and tons more.

One thing that IS included in here that is NOT common knowledge among the people: San d'Oria's betrayal of Tavnazia in the Crystal War. This was a secret plan carried out by the nobility and the common populace is not aware of it and has no reason to suspect such a thing.

The Duskblade
2007-09-19, 06:31 AM
Thats some fairly damn impressive work there Nu.

Viladin454
2007-09-19, 01:25 PM
Great work I see here. :) I'm dreading of the making of creatures. But I see you got a handle on yours.

The J Pizzel
2007-09-19, 01:53 PM
Man, I haven't played FFXI in years. You just sent me on a hella trip down memory lane. Ha, Dregis was my level 35 RDM. I can still still remember yelling for parties in the Dunes and Qufim. HA, good times. Anyone still play that game or has it been departed due to games like EQ2 and WoW.

pizzel

Nu
2007-09-20, 12:12 AM
NOTICE
Weapon skills for the new TP system are listed here (http://www.giantitp.com/forums/showpost.php?p=3636291&postcount=37) and here (http://www.giantitp.com/forums/showpost.php?p=3636294&postcount=38).

Nu
2007-09-20, 12:20 AM
Summons
Summons are summoned beings called to serve summoners in battle from distant planes. They come in two types: avatars and spirits. Both are elementals.

Avatars
The more powerful of the two beings that summoners can summon are the avatars. These powerful beings aid the summoner by buffing allies, destroying enemies, and protecting that which is precious to the master. There are severe limitations on avatars: unlike spirits, a summoner only knows how to summon a limited number of avatars at any given level. Carbuncle is always the first avatar obtained by the summoner, and Fenrir is always the last. The others can be obtained in any order.

Avatars have base statistics from when the summoner first obtains them, and they grow in power as the summoner becomes more powerful.

The Avatars
{table=head]Avatar|Hit Die|HP|Size|Space|Reach|Attack|Full Attack|Natural Armor Bonus|Element|Strong Against|Weak Against

Carbuncle|
6d8+12|
39|Medium|
5 ft|
5 ft|Claw 1d4|Claw 1d4|
+2|Light|Dark|Dark

Titan|
6d10+18|
45|Large|
10 ft|
5 ft|Punch 1d8|2 punches 1d8|
+4|Earth|Thunder|Wind

Leviathan|
6d10+12|
39|Large|
10 ft|
5 ft|Bite 1d8, slam 1d6 or tail slap 1d6|Bite 1d8, slam 1d6, and tail slap 1d6|
+3|Water|Fire|Thunder

Garuda|
6d10+12|
39|Large|
10 ft|
5 ft|Claw 1d6 or talon 1d4|2 claws 1d6, 2 talon 1d4|
+2|Wind|Earth|Ice

Ifrit|
6d10+18|
45|Large|
10 ft|
5 ft|Punch 1d10|2 punches 1d10|
+3|Fire|Ice|Water

Shiva|
6d10+12|
39|Large|
10 ft|
5 ft|Slap 1d4 or kick 1d6|2 slaps 1d4, kick 1d6|
+3|Ice|Wind|Fire

Ramuh|
6d10+12|
39|Large|
10 ft|
5 ft|Staff 1d10|Staff 1d10|
+2|Thunder|Water|Earth

Fenrir|
6d10+18|
45|Large|
10 ft|
5 ft|Bite 2d8|Bite 2d8|
+4|Dark|Light|Light
[/table]

The above table lists the above bonuses that avatars have innately when the summoner summons them(assumes 1st level summoner). All avatars have the following qualities as well:


Darkvision 60 ft.
Low-light vision
Elemental attack - The natural weapons of these creatures deal elemental damage of the creature's element in addition to their normal damage type.*
Proficiency with no armor or weapons.*
Extraplanar - The creature's home plane is the elemental plane of their element.
An avatar's base land speed is 30 ft. They do not actually touch the ground, they hover about a foot above the ground, which means they make no sound as they move and do not set off tremorsense. Garuda, Shiva, Ifrit, Ramuh, and Leviathan tend to simply appear to "fly" around, while Carbuncle, Fenrir, Titan move their limbs and appear to "walk" around, but none of them actually touch the ground or fly more than a foot above the ground.
Feats - Improved Initiative, Improved Natural Armor**, Weapon Focus(primary weapon)
Immunity - Avatars are immune to attacks of the same element as they are.
As avatars manifest in the form of their master's will, they are immune to mind-affecting(charm) abilities.


*Ramuh's weapon is not a natural weapon. He is proficient with use of his staff, which is considered a part of his body(and disappears if he does). His staff deals 1d10 magic bludgeoning damage, and has a 25% chance to deal an additional 1d6 thunder damage on each hit. Ramuh wields this weapon two-handed, so he can add 1.5 x his Strength bonus to the damage rolls.
**The bonus from this feat is already calculated into the above statistics. Do not add it again.

Avatars are summoned with 1 additional HD for every summoner level beyond the 1st the summoner has(starting with 6 HD for a 1st level summoner, 7 HD for a 2nd level summoner, 8 HD for a 3rd level summoner, etc). They gain benefits with each additional HD. They gain additional feats and skill points, and their attribute points, base attack bonuses, and saves improve. They gain them as follows:

Carbuncle

Base attack bonus equal to ½ total Hit Dice (as black mage).
Good Reflex and Will saves.
Attribute points: 13 Strength, 16 Dexterity, 14 Constitution, 12 Intelligence, 15 Wisdom, 17 Charisma.
+2 Dexterity, Wisdom, and Charisma every 3 HD after the 5th. +1 Strength, Constitution and Intelligence every 2 HD after the 6th.
Gains an additional +1 bonus to natural armor every 3 HD beyond the 6th.
Feats: 9th HD: Improved Natural Weapon (claw), 12th HD: Dodge, 15th HD: Mobility, 18th: Improved Toughness.
Skill Ranks*: +9 Spot, +9 Listen, +9 Knowledge (the planes), +9 Jump, +9 Tumble at 6 HD. Carbuncle will keep putting 1 point into each of these skills with each new HD. When additional Intelligence gives him additional skill points, he will put ranks in Climb until its maxed, then Spellcraft. All skills mentioned in the above are considered class skills.


Titan

Base attack bonus equal to ¾ total Hit Dice (as thief).
Good Fortitude and Will saves.
Attribute points: 19 Strength, 13 Dexterity, 17 Constitution, 11 Intelligence, 14 Wisdom, 13 Charisma.
+2 Strength, Constitution, and Wisdom every 3 HD after the 5th. +1 Dexterity, Intelligence, and Charisma every 2 HD after the 6th.
Gains an additional +1 bonus to natural armor every HD beyond the 6th.
Feats: 9th HD: Power Attack, 12th HD: Improved Natural Weapon (punch), 15th HD: Improved Grapple, 18th: Improved Toughness.
Skill Ranks*: +9 Spot, +9 Listen, +9 Climb, +9 Knowledge(geography) at 6 HD. Titan will keep putting 1 point into each of these skills with each new HD. When additional Intelligence gives him additional skill points, he will put ranks in Jump until its maxed, then Swim. All skills mentioned in the above are considered class skills.


Leviathan

Base attack bonus equal to ¾ total Hit Dice (as thief).
Good Fortitude and Reflex saves.
Attribute points: 17 Strength, 16 Dexterity, 15 Constitution, 13 Intelligence, 13 Wisdom, 13 Charisma.
+2 Strength, Dexterity, and Constitution every 3 HD after the 5th. +1 Intelligence, Wisdom, and Charisma every 2 HD after the 6th.
Gains an additional +1 bonus to natural armor every 2 HD beyond the 6th.
Feats: 9th HD: Multiattack, 12th HD: Power Attack, 15th HD: Improved Natural Weapon (bite), 18th: Improved Natural Weapon (tail slap).
Skill Ranks*: +9 Spot, +9 Listen, +9 Swim, +9 Knowledge(history), +9 Move Silently at 6 HD. Leviathan will keep putting 1 point into each of these skills with each new HD. When additional Intelligence gives him additional skill points, he will put ranks in Jump until its maxed, then Climb. All skills mentioned in the above are considered class skills.


Garuda

Base attack bonus equal to ¾ total Hit Dice (as thief).
Good Reflex and Will saves.
Attribute points: 15 Strength, 18 Dexterity, 14 Constitution, 14 Intelligence, 17 Wisdom, 16 Charisma.
+2 Dexterity, Wisdom, and Charisma every 3 HD after the 5th. +1 Strength, Constitution, and Intelligence every 2 HD after the 6th.
Gains an additional +1 bonus to natural armor every 3 HD beyond the 6th.
Feats: 9th HD: Multiattack, 12th HD: Weapon Finesse, 15th HD: Improved Natural Weapon (claw), 18th: Improved Natural Weapon (talon).
Skill Ranks*: +9 Spot, +9 Listen, +9 Diplomacy, +9 Survival, +9 Search, +9 Hide at 6 HD. Garuda will keep putting 1 point into each of these skills with each new HD. When additional Intelligence gives her additional skill points, she will put ranks in Climb until its maxed, then Intimidate. All skills mentioned in the above are considered class skills.


Ifrit

Base attack bonus equal to ¾ total Hit Dice (as thief).
Good Fortitude and Reflex saves.
Attribute points: 18 Strength, 15 Dexterity, 17 Constitution, 11 Intelligence, 1 Wisdom, 16 Charisma.
+2 Dexterity, Wisdom, and Charisma every 3 HD after the 5th. +1 Strength, Constitution, and Intelligence every 2 HD after the 6th
Gains an additional +1 bonus to natural armor every 2 HD beyond the 6th..
Feats: 9th HD: Power Attack, 12th HD: Improved Natural Weapon (punch), 15th HD: Improved Grapple, 18th: Improved Toughness.
Skill Ranks*: +9 Spot, +9 Listen, +9 Intimidate, +9 Climb at 6 HD. Ifrit will keep putting 1 point into each of these skills with each new HD. When additional Intelligence gives him additional skill points, he will put ranks in Search until its maxed, then Jump. All skills mentioned in the above are considered class skills.


Shiva

Base attack bonus equal to ¾ total Hit Dice (as thief).
Good Reflex and Will saves.
Attribute points: 13 Strength, 19 Dexterity, 15 Constitution, 13 Intelligence, 16 Wisdom, 18 Charisma.
+2 Dexterity, Wisdom, and Charisma every 3 HD after the 5th. +1 Strength, Constitution, and Intelligence every 2 HD after the 6th.
Gains an additional +1 bonus to natural armor every 3 HD beyond the 6th.
Feats: 9th HD: Weapon Finesse, 12th HD: Improved Natural Weapon (slap), 15th HD: Dodge, 18th: Mobility.
Skill Ranks*: +9 Spot, +9 Listen, +9 Diplomacy, +9 Intimidate, +9 Knowledge (royalty and nobility) at 6 HD. Shiva will keep putting 1 point into each of these skills with each new HD. When additional Intelligence gives her additional skill points, he will put ranks in Jump until its maxed, then Climb. All skills mentioned in the above are considered class skills.


Ramuh

Base attack bonus equal to ¾ total Hit Dice (as thief).
Good Fortitude and Will saves.
Attribute points: 11 Strength, 15 Dexterity, 14 Constitution, 18 Intelligence, 17 Wisdom, 13 Charisma.
+2 Intelligence, Wisdom, and Charisma every 3 HD after the 5th. +1 Strength, Dexterity, and Constitution every 2 HD after the 6th.
Gains an additional +1 bonus to natural armor every 3 HD beyond the 6th.
Feats: 9th HD: Weapon Finesse, 12th HD: Improved Toughness, 15th HD: Spell Focus (elemental), 18th: Greater Spell Focus (elemental).
Skill Ranks*: +9 Spot, +9 Listen, +9 Search, +9 Knowledge(religion), +9 Knowledge(arcana), +9 Spellcraft, +9 Concentration at 6 HD. Ramuh will keep putting 1 point into each of these skills with each new HD. When additional Intelligence gives him additional skill points, he will put ranks in Search until its maxed, then Hide. All skills mentioned in the above are considered class skills.


Fenrir

Base attack bonus equal to total Hit Dice (as warrior).
Good Fortitude, Reflex, and Will saves.
Attribute points: 19 Strength, 18 Dexterity, 17 Constitution, 16 Intelligence, 18 Wisdom, 17 Charisma.
+2 Strength, Constitution, and Wisdom every 3 HD after the 5th. +1 Dexterity, Intelligence, and Charisma every 2 HD after the 6th.
Gains an additional +1 bonus to natural armor every 2 HD beyond the 6th.
Feats: 9th HD: Multiattack, 12th HD: Power Attack, 15th HD: Improved Natural Weapon (bite), 18th: Improved Toughness.
Skill Ranks*: +9 Spot, +9 Listen, +9 Search, +9 Knowledge(religion), +9 Knowledge(arcana), +9 Spellcraft, +9 Concentration at 6 HD. Fenrir will keep putting 1 point into each of these skills with each new HD. When additional Intelligence gives him additional skill points, he will put ranks in Search until its maxed, then Hide. All skills mentioned in the above are considered class skills.


*Ability modifiers not added, only the ranks they actually have in the skill. Add the ranks in yourself.

Avatars also have access to special abilities. These abilities must be activated through use of the summoner ability command (blood pact). Like TP skills, most of them consume the avatar's entire TP pool upon usage and receive bonuses based on the amount of TP in the avatar's TP pool. However, unlike weapon skills or monster TP skills, they do not have a minimum TP requirement--instead, they cost the summoner MP. If the summoner does not have the MP to use the blood pact, they cannot use it, and the MP cost is consumed upon using the blood pact. The MP cost for a blood pact ability is equal to the minimum HD required to use the blood pact.

Some of these special abilities are merely spell-like abilities invoked by the avatar, and do not consume the avatar's TP pool upon usage. These tend to cost additional MP, noted in their entry.

Avatars gain access to additional special abilities as they gain HD and the summoner gains levels. Some blood pacts have power dependent on the summoner's caster level, and some require saving throws. The save DC for an avatar's special ability is 10 + .5avatar HD + the indicated ability modifier of the avatar. An avatar that must overcome spell resistance uses its summoner's caster level for the caster level check. When using abilities designated as spells, the avatar is subject to interruption and interference just as any other mage, as doing so provokes an attack of opportunity.

Blood Pacts
{table=head]Hit Dice|Carbuncle|Titan|Leviathan|Garuda|Ifrit|Shiva| Ramuh|Fenrir

Ultimate*|Searing Light|Earthen Fury|Tidal Wave|Aerial Blast|Inferno|Diamond Dust|Judgment Bolt|Howling Moon

6|Healing Ruby|-|-|-|-|-|-|-

7|-|Rock Throw|Barracuda Dive|Fury Claw|Heavy Punch|Axe Kick|Shock Strike|Moonlit Charge

8|Poison Nails|-|-|-|-|-|-|-

9|-|Stone II|Water II|Aero II|Fire II|Blizzard II|Thunder II|Crescent Fang

10|Shining Ruby|-|-|-|-|-|-|-

11|-|Rock Buster|Tail Whip|Aerial Armor|Double Punch|Frost Armor|Rolling Thunder|Lunar Cry

12|Glittering Ruby|-|-|-|-|-|-|-

13|-|Megalith Throw|Slowga|Whispering Wind|Crimson Roar|Sleep II|Lightning Armor|Lunar Roar

14|Meteorite|-|-|-|-|-|-|-

15|-|Earthen Ward|Spring Water|Hastega|Enrage|Double Slap|Electrobind|Ecliptic Growl

16|Ruby Light|Stone IV|Water IV|Aero IV|Fire IV|Blizzard IV|Thunder IV|Eclipse Bite

17|-|Mountain Buster|Spinning Dive|Predator Claws|Flame Crush|Rush|Chaos Strike|-

18|Restoring Ruby|-|-|-|-|-|-|-

19|-|Geocrush|Grand Fall|Wind Blade|Hellfire Strike|Heavenly Strike|Thundergod's Wrath|-

20|Meteor|-|-|-|-|-|-|Dream Shroud
[/table]

Descriptions:

*Ultimate Abilities
These abilities may only be used when the summoner is using the astral flow ability, and consume all of the summoner's MP upon usage. They do not empty the avatar's TP pool when used.

Searing Light
Carbuncle summons a wave of searing light as a standard action, destroying nearby foes. Creatures within 60 ft. of the avatar take 1d10 per summoner caster level points of light damage, with a Will save for half damage. The save DC is Charisma-based.

Earthen Fury
Titan calls forth the rage of the earth as a standard action, crushing nearby foes. Creatures within 60 ft. of the avatar take 1d10 per summoner caster level points of earth damage, with a Reflex save for half damage. The save DC is Constitution-based.

Tidal Wave
Leviathan brings up a massive tsunami, washing away nearby foes. Creatures within 60 ft. of the avatar take 1d10 per summoner caster level points of water damage, with a Reflex save for half damage. The save DC is Constitution-based.

Aerial Blast
Garuda whips up a massive cyclone, blasting nearby foes. Creatures within 60 ft. of the avatar take 1d10 per summoner caster level points of wind damage, with a Reflex save for half damage. The save DC is Constitution-based.

Inferno
Ifrit creates a raging inferno, incinerating nearby foes. Creatures within 60 ft. of the avatar take 1d10 per summoner caster level points of fire damage, with a Reflex save for half damage. The save DC is Constitution-based.

Diamond Dust
Shiva conjures a massive blizzard, freezing nearby foes. Creatures within 60 ft. of the avatar take 1d10 per summoner caster level points of ice damage, with a Reflex save for half damage. The save DC is Constitution-based.

Judgment Bolt
Ramuh calls down the judgment of the heavens, striking nearby foes with lightning blasts. Creatures within 60 ft. of the avatar take 1d10 per summoner caster level points of thunder damage, with a Reflex save for half damage. The save DC is Constitution-based.

Howling Moon
Fenrir invokes lunary fury with a terrifying howl, devastating nearby does. Creatures within 60 ft. of the avatar take 1d10 per summoner caster level points of dark damage, with a Fortitude save for half damage. The save DC is Constitution-based.

Normal Blood Pact Abilities

Healing Ruby
Carbuncle's ruby shines, healing an ally as a standard action. One ally within 30 ft is cured of 2d8 + 1 per summoner caster level points of damage. Allies are healed for 1 additional point of damage for every 1 TP expended upon use of Healing Ruby.

Rock Throw
Titan hurls a rock at a foe as a standard action. Titan makes an unarmed ranged attack roll(proficient) against a target with a range increment of 10 ft. If the attack hits, it deals 3d6 earth damage + Titan's Strength modifier and the target must make a Fortitude save or be slowed for 1 round. This slow effect reduces the target's movement speed by one-half and restricts it to a single move action or standard action per round(and it may not take full-round actions). Slow effects do not stack, and they counter and dispel haste effects. The save DC is Strength-based. Add +1 to the attack roll for every 2 TP expended upon use of Rock Throw.

Barracuda Dive
Leviathan dives at the foe using a charge attack using its slam weapon. If the charge attack hits, Leviathan adds 1.5x its strength modifier to the damage roll instead of one-half or one times the Strength modifier. Add +1 to the attack roll for every 2 TP expended upon use of Barracuda Dive.

Fury Claw
Garuda viciously claws an enemy with an attack action. It attacks with its claw weapon. If the claw attack hits, Garuda adds 1.5x its strength modifier to the damage roll instead of one-half or one times its Strength modifier. Add +1 to the attack roll for every 2 TP expended upon use of Fury Claw.

Heavy Punch
Ifrit savagely punches an enemy with an attack action. It attacks with its punch weapon. If the punch attack hits, Ifrit adds 1.5x its strength modifier to the damage roll instead of one-half or one times its Strength modifier. Add +1 to the attack roll for every 2 TP expended upon use of Heavy Punch.

Axe Kick
Shiva scissors-kicks the enemy as a full attack action. It attacks twice with its kick weapon. Add +1 to the attack roll for every 2 TP expended upon use of Axe Kick.

Shock Strike
Ramuh disables a target with an electric shock as a standard action. The subject makes a Will save. The save DC is Intelligence-based. If it fails the save, it is dazed for 1 round. This is a spell-like ability and consumes 1 additional MP from the summoner.

Moonlit Charge
Fenrir rushes the foe with a charge attack using its bite weapon. Fenrir makes two attacks with its bite at the end of the charge instead of one. Add +1 to the attack rolls for every 30 TP expended upon use of Moonlit Charge.

Poison Nails
Carbuncle attacks its enemy with its claw weapon as an attack action. If successful, the creature must make a Fortitude save or be poisoned. The poison has an initial effect of 1d4 water damage and deals 1 additional point of water damage every round at the beginning of your turn for 1 minute. The secondary effect is an additional 1d4 water damage. The save DC is Constitution-based. Add +1 to the attack roll for every 20 TP expended upon use of Poison Nails.

Stone II/Water II/Aero II/Fire II/Blizzard II/Thunder II
The avatars cast these spells as the black magic spells. These are spell-like abilities and consume an additional 2 MP from the summoner.

Crescent Fang
Fenrir attacks the foe with an attack action using its bite weapon. If the bite attack hits, the foe must make a Fortitude save or be paralyzed for 2d4 rounds. The save DC is Strength based. Add +1 to the attack roll for every 2 TP expended upon use of Crescent Fang.

Shining Ruby
Carbuncle grants nearby allies a magic shield. Any number of allies get a +3 deflection bonus to armor class and a +3 resistance bonus to saving throws for 2d4 rounds. The allies must be within 30 ft. of Carbuncle when it uses this ability to receive these bonuses. This is a spell-like ability and consumes 1 additional MP from the summoner.

Rock Buster
Titan manipulates the earth around a target, smashing it into the target's limbs. If the target is on the surface of the ground, it must make a Reflex save or be bound for 1d4 rounds. A bound creature can't take move actions or a 5-foot step. The save DC is Strength-based. Add 1 to the save DC for every 3 TP expended upon use of Rock Buster.

Tail Whip
Leviathan attacks with its tail slap attack. If the attack is successful, the target must make a Fortitude save or be paralyzed for 2d4 rounds. The save DC is Strength-based. Add +1 to the attack roll for every 2 TP expended upon use of Tail Whip.

Aerial Armor
Garuda grants a windy barrier to nearby allies. Any number of allies gain the effect of Blink, as the white magic spell (but gains only three miss chances). The allies must be within 30 ft. of Garuda when it uses this ability to receive these bonuses. This is a spell-like ability and consumes 4 additional MP from the summoner.

Double Punch
Ifrit may attack with using both punch attacks as an attack action. Treat these punches as primary weapons and if they hit, add 1.5x Ifrit's Strength modifier to the damage rolls rather than one-half or an equal amount. Add +1 to the attack rolls for every 2 TP expended upon use of Double Punch.

Frost Armor
Shiva grants allies an icy barrier. Any number of allies gain the effect of Ice Spikes, as the black magic spell. The allies must be within 30 ft. of Shiva when it uses this ability to receive these bonuses. This is a spell-like ability and consumes 2 additional MP from the summoner.

Rolling Thunder
Ramuh gives allies additional thunder damage as a standard action. Any number of allies may be affected so long as they are within 30 ft. when Ramuh uses the ability. Affected allies add 1d6 thunder damage to their weapon damage rolls. This is a spell-like ability and consumes 2 additional MP from the summoner.

Lunar Cry
Fenrir lets loose an intimidating howl as a standard action. Enemies within 60 ft. must make a Will save or suffer a -2 penalty to attack rolls and AC. The save DC is Charisma-based. Add an additional -1 to attack rolls and AC for every 3 TP expended upon use of Lunar Cry.

Glittering Ruby
Carbuncle enchants allies with a glittering effect, emanated from its ruby as a standard action. Allies within 30 feet roll a d6. They get a +5 insight bonus to a random attribute based on the d6 result. 1 is Strength, 2 is Dexterity, 3 is Constitution, 4 is Intelligence, 5 is Wisdom, and 6 is Charisma. The bonus decreases by 1 every round at the beginning of the affected ally's turn. This is a spell-like ability that consumes an additional 2 MP from the summoner.

Megalith Throw
Titan hurls a rock at a foe as a standard action. Titan makes an unarmed ranged attack roll(proficient) against a target with a range increment of 10 ft. If the attack hits, it deals 5d6 earth + Titan's strength modifier damage and the target must make a Fortitude save or be slowed for one round. This slow effect reduces the target's movement speed by one-half and restricts it to a single move action or standard action per round(and it may not take full-round actions). Slow effects do not stack, and they counter and dispel haste. The save DC is Strength-based. Add +1 to the attack roll for every 2 TP expended upon use of Rock Throw.

Slowga
Leviathan casts a spell that slows enemies as a standard action. Slowga affects any number of selected enemies in a 50 ft. spread, centered on a single target within 60 ft. Enemies are afflicted by Slow, as the white magic spell. The save DC is Wisdom-based. This is a spell-like ability that consumes 4 additional MP from the summoner.

Whispering Wind
Garuda heals nearby allies as a standard action. Any number of selected allies within 30 ft. are healed for 4d8 + 1 per summoner caster level points of damage. Allies are healed for an additional 1d8 points of damage per 1 TP expended upon use of Whispering Wind.

Crimson Roar
Ifrit lets loose a ferocious roar that affects allies within 30 ft. as a standard action. Affected creatures gain a morale bonus to damage rolls equal to Ifrit's Charisma modifier for 1d6 rounds. Add an additional round of duration for every 2 TP expended upon use of Crimson Roar.

Sleep II
Shiva casts Sleep II, as the black magic spell. The save DC is Intelligence-based. This is a spell-like ability that consumes 3 additional MP from the summoner.

Lightning Armor
Ramuh enchants nearby allies with an electric shield as a standard action. Any number of allies gain the effect of Shock Spikes, as the black magic spell. Allies must be within 30 ft. of Ramuh when it uses this ability to receive the effect. The save DCs are Intelligence-based. This is a spell-like ability that consumes 4 additional MP from the summoner.

Lunar Roar
Fenrir howls with great ferocity as a standard action, dispelling nearby enemies. Fenrir attempts to dispel two magic effects from any number of selected creatures within 60 ft. Use the summoner's caster level for the dispel checks. The range is increased by 5 ft. for every 3 TP expended upon use of Lunar Roar.

Meteorite
Carbuncle calls down a meteorite as a standard action, striking a foe with light damage. The target takes 1d4 per summoner caster level light damage (Reflex save for half damage). The save DC is Wisdom-based.

Earthen Ward
Titan grants nearby allies a powerful stony hide as a standard action. Any number of selected allies get the effect of Stoneskin, as the white magic spell. Allies must be within 30 ft. of Titan at the time it uses this ability to be affected. This is a spell-like ability that consumes 6 additional MP from the summoner.

Spring Water
Leviathan cleanses nearby allies with healing water as a standard action. Any number of selected allies are cured of any poisons, diseases, paralysis effects, slow effects, blindness, deafness, silence effects, and curses. Allies must be within 30 ft. of Leviathan when it uses this ability to be affected. This is a spell-like ability that consumes 4 addiitional MP from the summoner.

Hastega
Garuda enchants nearby allies with extraordinary speed as a standard action. Any number of selected allies get the effect of Haste, as the white magic spell. Allies must be within 30 ft. of Garuda when it uses this ability to be affected. This is a spell-like ability that consumes 6 additional MP from the summoner.

Enrage
Ifrit goes into a frenzy as a standard action. Ifrit gets a +6 bonus to Strength and Constitution, and a +4 morale bonus to Will saves as well as a -2 penalty to AC for 2d6 rounds. Ifrit is immune to fear effects but cannot use spell-like abilities while frenzied. After the frenzy ends, Ifrit is fatigued for 1d8 rounds and cannot Frenzy again while fatigued. Add an additional round of duration to the frenzy for every 2 TP expended upon use of Enrage.

Double Slap
Shiva attacks twice with its slap attack as a standard action. Each time a slap attack hits, the target must make a Will save or be shaken for 1d4 rounds. The save DC is Charisma-based. Add a +1 bonus to the attack rolls for every 2 TP expended upon use of Double Slap. Fear effects are culmative; a shaken creature instead becomes frigthened, and a frightened creature instead becomes panicked.

Electrobind
Ramuh unleashes a small storm of electric energy to bind foes. Any number of selected enemies within a 50 ft. spread centered upon a target within 60 ft. are bound for 2d4 rounds unless they make a Fortitude save. Bound creatures can't take move actions or a 5-foot step. The save DC is Intelligence-based. Add +1 to the save DC for every 3 TP expended upon use of Electrobind.

Ecliptic Growl
Fenrir enchants allies by means of a powerful growl. They get a +2 bonus to attack rolls and a +2 dodge bonus to armor class. Any effect that causes a creature to lose its Dexterity modifier to armor class also causes it to lose all dodge bonuses. Add an additional +1 bonus to attack rolls and +1 dodge bonus to armor class for every 3 TP expended upon use of Ecliptic Growl.

Ruby Light
Carbuncle enchants nearby allies with a magical shield. Any number of selected allies are affected. Allies must be within 30 ft. of Carbuncle when it uses this ability to receive the effect. The shield deflects the next spell targeted at the affected individual back at its caster, and is then discharged. Has no effect on area of effect spells. The shield automatically discharges after 2d6 rounds. Add an additional round of duration for every 3 TP expended upon use of Ruby Light.

Stone IV/Water IV/Aero IV/Fire IV/Blizzard IV/Thunder IV
The avatars cast these spells as the black magic spells. These are spell-like abilities and consume an additional 4 MP from the summoner.

Eclipse Bite
Fenrir attacks three times with its bite attack with a -5 penalty as a standard action. Fenrir adds double its Strength bonus to all damage rolls for Eclipse Bite rather than 1.5 times its Strength bonus. Add +1 to the attack rolls for every 2 TP expended upon use of Eclipse Bite.

Mountain Buster
Titan punches a target, hard, as a standard action. It makes a single punch attack at a -5 penalty that deals triple damage. Add +1 to the attack roll for every 2 TP expended upon use of Mountain Buster.

Spinning Dive
Leviathan adds a spin to its slam attack as a standard action. It makes a slam attack at a -5 penalty that deals triple damage. Add +1 to the attack roll for every 2 TP expended upon use of Spinning Dive.

Predator Claws
Garuda attacks three times with its claw attack with a -10 penalty as a standard action. Each of these attacks deals 1.5 times normal damage. Add +1 to the attack rolls for every 2 TP expended upon use of Predator Claws.

Flaming Crush
Ifrit slams down heavy with both fists as a standard action. It uses both punch attacks at a -10 penalty, and each punch deals double damage. Add +1 to the attack rolls for every 2 TP expended upon use of Flaming Crush.

Rush
Shiva attacks five times with its slap attack with a -10 penalty as a standard action. Add +1 to the attack rolls for every 2 TP expended upon use of Rush.

Chaos Strike
Ramuh blasts the target with a hit from its staff. It attacks with its staff weapon at a -5 penalty. A creature hit by the attack takes an additional 3d6 thunder damage and must make a Fortitude save or be dazed for 1 round. The save DC is Strength-based. Add +1 to the attack roll for every 2 TP expended upon use of Chaos Strike

Restoring Ruby
Carbuncle restores nearby allies with a more powerful version of its healing ruby. Any number of selected allies within 30 ft. are healed for 10 points of damage per summoner caster level and are cured of all negative status conditions and ability damage. This is a spell-like ability that consumes 8 additional MP from the caster.

Geocrush
Titan attempts a ranged touch attack roll against the target. If the attack is successful, the target takes 1d6 per summoner caster level earth damage. The creature may attempt a Reflex save for half damage. The save DC is Constitution-based. Add +1 to the attack roll for every 2 TP expended upon use of Geocrush.

Grand Fall
Leviathan attempts a ranged touch attack roll against the target. If the attack is successful, the target takes 1d6 per summoner caster level water damage. The creature may attempt a Reflex save for half damage. The save DC is Constitution-based. Add +1 to the attack roll for every 2 TP expended upon use of Grand Fall.

Wind Blade
Garuda attempts a ranged touch attack roll against the target. If the attack is successful, the target takes 1d6 per summoner caster level wind damage. The creature may attempt a Reflex save for half damage. The save DC is Constitution-based. Add +1 to the attack roll for every 2 TP expended upon use of Wind Blade.

Hellfire Strike
Ifrit attempts a ranged touch attack roll against the target. If the attack is successful, the target takes 1d6 per summoner caster level fire damage. The creature may attempt a Reflex save for half damage. The save DC is Constitution-based. Add +1 to the attack roll for every 2 TP expended upon use of Hellfire Strike.

Heavenly Strike
Shiva attempts a ranged touch attack roll against the target. If the attack is successful, the target takes 1d6 per summoner caster level ice damage. The creature may attempt a Reflex save for half damage. The save DC is Constitution-based. Add +1 to the attack roll for every 2 TP expended upon use of Heavenly Strike.

Thundergod's Wrath
Titan attempts a ranged touch attack roll against the target. If the attack is successful, the target takes 1d6 per summoner caster level thunder damage. The creature may attempt a Reflex save for half damage. The save DC is Constitution-based. Add +1 to the attack roll for every 2 TP expended upon use of Thundergod's Wrath.

Meteor
Carbuncle may cast Meteor, as the black magic spell. The summoner is unaffected by Meteor(though her allies can still be hit), and Carbuncle casts Meteor as a divine (school) light (elemental) spell rather than a dark spell. This is a spell-like ability that consumes an additional 10 MP from the summoner.

Dream Shroud
Fenrir grants dreamlike clarity to allies. Any number of selected allies are affected, but they must be within 30 ft. of Fenrir when it uses this ability. Affected allies get the effect of Phalanx, as the white magic spell. This is a spell-like ability that consumes an additional 10 MP from the summoner.

Nu
2007-09-22, 03:08 AM
Spirits
Spirits are mindless elementals that are much weaker than avatars. There are eight spirits: Earth Spirit, Water Spirit, Wind Spirit, Fire Spirit, Ice Spirit, Thunder Spirit, Light Spirit, and Dark Spirit. Summoners can know any number of spirit summonings, and learn them by using a spirit pact to learn the spell just as a black or white mage uses a scroll to learn a spell. They are simple beings that have the following attributes:

Spirits

d6 hit die. Number of HD is equal to master's summoner level+5.
Base attack bonus equal to ½ total Hit Dice (as black mage).
Earth, water, ice, and dark spirits have good Fortitude and Will saves. Wind, thunder, fire, and light elementals have good Reflex and Will saves.
Immunity to poison, sleep effects, paralysis, and stunning.
Not subject to critical hits or flanking, and immune to sleep, paralysis, and poison effects.
Proficient with no weapons or armor.
Attribute points: 10 Strength, 14 Dexterity, 12 Constitution, - Intelligence, 14 Wisdom, and 6 Charisma.
+1 to Dexterity, Constitution, and Wisdom every 3 HD after the 6th.
Base natural armor bonus of +2.
Gains an additional +1 bonus to natural armor every 3 HD beyond the 6th.
Mindless: Immune to any mind-altering effects, like charm and fear. Gains no skill points or feats.
Skill ranks: +10 Concentration, +10 Spellcraft.
Their element is of their type. They are immune to attacks of the same element and weak against attacks of their element's weakness.
Cast spells from both the black magic list and the white magic list as a black/white mage of a level equal to their HD. The summoner must roll a d% whenever a spirit's turn comes up. If it lands on a 1-25, it will attempt to cast an offensive spell on an enemy, both the spell and the target chosen randomly. On a 26-50, it will attempt to case a defensive spell on an ally or itself, the spell and target chosen randomly. On a 51-100 it will continue following the last command the summoner assinged it. For spells, a spirit's caster level is one-half its HD and its save DCs are equal to 10 + spell level + spirit's Wisdom modifier.


Summoning Spell List
Note: See the summoner class and details above on summoning magic for more information on summoning magic.

Avatars

Carbuncle
Prerequisites: Carbuncle's permission, granted via a quest.
Element: Light
School: Summoning
Duration: Instantaneous
Components: V, S
Casting Time: One standard action
Target: Self
Range: Personal
Save: None
Effect: Summons Carbuncle to fight by your side.

Titan
Prerequisites: Defeat Titan in battle, ability to summon Carbuncle.
Element: Earth
School: Summoning
Duration: Instantaneous
Components: V, S
Casting Time: One standard action
Target: Self
Range: Personal
Save: None
Effect: Summons Titan to fight by your side.

Leviathan
Prerequisites: Defeat Leviathan in battle, ability to summon Carbuncle.
Element: Water
School: Summoning
Duration: Instantaneous
Components: V, S
Casting Time: One standard action
Target: Self
Range: Personal
Save: None
Effect: Summons Leviathan to fight by your side.

Garuda
Prerequisites: Defeat Garuda in battle, ability to summon Carbuncle.
Element: Wind
School: Summoning
Duration: Instantaneous
Components: V, S
Casting Time: One standard action
Target: Self
Range: Personal
Save: None
Effect: Summons Garuda to fight by your side.

Ifrit
Prerequisites: Defeat Ifrit in battle, ability to summon Carbuncle.
Element: Fire
School: Summoning
Duration: Instantaneous
Components: V, S
Casting Time: One standard action
Target: Self
Range: Personal
Save: None
Effect: Summons Ifrit to fight by your side.

Shiva
Prerequisites: Defeat Shiva in battle, ability to summon Carbuncle.
Element: Ice
School: Summoning
Duration: Instantaneous
Components: V, S
Casting Time: One standard action
Target: Self
Range: Personal
Save: None
Effect: Summons Shiva to fight by your side.

Ramuh
Prerequisites: Defeat Ramuh in battle, ability to summon Carbuncle.
Element: Thunder
School: Summoning
Duration: Instantaneous
Components: V, S
Casting Time: One standard action
Target: Self
Range: Personal
Save: None
Effect: Summons Ramuh to fight by your side.

Fenrir
Prerequisites: Defeat Fenrir in battle, ability to summon all other avatars.
Element: Dark
School: Summoning
Duration: Instantaneous
Components: V, S
Casting Time: One standard action
Target: Self
Range: Personal
Save: None
Effect: Summons Fenrir to fight by your side.


Spirits

Light Spirit
Element: Light
School: Summoning
Duration: Instantaneous
Components: V, S
Casting Time: One standard action
Target: Self
Range: Personal
Save: None
Effect: Summons a Light Spirit to fight by your side.

Earth Spirit
Element: Earth
School: Summoning
Duration: Instantaneous
Components: V, S
Casting Time: One standard action
Target: Self
Range: Personal
Save: None
Effect: Summons an Earth Spirit to fight by your side.

Water Spirit
Element: Water
School: Summoning
Duration: Instantaneous
Components: V, S
Casting Time: One standard action
Target: Self
Range: Personal
Save: None
Effect: Summons a Water Spirit to fight by your side.

Wind Spirit
Element: Wind
School: Summoning
Duration: Instantaneous
Components: V, S
Casting Time: One standard action
Target: Self
Range: Personal
Save: None
Effect: Summons a Wind Spirit to fight by your side.

Fire Spirit
Element: Fire
School: Summoning
Duration: Instantaneous
Components: V, S
Casting Time: One standard action
Target: Self
Range: Personal
Save: None
Effect: Summons a Fire Spirit to fight by your side.

Ice Spirit
Element: Ice
School: Summoning
Duration: Instantaneous
Components: V, S
Casting Time: One standard action
Target: Self
Range: Personal
Save: None
Effect: Summons an Ice Spirit to fight by your side.

Thunder Spirit
Element: Thunder
School: Summoning
Duration: Instantaneous
Components: V, S
Casting Time: One standard action
Target: Self
Range: Personal
Save: None
Effect: Summons a Thunder Spirit to fight by your side.

Dark Spirit
Element: Dark
School: Summoning
Duration: Instantaneous
Components: V, S
Casting Time: One standard action
Target: Self
Range: Personal
Save: None
Effect: Summons a Dark Spirit to fight by your side.

Viladin454
2007-09-23, 01:41 AM
Aside from a few misspelled words (use spellchecker! ^_^ ) this is very nice work, Nu. :)

Nu
2007-09-23, 02:11 AM
Ninjutsu Technique List
Note: See the ninja class entry and details on the ninjutsu supernatural ability for details on invoking ninjutsu techniques.
Level 1

Tonko: Ichi
Element: Wind
School: Ninjutsu
Duration: Instantaneous
Components: S, M
Casting Time: One standard action
Target: Self
Range: Personal
Save: None
Effect: With a flash, the ninja disappears. You gain the effect of "Invisibility," as the spell.
Material Component: 1 ounce of "shinobi-tabi."

Utsusemi: Ichi
Element: Wind
School: Ninjutsu
Duration: 1 round/ninja level
Components: S, M
Casting Time: One standard action
Target: Self
Range: Personal
Save: None
Effect: You conjure three shadow images, which absorb attacks for you. The next three attacks against you have a 90% miss chance. Utsusemi: Ichi is discharged after three attacks have missed you due to this miss chance.

Area-of-effect spells and abilities affect you and all of your shadow images at once. Whenever you are subject to a Reflex save to take half damage from an ability, you must make a Reflex save for each miss chance you have remaining. For each save you fail (not including your own Reflex save to avoid the spell), you lose a shadow image (and thus a miss chance).

Utsusemi: Ichi overwrites and replaces Blink or Utsuemi: Ni.
Material Component: 1 ounce of "shihei."

Level 2

Suiton: Ichi
Element: Water
School: Ninjutsu
Duration: Instantaneous
Components: S, M
Casting Time: One standard action
Target: One creature
Range: 20 ft.
Save: Fortitude partial, see text
Effect: A blast of water strikes the target. The target takes 1d4 per ninja level water damage. If it fails its Fortitude save, it is considered weak to thunder for 1d4 rounds. This weakness temporarily overrides and replaces a resistance to thunder.
Material Component: 1 ounce of "mizu-deppo."

Doton: Ichi
Element: Earth
School: Ninjutsu
Duration: Instantaneous
Components: S, M
Casting Time: One standard action
Target: One creature
Range: 20 ft.
Save: Fortitude partial, see text
Effect: A blast of stone bombards the target. The target takes 1d4 per ninja level earth damage. If it fails its Fortitude save, it is considered weak to wind for 1d4 rounds. This weakness temporarily overrides and replaces a resistance to wind.
Material Component: 1 ounce of "makibishi."

Huton: Ichi
Element: Wind
School: Ninjutsu
Duration: Instantaneous
Components: S, M
Casting Time: One standard action
Target: One creature
Range: 20 ft.
Save: Fortitude partial, see text
Effect: A blast of wind blasts the target. The target takes 1d4 per ninja level wind damage. If it fails its Fortitude save, it is considered weak to ice for 1d4 rounds. This weakness temporarily overrides and replaces a resistance to ice.
Material Component: 1 ounce of "kawahori-ogi."

Raiton: Ichi
Element: Thunder
School: Ninjutsu
Duration: Instantaneous
Components: S, M
Casting Time: One standard action
Target: One creature
Range: 20 ft.
Save: Fortitude partial, see text
Effect: A blast of lightning shocks the target. The target takes 1d4 per ninja level thunder damage. If it fails its Fortitude save, it is considered weak to earth for 1d4 rounds. This weakness temporarily overrides and replaces a resistance to earth.
Material Component: 1 ounce of "hiraishin."

Katon: Ichi
Element: Fire
School: Ninjutsu
Duration: Instantaneous
Components: S, M
Casting Time: One standard action
Target: One creature
Range: 20 ft.
Save: Fortitude partial, see text
Effect: A blast of fire burns the target. The target takes 1d4 per ninja level fire damage. If it fails its Fortitude save, it is considered weak to water for 1d4 rounds. This weakness temporarily overrides and replaces a resistance to water.
Material Component: 1 ounce of "uchitake."

Hyoton: Ichi
Element: Ice
School: Ninjutsu
Duration: Instantaneous
Components: S, M
Casting Time: One standard action
Target: One creature
Range: 20 ft.
Save: Fortitude partial, see text
Effect: A blast of ice engulfs the target. The target takes 1d4 per ninja level ice damage. If it fails its Fortitude save, it is considered weak to fire for 1d4 rounds. This weakness temporarily overrides and replaces a resistance to fire.
Material Component: 1 ounce of "tsurara."

Kurayami: Ichi
Element: Dark
School: Ninjutsu
Duration: 1 round/ninja level
Components: S, M
Casting Time: One standard action
Target: One creature
Range: 20 ft.
Save: Reflex negates
Effect: The ninja hurls the sairui-ran powder directly into the target's eyes. The target suffers a -3 penalty to attack rolls. This is a blindness effect.
Material Component: 1 ounce of "sairui-ran."

Hojo: Ichi
Element: Earth
School: Ninjutsu
Duration: 1 round/ninja level
Components: S, M
Casting Time: One standard action
Target: One creature
Range: 20 ft.
Save: Will negates
Effect: The ninja hurls the batch of powder at the target's feet. With a flash, the target is slowed, as the spell "Slow." This is a slow effect.
Material Component: 1 ounce of "kaginawa."

Dokumori: Ichi
Element: Water
School: Ninjutsu
Duration: 1 minute
Components: S, M
Casting Time: One standard action
Target: One creature
Range: 20 ft.
Save: Fortitude partial, see text
Effect: The ninja tosses this powder at the target. The target is poisoned. The initial effect is 2d6 water damage, and the poison deals 1 additional water damage every round at the beginning of your turn for 1 minute. The secondary effect is an additional 2d6 water damage.
Material Component: 1 ounce of "kodoku."

Jubaku: Ichi
Element: Ice
School: Ninjutsu
Duration: 1 round/ninja level
Components: S, M
Casting Time: One standard action
Target: One creature
Range: 20 ft.
Save: Fortitude negates, see text
Effect: The target is paralyzed.
Material Component: 1 ounce of "jusatsu."

Level 3

Tonko: Ni
Element: Wind
School: Ninjutsu
Duration: Instantaneous
Components: S, M
Casting Time: One swift action
Target: Self
Range: Personal
Save: None
Effect: As Tonko: Ichi.
Material Component: 4 ounces of "shinobi-tabi."

Utsusemi: Ni
Element: Wind
School: Ninjutsu
Duration: Instantaneous
Components: S, M
Casting Time: One swift action
Target: Self
Range: Personal
Save: None
Effect: You conjure four shadow images, which absorb attacks for you. The next four attacks against you have a 95% miss chance. Utsusemi: Ichi is discharged after four attacks have missed you due to this miss chance.

Area-of-effect spells and abilities affect you and all of your shadow images at once. Whenever you are subject to a Reflex save to take half damage from an ability, you must make a Reflex save for each miss chance you have remaining. For each save you fail (not including your own Reflex save to avoid the spell), you lose a shadow image (and thus a miss chance).

Utsusemi: Ni overwrites and replaces Blink or Utsuemi: Ichi.
Material Component: 4 ounces of "shihei."

Level 4

Suiton: Ni
Element: Water
School: Ninjutsu
Duration: Instantaneous
Components: S, M
Casting Time: One swift action
Target: One creature
Range: 20 ft.
Save: Fortitude partial, see text
Effect: A blast of water strikes the target. The target takes 1d6 per ninja level water damage. If it fails its Fortitude save, it is considered weak to thunder for 1d4 rounds. This weakness temporarily overrides and replaces a resistance to thunder.
Material Component: 4 ounces of "mizu-deppo."

Doton: Ni
Element: Earth
School: Ninjutsu
Duration: Instantaneous
Components: S, M
Casting Time: One swift action
Target: One creature
Range: 20 ft.
Save: Fortitude partial, see text
Effect: A blast of stone bombards the target. The target takes 1d6 per ninja level earth damage. If it fails its Fortitude save, it is considered weak to wind for 1d4 rounds. This weakness temporarily overrides and replaces a resistance to wind.
Material Component: 4 ounces of "makibishi."

Huton: Ni
Element: Wind
School: Ninjutsu
Duration: Instantaneous
Components: S, M
Casting Time: One swift action
Target: One creature
Range: 20 ft.
Save: Fortitude partial, see text
Effect: A blast of wind blasts the target. The target takes 1d6 per ninja level wind damage. If it fails its Fortitude save, it is considered weak to ice for 1d4 rounds. This weakness temporarily overrides and replaces a resistance to ice.
Material Component: 4 ounces of "kawahori-ogi."

Raiton: Ni
Element: Thunder
School: Ninjutsu
Duration: Instantaneous
Components: S, M
Casting Time: One swift action
Target: One creature
Range: 20 ft.
Save: Fortitude partial, see text
Effect: A blast of lightning shocks the target. The target takes 1d6 per ninja level thunder damage. If it fails its Fortitude save, it is considered weak to earth for 1d4 rounds. This weakness temporarily overrides and replaces a resistance to earth.
Material Component: 4 ounces of "hiraishin."

Katon: Ni
Element: Fire
School: Ninjutsu
Duration: Instantaneous
Components: S, M
Casting Time: One swift action
Target: One creature
Range: 20 ft.
Save: Fortitude partial, see text
Effect: A blast of fire burns the target. The target takes 1d6 per ninja level fire damage. If it fails its Fortitude save, it is considered weak to water for 1d4 rounds. This weakness temporarily overrides and replaces a resistance to water.
Material Component: 4 ounces of "uchitake."

Hyoton: Ni
Element: Ice
School: Ninjutsu
Duration: Instantaneous
Components: S, M
Casting Time: One swift action
Target: One creature
Range: 20 ft.
Save: Fortitude partial, see text
Effect: A blast of ice engulfs the target. The target takes 1d6 per ninja level ice damage. If it fails its Fortitude save, it is considered weak to fire for 1d4 rounds. This weakness temporarily overrides and replaces a resistance to fire.
Material Component: 4 ounces of "tsurara."

Kurayami: Ichi
Element: Dark
School: Ninjutsu
Duration: 1 round/ninja level
Components: S, M
Casting Time: One swift action
Target: One creature
Range: 20 ft.
Save: Reflex negates
Effect: The ninja hurls the sairui-ran powder directly into the target's eyes. The target suffers a -5 penalty to attack rolls. This is a blindness effect.
Material Component: 4 ounces of "sairui-ran."

Hojo: Ni
Element: Earth
School: Ninjutsu
Duration: 1 round/ninja level
Components: S, M
Casting Time: One swift action
Target: One creature
Range: 20 ft.
Save: Will negates
Effect: The ninja hurls the batch of powder at the target's feet. With a flash, the target is slowed, as the spell "Slow." This is a slow effect.
Material Component: 4 ounces of "kaginawa."

Dokumori: Ni
Element: Water
School: Ninjutsu
Duration: 1 minute
Components: S, M
Casting Time: One swift action
Target: One creature
Range: 20 ft.
Save: Fortitude negates, see text
Effect: As Dokoumori: Ichi, but the initial and secondary damage is increased to 3d6, and the periodic damage is increased to 1d3.
Material Component: 4 ounces of "kodoku."

Jubaku: Ni
Element: Ice
School: Ninjutsu
Duration: 1 round/ninja level
Components: S, M
Casting Time: One swift action
Target: One creature
Range: 20 ft.
Save: Fortitude negates, see text
Effect: As Jubaku: Ichi.
Material Component: 4 ounces of "jusatsu."

Level 5

Suiton: San
Element: Water
School: Ninjutsu
Duration: Instantaneous
Components: S, M
Casting Time: One swift action
Target: One creature
Range: 20 ft.
Save: Fortitude partial, see text
Effect: A blast of water strikes the target. The target takes 1d8 per ninja level water damage. If it fails its Fortitude save, it is considered weak to thunder for 1d6 rounds. This weakness temporarily overrides and replaces a resistance to thunder.
Material Component: 8 ounces of "mizu-deppo."

Doton: San
Element: Earth
School: Ninjutsu
Duration: Instantaneous
Components: S, M
Casting Time: One swift action
Target: One creature
Range: 20 ft.
Save: Fortitude partial, see text
Effect: A blast of stone bombards the target. The target takes 1d8 per ninja level earth damage. If it fails its Fortitude save, it is considered weak to wind for 1d6 rounds. This weakness temporarily overrides and replaces a resistance to wind.
Material Component: 8 ounces of "makibishi."

Huton: San
Element: Wind
School: Ninjutsu
Duration: Instantaneous
Components: S, M
Casting Time: One swift action
Target: One creature
Range: 20 ft.
Save: Fortitude partial, see text
Effect: A blast of wind blasts the target. The target takes 1d8 per ninja level wind damage. If it fails its Fortitude save, it is considered weak to ice for 1d6 rounds. This weakness temporarily overrides and replaces a resistance to ice.
Material Component: 8 ounces of "kawahori-ogi."

Raiton: San
Element: Thunder
School: Ninjutsu
Duration: Instantaneous
Components: S, M
Casting Time: One swift action
Target: One creature
Range: 20 ft.
Save: Fortitude partial, see text
Effect: A blast of lightning shocks the target. The target takes 1d8 per ninja level thunder damage. If it fails its Fortitude save, it is considered weak to earth for 1d6 rounds. This weakness temporarily overrides and replaces a resistance to earth.
Material Component: 8 ounces of "hiraishin."

Katon: San
Element: Fire
School: Ninjutsu
Duration: Instantaneous
Components: S, M
Casting Time: One swift action
Target: One creature
Range: 20 ft.
Save: Fortitude partial, see text
Effect: A blast of fire burns the target. The target takes 1d8 per ninja level fire damage. If it fails its Fortitude save, it is considered weak to water for 1d6 rounds. This weakness temporarily overrides and replaces a resistance to water.
Material Component: 8 ounces of "uchitake."

Hyoton: San
Element: Ice
School: Ninjutsu
Duration: Instantaneous
Components: S, M
Casting Time: One swift action
Target: One creature
Range: 20 ft.
Save: Fortitude partial, see text
Effect: A blast of ice engulfs the target. The target takes 1d8 per ninja level ice damage. If it fails its Fortitude save, it is considered weak to fire for 1d6 rounds. This weakness temporarily overrides and replaces a resistance to fire.
Material Component: 8 ounces of "tsurara."

Nu
2007-09-24, 04:14 AM
Beastmaster

Hit Die
d10

Class Skills
The beastmaster's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Spot (Wis), Survival (Wis), and Swim (Str).

Skill Points at Each Level
6 + Int modifier.

Weapon Skill Points at Each Level
2 + Int modifier.

Prerequisites
In order to become a beastmaster, a player must be of the 5th character level or higher, and have 8 or more ranks in Handle Animal, 4 or more ranks in Survival, and either the Skill Focus (handle animal) or Animal Affinity feat.

The Beastmaster
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Call Beast Lvl

1st|
+1|
+2|
+2|
+0|Beast healing, call beast, charm (animal), command, wild empathy|
1

2nd|
+2|
+3|
+3|
+0|Beast killer, nature's ally, wide scan|
2

3rd|
+3|
+3|
+3|
+1|Gauge, killer instinct|
2

4th|
+4|
+4|
+4|
+1|Ooze killer, resist slow|
3

5th|
+5|
+4|
+4|
+1|Charm (vermin)|
3

6th|
+6|
+5|
+5|
+2|Vermin killer|
4

7th|
+7|
+5|
+5|
+2|Improved killer instinct|
4

8th|
+8|
+6|
+6|
+2|Familiar|
5

9th|
+9|
+6|
+6|
+3|Beast affinity|
5

10th|
+10|
+7|
+7|
+3|Charm (plant, ooze), plant killer|
6

11th|
+11|
+7|
+7|
+3|Scent|
6

12th|
+12|
+8|
+8|
+4|Feral howl|
7

13th|
+13|
+8|
+8|
+4||
7

14th|
+14|
+9|
+9|
+4|Magic beast killer|
8

15th|
+15|
+9|
+9|
+5|Charm (humanoid)|
8
[/table]

Weapon and Armor Proficiency
A beastmaster gains proficiency with the battleaxe, handaxe, scythe, and throwing axe, and light armor and shields(but not tower shields).

Beast healing (Su)
The beastmaster may spend a full-round action concentrating. This provokes an attack of opportunity, but a successful attack does not interrupt the healing. At the end of her turn, the beastmaster heals her nature's ally, called beasts, and charmed creatures under her command. Add 5 to the DC if she has an animal companion currently under her command, and then another 5 for a called beast or charmed creature. Each round she spends concentrating, the creatures under her command are healed for 10 points of damage per beastmaster level of the character. If at least three rounds are spent concentrating, affected creatures are also cured of any negative status conditions they might be suffering.

Call beast (Su)
Once a day, a beastmaster can call a beast to its side in order to do its bidding. Summoning a beast takes a full round to complete and provokes an attack of opportunity. The beast appears just before the beastmaster's following turn and can be commanded on the beastmaster's turn. Summoned beasts are commanded just as charmed creatures are, with the beastmaster's command abilities. The kind of beast the beastmaster can summon depends upon the level of the beastmaster's call beast ability(the level increases at the 2nd beastmaster level and every two beastmaster levels thereafter). When a summoned beast reaches 0 or less HP, it vanishes instantly. A summoned beast serves the beastmaster for 1 hour/beastmaster level, after which it vanishes.

You may summon beasts that are lower than your current call beast level if you wish. All summoned beasts get benefits as if they were your companion(see the nature's ally ability later on). You can also handle them as if they were your nature's ally through use of Handle Animal checks and the Link ability, but you cannot train them to learn additional tricks and they do not get bonus monster skills.

You cannot use call beast if you already have a called beast or charmed animal in your service. You may call a beast in addition to a natural ally, however.

Charm (Ex)
At will, if a beastmaster has no charmed companions and no called beasts in her service, she may attempt to charm an animal to do her bidding for a short time. The beastmaster may still charm a creature in addition to her animal companion. The beastmaster makes a charm check (1d20 + character's beastmaster level + beastmaster's Charisma modifier) opposed by the animal's Will save. If the charm attempt fails, the animal immediately becomes hostile to the beastmaster and will either attack or flee, depending on its normal behavior. A beastmaster may charm only once per minute. Charm has a range of 60 ft and using it is a standard action that provokes an attack of opportunity.

If the charm is successful, the animal will immediately move to the beastmaster's side, and it can be commanded with Handle Animal checks as a trained animal(that knows no tricks) OR with the beastmaster's Command ability. A charm effect has a maximum duration of one minute per beastmaster level + one minute per point of Charisma bonus the beastmaster has. Whenever a charmed animal receives a command via the command ability or a successful Handle Animal check, it repeats its Will save with a bonus equal to its Hit Dice. If the Will save is successful, the duration of charm is reduced by one minute.

A beastmaster can attempt to charm a magical beast, but the check takes a -4 penalty for each point of Intelligence more than 2 the magical beast has. At the 5th level, the beastmaster gains the ability to use the charm ability on vermin. At the 10th level, the beastmaster gains the ability to use the charm ability on plant creatures and oozes. At the 15th level, the beastmaster gains the ability to use the charm ability on humanoids. Handle animal checks cannot be used on any of these creatures, they must be commanded via the command ability.

Charm is a light-based ability. Creatures that are resistant to light get a +2 bonus to their Will save against charm. Creatures weak to light suffer a -2 penalty to their Will save against charm. Creatures immune to light or that absorb light are immune to charm. Charm is ineffective against extraplanar creatures, regardless of type.

Command (Su)
The beastmaster is able to command her nature's ally, summoned beasts, and charmed creatures via telepathy. The creature must be within 60 ft. of the beastmaster and be within the beastmaster's line of sight in order to receive commands. The beastmaster issues commands as a move action that does not provoke an attack of opportunity. The creature acts on its master's turn, immediately following her actions, and attempts to carry out whatever command it was last issued. The following commands can be issued and have the following effects:

Guard
Orders the creature to guard its master. The creature will attempt move into and stay within a square adjacent to its master(following its master's movements if need be) and failing this, attempt to follow behind its master wherever it goes. If the creature or its master fall under attack, the creature will defend itself or its master by attacking the target that threatens them.

Guard is the default command. As soon as a creature is called or charmed, it automatically follows this command until issued a new command.

Attack
Orders the creature to attack a target. The beastmaster must be able to see the target and the target must be within 120 ft. The creature will close to melee range with the target and attack the target with its natural weapons until the target is knocked out or killed(in which case the summon returns to following the Guard command), or until the creature is issued a new command. If it cannot reach the target, the command fails and the creature resumes following whatever command it was following before it was issued the attack command. The creature may also use special abilities such as improved grab, charge, rake, pounce, etc.

Heel
Orders the creature to stop whatever it's doing and follow the beastmaster in a passive mode. It will not defend itself or its master while following the heel command. It will continue to simply follow its master until it is issued a new command.

Stay
Orders the creature to remain where it is and not move. The summon will cease moving and remain in its spot until it is issued a new command. It will make no attempts to defend itself or its master.

Release
Releases the charmed creature or called beast from service. In the case of a called beast, the called beast simply disappears. In the case of a charmed creature, it is dazed for 1 round, and retains no memories of what it did while charmed. After it is released from its daze, it resumes its normal activities, and may attack the beastmaster or its allies if they are still within sight. A creature is automatically released if it is reduced to 0 or less HP, or if the creature and master are at any time more than 200 ft. apart. The beastmaster cannot issue this command to her nature's ally.

Sic
Orders the creature to perform a monster skill. The creature must have sufficient TP to execute one of its skills. In the case of the beastmaster's natural ally, the beastmaster may select which skill is used. Otherwise, determine which the creature uses randomly.

A creature will not perform monster skills (or weapon skills in the case of certain charmed creatures) following any other command, they can only do so through use of sic. Not even a beastmaster's ally of nature will use a monster skill without being issued the sic command. The creature will attempt to use the skill on the creature it is currently attacking if it is offensive in nature, otherwise it will simply use it. The skill fails if it is not in range of any targets. The beastmaster innately knows when its minion has the capability to use one or more of its monster skills via empathic feeling.

The beastmaster can combine its own weapon skills with those of its companion or minions to form skillchains.

Once the beastmaster issues the sic command, she cannot issue another sic command for 1d3+1 rounds.

Wild empathy (Ex)
A beastmaster can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The beastmaster rolls 1d20 and adds her beastmaster level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the beastmaster and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

The beastmaster can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check.

Nature's Ally (Ex)
At the 2nd level, the beastmaster gains the services of a natural ally selected from the following list: beetle, coeurl, crab, crawler, dhalmel, eft, fly, funguar, giant bat, greater bird, lizard, mandragora, opo-opo, rarab, raptor, spider, tiger, or zu. The selected companion is a loyal ally that accompanies the beastmaster on her adventures.

A beastmaster's companion is better than a normal creature of its type. Its HD total increases to 7, and it gains bonuses appropriate to the table below based on the number of bonus HD granted (as well as normal bonuses for increased HD, such as a new feat every 3rd HD and an ability score increase every 4th HD). Whenever a beastmaster gains another beastmaster level, its companion gains another bonus HD and the bonuses that come with it. An ally of nature should always have an HD total equal to its master's beastmaster level + 5.

A beastmaster may also choose an alternate natural ally, a ram or sea monk, if its beastmaster level + 5 is greater than or equal to the monster's HD.

Whenever a natural ally is killed, its beastmaster loses 100 XP per companion HD (this cannot cause the beastmaster to lose a level, but it must still regain the lost XP before leveling up again). The beastmaster may revive a slain companion with a day-long ritual involving seclusion and prayers to nature, after which the beastmaster regains any and all XP it lost due to the death of its ally.

A beastmaster may also dismiss its natural ally from service at any time. The companion must be alive in order to be dismissed, and the beastmaster must dismiss its ally before selecting an alternate or taking a new companion.

Finally, an ally of nature's natural weapons receive a +1 enhancement bonus on attack and damage rolls equal to (5 + beastmaster's level) / 4, rounded down (up to a maximum of +5 at beastmaster level 15).

Table: Nature's Ally

{table=head]Bonus HD|Natural Armor Adj.|Str/Dex/Con Adj.|Bonus Tricks|Special

0-1|
+0|
+0|
1|Link, share spells

2-3|
+2|
+1|
2|Evasion, devotion

4-5|
+3|
+2|
3|Monster skill, uncanny dodge

6-7|
+3|
+3|
3|Fast movement +10

8-9|
+4|
+4|
4|Monster skill

10-11|
+5|
+5|
5|Multiattack

12-13|
+6|
+6|
6|Fast movement +20, monster skill

14-15|
+6|
+7|
6|Improved uncanny dodge

16-17|
+7|
+8|
7|Improved evasion, monster skill

18-19|
+8|
+9|
8|Fast movement +30
[/table]

Bonus HD
An ally of nature's normal Hit Dice total is equal to its master's druid level. Additional Hit Dice added to the base creature provide the companion with benefits according to this table, as well as increasing the animal's base attack bonus and saves. An animal companion has a base attack bonus equal to a druid with as many levels as it has Hit Dice, and good Fortitude and Reflex saves.

Natural Armor Adjustment
The value in this column is added to the companion's existing natural armor bonus.

Strength, Dexterity, and Constitution Adjustment
The value in this column is added to the companion's Strength, Dexterity, and Constitution scores.

Bonus Tricks
The value given in this column is the total number of "bonus" tricks that the companion knows in addition to any that the druid might choose to teach it (see the Handle Animal skill). These bonus tricks don’t require any training time or Handle Animal checks, and they don’t count against the normal limit of tricks known by the companion. The druid selects these bonus tricks, and once selected, they can’t be changed.

Link (Ex)
A beastmaster can handle her companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill.

Using the command ability, the beastmaster may issue the attack, heel, or stay commands to her companion as a free action, or the sic command as a swift action.

The beastmaster gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion. All allies of nature respond to Handle Animal and wild empathy checks as if they were an animal.

Share Spells (Ex)
At the beastmaster’s option, she may have any spell or spell-like ability cast upon herself also affect her companion. The companion must be within 5 feet of her at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the ally of nature if the companion moves farther than 5 feet away and will not affect the animal again, even if it returns to the druid before the duration expires.

Additionally, the beastmaster may cast a spell with a target of "You" on her companion (as a touch range spell) instead of on herself. A beastmaster and her companion can share spells even if the spells normally do not affect creatures of the companion’s type.

Evasion (Ex)
If a companion that has gained at least 2 bonus HD is subjected to an attack that normally allows a saving throw for half damage, it takes no damage on a successful saving throw. An immobilized or helpless companion doesn't get the benefit of Evasion.

Devotion (Ex)
A companion that has gained at least 2 bonus HD is immune to charm effects and receives a +4 morale bonus to saving throws against fear effects.

Monster skill (Ex)
A companion begins with only its natural monster skill available for use. However, a companion that has gained at least 4 bonus HD gets a bonus monster skill that it meets the prerequisites for. The animal companion gets another additional bonus monster skill at the 8th, 12th, and 16th bonus HD. Called beasts do not gain bonus monster skills.

Uncanny Dodge (Ex)
A companion that has gained at least 4 bonus HD retains its Dexterity bonus to AC even if it is caught flat-footed or struck by an invisible attacker. The ally of nature still loses her Dexterity bonus to AC if immobilized.

Fast Movement (Ex)
A companion that has gained at least 6 bonus HD has its base land speed improved by +10 feet. A companion's base land speed again improves by +10 feet at 12 and 18 bonus HD.

Multiattack (Ex)
A companion that has gained at least 10 bonus HD gains Multiattack as a bonus feat if it has three or more natural attacks and does not already have that feat. If it does not have the requisite three or more natural attacks, the animal companion instead gains a second attack with its primary natural weapon, albeit at a -5 penalty.

Improved Uncanny Dodge (Ex)
A companion that has gained at least 14 bonus HD can no longer be flanked. A thief with at least 4 more thief levels than the companion has HD total can still sneak attack the companion by flanking it.

Improved Evasion (Ex)
If a companion that has gained at least 16 bonus HD that is subjected to an attack that normally allows a saving throw for half damage, it still takes no damage on a successful saving throw, but also takes only half damage on a failed saving throw. An immobilized or helpless companion doesn't get the benefit of Improved Evasion.

Beast Killer (ex)
The beastmaster unsettles animals with her mere presence beginning at the 2nd level. Animals that attempt to attack the beastmaster with a weapon, spell, or ability must make a Will save of 10 + beastmaster level + beastmaster's Charisma modifier. A failed save means the attack fails.

Wide Scan (su)
A beastmaster of the 2nd level or higher is able to sense the presence of a monster whose tracks she is following. Once a beastmaster has acquired the trail of a creature and is following its tracks using the Survival skill, she can sense the presence of the creature if it is within 200 ft. She knows the general direction and location of the creature, but nothing about its surroundings or its condition.

Killer Instinct (Ex)
The beastmaster gets the Killer Focus feat as a bonus feat at the 3rd level. In addition, beasts under her command (including nature's allies, called beasts, and charmed beasts) get "Killer" effects based on their type.

Animals get the effect of "Vermin Killer." Vermin get the effect of "Plant Killer." Plants get the effect of "Ooze Killer." Oozes get the effect of "Beast Killer." The save DC for the killer effects is 10 + (½ x creature's HD) + creature's Charisma bonus. A creature under the beastmaster's command may use the beastmaster's Charisma modifier in place of its own for the purpose of killer instinct.

Gauge (Ex)
A beastmaster of the 3rd level or higher is able to gauge the strength of a creature and its resistance to her charms. As a swift action, the beastmaster gauges a target within 60 ft. The beastmaster learns its current HP value, its strength relative to her own, and its resistance to her charm ability(Will save bonus, resistance/weakness to light and other conditions such as immunity factored in).

Ooze killer (Ex)
The beastmaster unsettles oozes with her mere presence beginning at the 4th level. This ability is the same as beast killer, but applies to oozes.

Resist slow (Su)
A beastmaster of the 4th level or higher gains a bonus equal to her Charisma bonus(treat a negative modifier as 0) to saving throws against slow effects.

Vermin killer (Ex)
The beastmaster unsettles vermin with her mere presence beginning at the 6th level. This ability is the same as beast killer, but applies to vermin.

Improved killer instinct (Ex)
The beastmaster gets the Greater Killer Focus feat as a bonus feat at the 7th level. In addition, the beastmaster shares all of her killer abilities with beasts under her command(including her nature's ally, called beasts, and charmed creatures).

Familiar (Su)
Once per day, a beastmaster of the 8th level or higher may drastically increase the power the creatures under her command. The duration of all current "charm" or "call beast" effects the beastmaster has going extends to one hour. Her charmed creatures and called beasts receive a +4 enhancement bonus to Strength and Constitution for the duration of their charm/summoned. Using familiar is a free action that the beastmaster may only perform on her turn.

Additionally, a number of times per day equal to her Charisma modifier (minimum 1/day), a beastmaster may transform her ally of nature into an avatar of nature as a free action on her turn. Upon doing so, the beastmaster's companion grows larger by one size category (up to maximum of Colossal), gains 10 temporary hit points per beastmaster level, damage reduction 10/magic, and a +8 size bonus to Strength and a +4 size bonus to Constitution. These effects last 1 round per beastmaster level.

Beast affinity (Ex)
From the 9th level onwards, any animals under the beastmaster's command get a bonus to saving throws equal to the beastmaster's Charisma modifier. This affects charmed creatures, called beasts, and her nature's ally.

Plant killer (Ex)
The beastmaster unsettles plant creatures with her mere presence beginning at the 10th level. This ability is the same as beast killer, but applies to plant creatures.

Scent (Ex)
At the 11th level, the beastmaster gains the Scent ability.

Feral howl (Ex)
A beastmaster of the 12th level or higher may unleash a threatening howl as a swift action. Hostile creatures within 60 ft. who hear this howl must make a Will save with a DC equal to 15 + character's beastmaster level + beastmaster's Charisma modifier or be shaken for 2d6 rounds. Shaken enemies become instead frightened for 1d6 rounds. Additionally, all creatures under the beastmaster's command receive a +2 morale bonus to their next attack roll, damage roll, and saving throw if such rolls are made within 4 rounds. This includes natural allies, charmed creatures, and called beasts.

Once used, feral howl cannot be used again for 1d3+1 rounds.

Magic beast killer (Ex)
The beastmaster unsettles magical beasts with her mere presence beginning at the 14th level. This ability is the same as beast killer, but applies to magical beasts.

Call Beast List
Called beasts are animals summoned using the "Call Beast" ability. They gain improvements as if they were the beastmaster's animal companion. The list is as follows:

Level 1: Keeneared Steffi
Level 2: Courier Carrie
Level 3: Coldblooded Como
Level 4: Panzer Galahad
Level 5: Lullaby Melodia
Level 6: Saber Siravarde
Level 7: Homonculus
Level 8: Amigo Sabotender

Keeneared Steffi
Size/Type: Small Animal
HD: 5d8+10 (32 hp)
Speed: 20 ft. (4 squares)
Initiative: +4
Armor Class: 16; touch 14; flat-footed 13
(+1 size, +3 Dex, +2 natural armor)
Base Attack Bonus: +3; Grapple: -6
Attack: Claw +7 melee (1d4+1)
Full-Attack: 2 Claws +7 melee (1d4+1) and Bite +2 melee (1d3)
Space: 5 ft.; Reach: 5 ft.
Special Attacks: Heel kick, pounce
Special Qualities: Low-Light Vision, Scent
Monster skills: Whirl Claws
Saves: Fort +6 Ref +8 Will +3
Abilities: Str 12, Dex 18, Con 14, Int 2, Wis 15, Cha 2
Skills: +14 Jump(+5 racial), +12 Listen, +12 Spot
Feats: Weapon Finesse (B), Alertness, Weapon Focus (claws)
Environment: Any
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: As animal companion
Level Adjustment: -
Element: Earth
Strong Against: -
Weak Against: Dark, Thunder, Water
Tricks Known: Attack, Heel, Come
Description: A white rarab.

Pounce (Ex)
If a rarab charges, it can make a full attack or make a footkick attack.

Footkick (Ex)
The rarab attacks using both feet. It uses a claw attack with double damage dice and adds its Dexterity modifier to the damage rolls in place of its Strength modifier (for a base rarab, this is 2d4+3 damage). The attack is made at the rarab's full attack bonus and requires a full attack action (or may be used at the end of a charge via the pounce ability).

Courier Carrie
Size/Type: Small Animal (Aquatic)
HD: 5d8+13 (35 hp)
Speed: 20 ft. (4 squares), swim 40 ft. (average)
Initiative: +1
Armor Class: 19; touch 12; flat-footed 18
(+1 size, +1 Dex, +7 natural armor)
Base Attack Bonus: +3; Grapple: +3
Attack: Claw +7 melee (1d4+6)
Full-Attack: 2 Claws +7 melee (1d4+6)
Space: 5 ft.; Reach: 5 ft.
Special Attacks: Big scissors, constrict, improved grab
Special Qualities: Low-Light Vision
Monster skills: Metallic Body
Saves: Fort +6 Ref +5 Will +3
Abilities: Str 18, Dex 12, Con 14, Int 1, Wis 15, Cha 1
Skills: +12 Swim, +10 Listen
Feats: Toughness, Improved Natural Armor
Environment: Any
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: As animal companion
Level Adjustment: -
Element: Water
Strong Against: Water
Weak Against: Ice, Thunder
Tricks Known: Attack, Guard, Seek
Description: A blue crab with pots strapped to its back.

Big scissors (ex)
A crab is considered one size category larger than it is for the purposes of grapple checks and improved grab.

Constrict (ex)
On a successful grapple check, the crab deals automatic claw damage.

Improved grab (ex)
To use this ability, a crab must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold.

Coldblooded Como
Size/Type: Medium Animal
HD: 5d8+15 (37 hp)
Speed: 70 ft. (14 squares)
Initiative: +7
Armor Class: 17; touch 13; flat-footed 14
(+3 Dex, +4 natural armor)
Base Attack Bonus: +3; Grapple: +6
Attack: Bite +6 melee (1d6+4)
Full-Attack: Bite +6 melee (1d6+4)
Space: 5 ft.; Reach: 5 ft.
Special Attacks: Breath weapon, improved trip, poison
Special Qualities: Low-Light Vision, scent
Monster skills: Infrasonics
Saves: Fort +7 Ref +7 Will +3
Abilities: Str 16, Dex 17, Con 16, Int 1, Wis 14, Cha 2
Skills: Spot +10, Listen +10
Feats: Alertness, Improved Initiative
Environment: Any
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: As animal companion
Level Adjustment: -
Element: Fire
Strong Against: -
Weak Against: Ice, Wind
Tricks Known: Attack, Track, Fetch
Description: An ebony lizard.

Breath weapon (Ex)
A 10 foot cone of noxious gas. Deals 1d6 + 1d6 non-elemental damage per 3 lizard HD (Reflex save for half). Creatures in the cone who breathe air and take damage from the attack are poisoned. The save DC for the breath weapon is Constitution-based. A lizard may use its breath weapon once every 1d3+1 rounds.

Improved Trip (Ex)
To use this ability, the lizard must succeed on a bite attack. It can then attempt to Trip the opponent as a free action without provoking an attack of opportunity. If it fails the trip attempt, the opponent cannot react to trip the lizard.

Poison (Ex)
Inhaled; delivered only via the breath weapon. Initial effect is sickness, deals 1 non-elemental damage every 2 rounds at the beginning of the victim's turn. Lasts 1 minute with a secondary effect of nausea. A creature that fails its save against the secondary effect is nauseated for 1 minute and sickened for 2d4 hours. The save DC is Constitution-based.

Panzer Galahad
Size/Type: Medium Vermin
HD: 5d8+20 (42 hp)
Speed: 30 ft. (6 squares)
Initiative: +0
Armor Class: 19; touch 10; flat-footed 19
(+9 natural armor)
Base Attack Bonus: +3; Grapple: +7
Attack: Bite +7 melee (1d6+6)
Full-Attack: Bite +7 melee (1d6+6)
Space: 5 ft.; Reach: 5 ft.
Special Attacks: Constrict, improved grab,
Special Qualities: Darkvision 60 ft.
Monster skills: Harden
Saves: Fort +7 Ref +4 Will +2
Abilities: Str 19, Dex 11, Con 16, Int 1, Wis 13, Cha 6
Skills: +9 Listen, +9 Survival
Feats: Power Attack, Improved Toughness
Environment: Any
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: As animal companion
Level Adjustment: -
Element: Earth
Strong Against: -
Weak Against: Ice, Light
Tricks Known: Attack, Track, Guard
Description: A fiery red-and-orange beetle.

Constrict (Ex)
On a successful grapple check, a beetle deals automatic bite damage.

Improved Grab (Ex)
To use this ability, a beetle must hit with a bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and may constrict.

Powerful Charge (Ex)
A beetle's bite attack deals double damage when charging.

Lullaby Melodia
Size/Type: Large Animal
HD: 5d8+20 (42 hp)
Speed: 40 ft. (8 squares)
Initiative: +2
Armor Class: 15; touch 11; flat-footed 13
(-1 size, +2 Dex, +4 natural armor)
Base Attack Bonus: +3; Grapple: +12
Attack: Bite +6 melee (1d8+5)
Full-Attack: 2 Hooves +6 melee (1d4+5) Bite +1 melee (1d8+2)
Space: 10 ft.; Reach: 5 ft.
Special Attacks: -
Special Qualities: Low-Light Vision, scent
Monster skills: Sheepsong, Brutal Charge
Saves: Fort +8 Ref +6 Will +2
Abilities: Str 21, Dex 14, Con 18, Int 2, Wis 13, Cha 6
Skills: Spot +9, Listen +9
Feats: Alertness, Endurance
Environment: Any
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: As animal companion
Level Adjustment: -
Element: Earth
Strong Against: -
Weak Against: Thunder, Water
Tricks Known: Attack, Heel, Come, Work, Defend, Down
Description: A sheep with a very light pink coat of wool.

Stampede (Ex)
A frightened herd of sheep flees as a group in a random direction (but always away from the perceived source of danger). They literally run over anything of Large size or smaller that gets in their way, dealing 1d12 points of damage for each five sheep in the herd (Reflex save for half damage). The save DC is Strength-based.

Trample (Ex)
Reflex save for half damage. The save DC is Strength-based. The damage is equal to that of a hoof attack with double damage dice + 1.5x the sheep's strength modifier (instead of just 1x).

Saber Siravarde
Size/Type: Large Animal
HD: 5d8+15 (37 hp)
Speed: 60 ft. (12 squares)
Initiative: +2
Armor Class: 14; touch 12; flat-footed 13
(-1 size, +2 Dex, +3 natural armor)
Base Attack Bonus: +3; Grapple: +12
Attack: Claw +8 melee (1d8+6)
Full-Attack: 2 claws +8 melee (1d8+6), Bite +3 melee (2d6+3)
Space: 10 ft.; Reach: 5 ft.
Special Attacks: Improved grab, pounce, rake
Special Qualities: Low-Light Vision, scent
Monster skills: Claw Cyclone
Saves: Fort +7 Ref +6 Will +2
Abilities: Str 23, Dex 15, Con 17, Int 2, Wis 13, Cha 6
Skills: Spot +11, Listen +11
Feats: Alertness, Improved Natural Weapon (bite), Improved Natural Weapon (claw) (B)
Environment: Any
Organization: Solitary, herd (4-10)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: As animal companion
Level Adjustment: -
Element: Thunder
Strong Against: -
Weak Against: Fire, Light
Tricks Known: Attack, Down, Fetch, Track, Guard, Defend
Description: An odd silver tiger.

Improved grab (Ex)
Whenever a tiger hits a foe with its bite attack, it may initiate a grapple check as a free action. If successful, it establishes a hold and can rake.

Pounce (Ex)
A tiger may make a full attack at the end of a charge, including two rake attacks.

Rake (Ex)
A tiger deals automatic claw damage with a successful grapple check.

Homonculus
Size/Type: Small Plant
HD: 5d8+25 (47 hp)
Speed: 20 ft. (4 squares)
Initiative: +6
Armor Class: 21; touch 17; flat-footed 15
(+1 size, +6 Dex, +4 natural armor)
Base Attack Bonus: +3; Grapple: +1
Attack: Slam +9 melee (1d3+3)
Full-Attack: 2 Slam +9 melee (1d3+3)
Space: 5 ft.; Reach: 5 ft.
Special Attacks: Dream flower
Special Qualities: Low-Light Vision, Blindsense 60 ft., Fast healing
Monster skills: Wild Oats
Saves: Fort +8 Ref +10 Will +2
Abilities: Str 15, Dex 22, Con 19, Int 10, Wis 13, Cha 8
Skills: +11 Spot, +11 Listen
Feats: Alertness, Weapon Finesse (B), Improved Toughness
Environment: Any
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: As animal companion
Level Adjustment: -
Element: Earth
Strong Against: Light
Weak Against: Dark, Fire, Ice, Thunder, Wind
Tricks Known: -
Description: A black mandragora.

Blindsense
A mandragora notices and locates creatures within 60 feet. Opponents still have 100% concealment against a creature with blindsense.

Dream Flower (Ex)
Once per 2d4 rounds as a full-round action, the mandragora may spread pollen from the flower on its head in a 10' radius spread centered on the mandragora. Living creatures that breathe in the pollen fall asleep for 1d3 rounds on a failed Will save. The save DC is Constitution-based. Can affect up to 3 + 1.5 x the mandragora's HD worth of creatures.

Fast Healing (Ex)
A mandragora has fast healing 1 + 1 per 2 mandragora HD as long as it is in a sunlit area.

Amigo Sabotender
Size/Type: Small Plant
HD: 5d8+20 (42 hp)
Speed: 40 ft. (8 squares)
Initiative: +7
Armor Class: 16; touch 15; flat-footed 12
(+1 size, +4 Dex, +1 natural armor)
Base Attack Bonus: +3; Grapple: +8
Attack: Slam +10 melee (1d4+3) or needle shot 30' (1d2+2 piercing)
Full-Attack: Slam +10 melee (1d4+3) or 10 needle shots 30' (1d2+2 piercing)
Space: 5 ft.; Reach: 5 ft.
Special Attacks: -
Special Qualities: Low-Light Vision, Blindsense 60 ft., regeneration
Monster skills: 1000 Needles
Saves: Fort +7 Ref +11 Will +3
Abilities: Str 15, Dex 24, Con 16, Int 5, Wis 14, Cha 6
Skills: Balance +10, Listen +12, Spot +4
Feats: Improved Toughness, Alertness, Weapon Finesse (B)
Environment: Any
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: As animal companion
Level Adjustment: -
Element: Water
Strong Against: Light, Water
Weak Against: Dark, Ice
Tricks Known: -
Description: A yellow sabotender.

Blindsense
A sabotender notices and locates creatures within 60 feet. Opponents still have 100% concealment against a creature with blindsense.

Regeneration (Ex)
A sabotender has regeneration 3 + 1 per 3 sabotender HD as long as it is in a sunlit area. Ice and dark damage deal normal damage to sabotenders. If a sabotender loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.

Nu
2007-09-25, 04:22 AM
Some New Magic Items

Elemental Staves
There will, of course, be many new unique magical weapons based on existing FF weapons. However, some of the most important to consider are elemental staves. These staves are special weapons that are treated as quarterstaves for the purposes of proficiency (but these staves are not double weapons). They are ornately carved staves that have a gem at the head of the staff, which allows spellcasters to focus their spells through them.

When the spell if focused through the gem, it has special effects on the spell. The staff is treated as a focus for the spell, and the spellcaster may hold the staff in one hand and use the other for somatic components associated with the spell. Ninjutsu and songs are not actual spells, and therefore cannot take advantage of the focus feature(though ninjas and bards still gain the other benefits granted by the staff).

All of these staves weigh 4 lb, deal 1d8 bludgeoning magic damage, and are two-handed simple, magical weapons. A caster must wield the staff to get the benefits of it; if it is stored away it has no effect.

Earth Staff
Special Bonuses
Wielder has damage reduction 10/-.
25% to add 3d6 earth damage to attacks made with a Earth Staff.
Wielder is resistant to thunder.
-1 MP/round perpetuation cost for Earth Spirit and Titan.
+4 enhancement bonus to Constitution.

If used as a spell focus
+1 caster level to earth spells cast by wielder.
+1 to the DC of earth spells cast by wielder.

Crafting Info
Strong elemental; CL 10th, stone III or titan, 25,000 gp.

Water Staff
Special Bonuses
+1 caster level to divine spells cast by wielder.
+1 to the DC of divine spells cast by wielder.
25% to add 3d6 water damage to attacks made with a Water Staff.
Wielder is resistant to fire.
-1 MP/round perpetuation cost for Water Spirit and Leviathan.
+4 enhancement bonus to Wisdom.

If used as a spell focus
+1 caster level to water spells cast by wielder.
+1 to the DC of water spells cast by wielder.

Crafting Info
Strong elemental; CL 10th, water III or leviathan, 25,000 gp.

Wind Staff
Special Bonuses
+5 dodge bonus to armor class.
25% to add 3d6 wind damage to attacks made with a Wind Staff.
Wielder is resistant to earth.
-1 MP/round perpetuation cost for Wind Spirit and Garuda.
+4 enhancement bonus to Dexterity.

If used as a spell focus
+1 caster level to wind spells cast by wielder.
+1 to the DC of wind spells cast by wielder.

Crafting Info
Strong elemental; CL 10th, aero III or garuda, 25,000 gp.

Fire Staff
Special Bonuses
+5 to melee and ranged weapon attack rolls made by wielder.
25% to add 3d6 fire damage to attacks made with a Fire Staff.
Wielder is resistant to ice.
-1 MP/round perpetuation cost for Fire Spirit and Ifrit.
+4 enhancement bonus to Strength.

If used as a spell focus
+1 caster level to fire spells cast by wielder.
+1 to the DC of fire spells cast by wielder.

Crafting Info
Strong elemental; CL 10th, fire III or ifrit, 25,000 gp.

Ice Staff
Special Bonuses
+1 caster level to elemental spells cast by wielder.
+1 to the DC of elemental spells cast by wielder.
25% to add 3d6 ice damage to attacks made with a Ice Staff.
Wielder is resistant to wind.
-1 MP/round perpetuation cost for Ice Spirit and Shiva.
+4 enhancement bonus to Intelligence.

If used as a spell focus
+1 caster level to ice spells cast by wielder.
+1 to the DC of ice spells cast by wielder.

Crafting Info
Strong elemental; CL 10th, ice III or shiva, 25,000 gp.

Thunder Staff
Special Bonuses
Threat range for all weapon attacks made by wielder is doubled.
Critical multiplier for all weapon attacks made by wielder is increased by 1.
25% to add 3d6 thunder damage to attacks made with a Thunder Staff.
Wielder is resistant to water.
-1 MP/round perpetuation cost for Thunder Spirit and Ramuh.
+4 enhancement bonus to Charisma.

If used as a spell focus
+1 caster level to thunder spells cast by wielder.
+1 to the DC of thunder spells cast by wielder.

Crafting Info
Strong elemental; CL 10th, thunder III or ramuh, 25,000 gp.

Light Staff
Special Bonuses
+1 caster level to Cure and Curaga spells cast by wielder.
25% to add 3d6 light damage to attacks made with a Light Staff.
Wielder is resistant to dark.
-1 MP/round perpetuation cost for Light Spirit and Carbuncle.
+1 enhancement bonus to Strength, Constitution, Dexterity, Intelligence, Wisdom, and Charisma.

If used as a spell focus
+1 caster level to light spells cast by wielder.
+1 to the DC of light spells cast by wielder.

Crafting Info
Strong elemental; CL 10th, dia III or light spirit, 30,000 gp.

Dark Staff
Special Bonuses
Recovers MP at double normal rate.
25% to add 3d6 dark damage to attacks made with a Dark Staff.
Wielder is resistant to light.
-1 MP/round perpetuation cost for Dark Spirit and Fenrir.
+1 enhancement bonus to Strength, Constitution, Dexterity, Intelligence, Wisdom, and Charisma.

If used as a spell focus
+1 caster level to dark spells cast by wielder.
+1 to the DC of dark spells cast by wielder.

Crafting Info
Strong elemental; CL 10th, bio III or dark spirit, 30,000 gp.

Potions and Remedies
Potions and remedies can be found at most major cities. Lower-level potions are often found in the simplest of shops, while higher-level potions require large cities.

Potions and Remedies
{table=head]Potion Name|Caster Level|Spell Effect|Cost

Potion|
1|
Cure|
50 gp

Hi-Potion|
3|
Cure II|
300 gp

X-Potion|
5|
Cure III|
1000 gp

Antidote|
1|
Poisona|
25 gp

Eye Drops|
3|
Blindna|
50 gp

Echo Screen|
3|
Silena|
50 gp

Medicine|
8|
Viruna|
2000 gp

Gold Needle|
8|
Stona|
2000 gp

Deodorizer|
2|
Deodorize|
25 gp

Sneak Oil|
4|
Sneak|
250 gp

Prism Powder|
6|
Invisibility|
500 gp
[/table]

Spell Scrolls
This is the price for scrolls of spells, by the spell level. Scrolls can be used in the same way as they are in DnD, and are also the only way for most spellcasters to learn spells beyond what they learn automatically upon leveling up (with the exception being elemental avatars for summoners). Spirit pacts cost as much as level 2 spells. Ninjutsu technique scrolls and sheet music for bard songs cost half as much as a spell scroll of the same level. Some special exceptions are listed below.

Scrolls do not need to be deciphered before use as they must be in DnD, but other restrictions apply.

Spell Scrolls
{table=head]Spell Level|Cost

1|
25 gp

2|
150 gp

3|
375 gp

4|
700 gp

5|
1125 gp

6|
1625 gp

7|
2275 gp

8|
3000 gp

9|
3825 gp
[/table]

Exceptions to the Above
{table=head]Spell Name|Cost

Erase|
500 gp

Raise|
2000 gp

Raise II|
3000 gp

Raise III|
5000 gp

Reraise|
2000 gp

Reraise II|
3000 gp

Ancient*|
5000 gp

Meteor|
5000 gp

Teleport-(any)|
1500 gp

Warp|
1000 gp

Warp II|
2000 gp

Flare|
4000 gp

Holy|
5000 gp
[/table]
*Ancient magic includes Quake, Flood, Tornado, Merton, Freeze, and Burst.

Sidebar
Alignment-based damage is out. Material-based damage may be added later, but it will likely be different than before (mythril, darksteel, adamantine, etc). Thus any enchantments which would add damage based on these types are removed. Damage reduction is almost exclusively tied to elemental damage now.

Nu
2007-09-29, 05:02 AM
Geography of Vana'diel
http://img.photobucket.com/albums/v287/Magil/Vanadiel/Geography/Vanadiel.jpg

Quon Continent
The largest continent of Vana'diel. Climates vary from the frigid cold of the northern glaciers to the sweltering heat of the southern deserts. This land has an abundance of plant and animal life, and a large variety of mammals make Quon their home. The Quon continent is populated by the hume, elvaan, and galka races at a ratio of 6:3:1. The population of the tarutaru and mithra races is fairly insignificant. The main nations are the elvaan Kingdom of San d'Oria, situated in the central northern forest belt; the southern Hume Republic of Bastok, surrounded by mountains and desert; and the Hume-governed Duchy of Jeuno, built upon the bridges that connect Quon to the continent of Mindartia. The staple food of San d'Oria is wheat, while Bastok relies on harvesting rye and popotoes. Many regions also herd giant sheep as livestock.
The advance troops of the Orcish Empire to the north and the stronghold of the quadav in the swamplands to the east comprise the two main beastmen powers on the continent.


Gustaberg Region
The City of Bastok lies in the center of this rocky, desertlike region. While devoid of most forms of plant life, the area is abundant with various types of ore. It is this surplus of ore that has transformed Bastok into a mighty republic.

The Republic of Bastok
http://img.photobucket.com/albums/v287/Magil/Vanadiel/Geography/0151_bastok-overview.jpg
The city of Bastok lies within the Gustaberg region. The humes and galka of Bastok defied all odds in founding this city in the midst of the unforgiving wasteland of Gustaberg. However, the ingenuity of the humes combined with the strength of the galka and the mining of valuable minerals such as mythril from the nearby mountains allowed Bastok to grow and prosper.

Bastok Mines
http://img.photobucket.com/albums/v287/Magil/Vanadiel/Geography/0151_bastok-mines.jpg
The south end of the city of Bastok is known as the Bastok mines. Here, one can barter goods at the moogle-run auction house, rent or stable a chocobo at the chocobo stables, access South Gustaberg or the Zeruhn mines, and find Bastok's finest inn, the Bat's Lair. Ore streets are the slums of Bastok, where poor humes and the majority of the city's galka population make their homes. There is also a small residential area set aside by the moogles for adventurers, where they can rent a Mog House for the safekeeping of their goods.

Bastok Markets
http://img.photobucket.com/albums/v287/Magil/Vanadiel/Geography/0151_bastok-markets.jpg
The Bastok markets lie north of the mines, on a series of stone structures built upon the water of a large river that runs through the city. There is another moogle-run auction house here, and a great many of Bastok's goods can be bartered for in this section of the city. The more upper-class citizens of Bastok usually make their living arrangements near the markets as well. Like the mines, the markets connect to South Gustaberg as well as the residential area Mog Houses. Nestled along the pathway to the Bastok port is the famous Metalworks.

Metalworks
http://img.photobucket.com/albums/v287/Magil/Vanadiel/Geography/0151_metalworks.jpg
The Metalworks are said to be the heart and soul of Bastok. Stationed on a platform high above the markets, inside the massive structure are the great forges and refineries that produce the finest technological goods in Vana'diel. Cid, the head engineer, runs his own lab on the far west end of the Metalworks. On top of the structure, on the east side, lies the government offices of Bastok, including the consulates and the president's office.

Port Bastok
http://img.photobucket.com/albums/v287/Magil/Vanadiel/Geography/0151_bastok-port.jpg
On the far north end of the city of Bastok lies port Bastok. Lying in the same river as the markets, port Bastok is where the great airships of Jeuno land and ferry travelers between the two nations. The more middle-class citizens of Bastok can be found here, along with warehouses, a restaurant, and access to the residential area Mog Houses. The only gate to North Gustaberg also lies within the port.

Zeruhn Mines
http://img.photobucket.com/albums/v287/Magil/Vanadiel/Geography/0011_zeruhn-mines.jpg
These mines were recently dug out of the large rock formation that lies in the district of Bastok now known as the Bastok mines when a vein of darksteel ore was discovered within. Due to the high market value of darksteel, the Zeruhn Mines is quickly becoming one of Bastok's main sources of income. Deeper within the Zeruhn mines lies the entrance to the Korroloka Tunnel. In addition, a river that runs between the mountains allows a ferry to travel between the heart of the Palborough mines and the Zeruhn mines. However, since the quadavs overran Palborough, travel between from Zeruhn to Palborough using this ferry is not recommended.

Korroloka Tunnel
The Korroloka tunnel is the massive passageway that connects the Quon continent with the Kuzotz island. The galka used this tunnel to escape from the antican empire once their nation was crushed by the beastmen, and in the Crystal War the tunnel was collapsed in an effort to cut the beastmen off from invading the heart of Bastok. However, since Zeruhn mines became active again, diggers have recently dug out an access to the Korrokola tunnel, once again connecting the two land masses and allowing adventurers and traders to reach both the both the eastern and western deserts of Altepa.

North Gustaberg
http://img.photobucket.com/albums/v287/Magil/Vanadiel/Geography/N_GUSTABERG.jpg
Situated to the north of Bastok, this valley is surrounded by steep mountains. Separated into east and west areas by towering cliffs, this rocky region remains desolate due to various mineral run-offs which contaminate the river water. However, the spectacular Drachenfall, located to the north, is considered to be one of the wonders of Vana'diel. In the northeast corner lies an entrance to the Palborough Mines, while the northwest corner gives passage to the Konschtat highlands.

Palborough Mines
These caves were once a quadav settlement until mythril, a rare ore, was discovered in its walls. It was not long before the Republic of Bastok sent its soldiers to drive the beastmen out of these caves. After the quadav had been vanquished, the humes used their newly invented explosives to transform the caves into a system of mines that would become the largest producer of mythril ore in the whole of Vana'diel. However, the quadav recently retaliated by sending their own forces to reclaim their former home. They remain in control of the mines to this day.

South Gustaberg
http://img.photobucket.com/albums/v287/Magil/Vanadiel/Geography/S_GUSTABERG.jpg
Spreading out to the south of Bastok is the rocky terrain of South Gustaberg. Plentiful with ore, hundreds of tunnels and mine shafts have been dug beneath the earth by humes and quadav alike. To the east, the Morhen Lighthouse can be found on the cliffs lining the Bastore Sea, its light guiding the way for the ferries and airships that traverse the area. To the west lies the Dangruf Wadi.

Dangruf Wadi
The Dangruf Wadi is a small gorge located near Mount Dangruf, an active volcano. Due to the extreme heat caused by the magma under the surface, numerous natural geysers can be found in this area. Long ago, the galka often would come to bathe in the hot springs here to relieve the aches and pains caused by the long hours they worked in the mines.

Zulkheim Region
This vast area lies at the heart of the Quon continent. It is divided into the upland region, which consists of the Konschtat Highlands and La Theine Plateau, and the lowland region, which is made up of the Valkurm Dunes. Though this area has frequently been tested by the tides of war, the region is also known as a crossroads for the cultures of the northern and southern civilizations, as it effectively connects the Kingdom of San d'Oria and the Republic of Bastok with each other.

The City of Selbina
http://img.photobucket.com/albums/v287/Magil/Vanadiel/Geography/SELBINA.jpg
The city of Selbina, while officially a part of the Republic of Bastok, also serves as a major San d'Orian trading post. Built on the southern end of the Valkurm Dunes, along the coast of the Bhefhel Gulf, this bustling port city has stimulated the economy of both nations with equal ferocity. Textiles (especially wool) are the most common commodity traded in Selbina, but it is also famous for milk, vegetables, and fish. Though it's not quite as populous as it once was thanks to the advent of air travel, it still has a strong market for its niche goods. A ferry runs between Selbina and Mhaura, which is located on the Mindartia continent.

Valkurm Dunes
http://img.photobucket.com/albums/v287/Magil/Vanadiel/Geography/VALKURM_DUNES.jpg
This enormous expanse of sand dunes can be found along the Bhefhel Gulf. While a majority of the surrounding coastline is too shallow for larger sea vessels, one natural harbor does exist. Near this harbor lies the independent port town of Selbina. Not only does the Valkurm Dunes connect the Konschtat Highlands in the southeast with the La Theine Plateau to the northeast, but past the beaches to the northwest lies the Gustav Tunnel in the Vollbow region.

Konschtat Highlands
http://img.photobucket.com/albums/v287/Magil/Vanadiel/Geography/KONSCHTAT_HIGHLANDS.jpg
These vast grasslands are situated just to the north of the Republic of Bastok. In contrast to the surrounding Bastok Mountains, the Konschtat Highlands are abundant with an array of alpine wildlife. Also, in order to harness the powerful winds called "Odin's Wrath" that constantly blow through the area, Bastok has constructed numerous windmills throughout the highlands. According to a treaty, San d'Oria provides a portion of their grain crops in exchange for the use of Bastok's windmills to produce flour. Konschtat connects North Gustaberg to the south with the Valkurm Dunes to the northwest, as well as the Pashhow Marshlands to the northeast. The crag of Dem lies in the east-central region of Konschtat, further east lies the entrance to the Gusgen Mines.

Gusgen Mines
Large amounts of mythril were extracted from these twisting caverns long before the discovery of the Palborough Mines. Complete with a railway system for mine carts, Gusgen was heavily mined for many years. However, as the veins of ore were depleted, the miners packed up and moved away. Now the mines remain abandoned.

La Theine Plateau
http://img.photobucket.com/albums/v287/Magil/Vanadiel/Geography/0026_latheine-plateau.jpg
The grasslands that make up the La Theine Plateau are located high above the surrounding areas. Once known for the flocks of wild chocobos that dotted the meadows, the plateau is now overrun with giant sheep that are herded by the local elvaan. The area is also characterized by deep crevices that seem to tear apart the land; torrential rainfall is also common. As a result of the heavy precipitation, rainbows can frequently be spotted while traveling through the plateau. Within many of these crevices lie entrances to the ancient historical Ordelle's Caves. San d'Oria and Ronfaure to the northwest are connected to both the Valkurm dunes to the south and the Jugner Forest to the east by way of La Theine. The crag of Holla looms just south of the entrance to Jugner.

Ordelle's Caves
This is a beautiful set of limestone caves discovered by Lord Ordelle, the famed elvaan explorer. When the map of the area was completed, the shape of the tunnels closely resembled a person's body; this resulted in the alias "the Body Caves," which is still used by the local elvaan. One of the major events in the San d'Oria civil war took place in Ordelle's Caves.

Ronfaure Region
This region mostly consists of the vast woodlands that surround the Kingdom of San d'Oria. Once a race predominately made up of hunters, the elvaan still value their ties to the forest by protecting it--even though the thick foliage leaves them vulnerable to sneak attacks by enemies who lurk in its shadows. When the kingdom was at its peak, the knights would lead patrols through the trees, maintaining peace throughout the land. But now, the weakening lion of San d'Oria no longer has the power to assure the safety of those who travel through the forest; the region has become a hiding place for ravenous orcs and thieving goblins.

The Kingdom of San'd'Oria
http://img.photobucket.com/albums/v287/Magil/Vanadiel/Geography/0150_sandoria-overview.jpg
The city of San d'Oria is currently on hard times. A far cry from its glorious days before its defeat at the hands of Bastok and the subsequent civil war, San d'Oria now struggles to protect its section of the Ronfaure forest from the vicious orcs of the nearby Gheslba Outpost.

Southern San d'Oria
http://img.photobucket.com/albums/v287/Magil/Vanadiel/Geography/0150_sandoria-south.jpg
Just north of Ronfaure lies the southern end of the city of San d'Oria, and gates to both West and East Ronfaure can be found in southern San d'Oria. The chocobo stables and a moogle-run auction house are also in this section of the city, with a tavern and various shops lining the streets to the western Mog Houses, and more shops and residential buildings for the citizens of the city along the Pikeman's Way to the east, with the affluent Count Caffaule dwelling at the street's end. Through the north-central Victory Square lies Northern San d'Oria.

Northern San d'Oria
http://img.photobucket.com/albums/v287/Magil/Vanadiel/Geography/0150_sandoria-north.jpg
Near the south entrance to the south end of the city lies the various consulates of the other three great nations. Northern San d'Oria is possibly the most important part of the city, housing the Cathedral of the church of Altana as well as San d'Oria's castle, the Chateau d'Oraguille. To the west lies a gate to West Ronfaure, and various guildhalls and craftsmens' shops line the streets that lead to the San d'Oria port in the northwest. A bridge to the southeast connects to the residential area Mog Houses.

Port San d'Oria
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Besides the port itself, built on the water to allow airships docking, port San d'Oria also houses a pub and a moogle-run auction house. Aside from these prominent features, one can also find various cargo rooms and an entrance to the Mog Houses in the port area.

Chateau d'Oraguille
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The north central area of northern San d'Oria is occupied by the massive castle known as the Chateau d'Oraguille. This castle houses the training grounds and meeting halls for the Royal and Temple knights, as well as the king and his royal family. Massive gardens occupy the northwest portion of the castle, and a passageway leading to the dungeon, known as the Bostaunieux Oubliette, lies beneath the castle itself. However, the dungeon is rarely used anymore, as strange abberations have taken up living there, and the dungeon is sealed off for all but authorized personnel.

West Ronfaure
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This wooded area lies to the west of San d'Oria's gates. Many years ago, the orc forces captured the area surrounding Mount Ghelsba, then proceeded to relentlessly dispatch troops into the surrounding region from their newly constructed fort. Not a day goes by without the Royal Knights exchanging blows with the beastmen hordes. To the northeast lies the ominous orcish Ghelsba Outpost, while to the southeast one can travel to the La Theine Plateau.

Ghelsba Outpost, Fort Ghelsba, Yughott Grotto
At the base of the Ghelsba mountain, east of San d'Oria, the orcs have built a massive outpost in which they once staged continuous attacks against the Kingdom itself. The orcs' offensive power has since been drastically reduced, but the Royal Knights still keep the orcish sentinels alert for attacks from the elvaan. The Vileblood orc clan makes up the majority of the frontline orcish forces occupying the fort, led by the relentless Warchief Vagtit. Up the mountain path, the orcs have constructed the Fort Ghelsba, where they train and breed new soldiers for war and build massive wooden siege engines and battering rams. The fort itself surrounds the sacred Yughott Grotto, a tunnel the orcs constructed using elvaan slaves, intended to burrow directly into San d'Oria. The project was abandoned once it was discovered that it would be far too much trouble, and now the grotto is simply where orcish mystics and shamans are trained in use of black and white magic so that the Empire may bring this diabolical force to the battlefield against the San d'Orian knights.

East Ronfaure
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This lush evergreen forest, set aside by the d'Oraguille family for hunting festivals, lies to the east of the Kingdom of San d'Oria. Blessed by the abundant waters of the Cheval River, the wildlife in these woodlands has flourished for centuries. However, extensive logging by orcish troops--and an astounding increase in the number of wild sheep--have resulted in a significant reduction in the area's wildlife. San d'Orian officials are currently pondering over a solution to this new dilemma. To the south lies the tomb of the Dragon King Ranperre, and to the north lies the Ranguemont Pass, the only known way to access the Beaucedine Glaciar and the Fauregandi region.

King Ranperre's Tomb
Somewhere deep within this enormous expanse of catacombs lie the remains of the 24th heir to the throne of San d'Oria: Ranperre, the Dragon King. It is said that the king--who was a dragonslayer--had entrusted the protection of the tomb to a black dragon that had been spared in exchange for its services.

Derfland Region
This massive peninsula, located on the eastern side of the Quon continent, jets out into the Bastore Sea. It nearly reaches the Grand Duchy of Jeuno at its tip. However, far from the reach of Jeuno and within the marshlands at the base of the peninsula, the quadav continue the construction of their new stronghold of Beadeaux. While technically this land falls under the jurisdiction of Bastok, they have been unable to move beyond the Pashhow Marshlands in any significant manner due to the aggression of the quadav in that region, and so Jeuno is primarily responsible for the upkeep of the Rolanberry Fields.

Pashhow Marshlands
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In direct contrast to the highlands that surround it, the Pashhow Marshlands are located near sea level, resulting in a wet, swampy landscape. The countless bogs and floating islands of vegetation make the area extremely difficult to traverse. However, the presence of the quadav is what causes many travelers to shun this dangerous territory. The quadav especially swarm around the entrance to their stronghold of Beadeaux, located west of the swamp. However, it is a necessary leg of a journey from Bastok territory to Jeuno, and a passage to the Rolanberry Fields lies in the northwest corner of Pashhow.

Beadeaux
Located deep within the Pashhow Marshlands, far from the reach of Bastokan and San d'Orian forces, the quadav began building their main stronghold after their defeat in the Great War. To continue the construction of their city, they have relentlessly stolen large quantities of the non-rusting mythril from Bastok, as well as the techniques used by the republican craftsmen. The Qulun Dome lies deep within the tunnels that allow passage beneath Beadeaux. From here the dreaded quadav monarch, Za'Dha Adamantking, drives the turtle-like beastmen to war.

Rolanberry Fields
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For centuries, this area has been used to cultivate fields of the sweet fruit known as the rolanberry. Considered a delicacy by humes and the elvaan, the farmers in this region have perfected their methods of agriculture and are now able to harvest the sweet berries year round. Three great bridges at the Rolanberry Fields' northeastern tip connect the region with its neighboring areas: the Lord Bolicevre Bridge leads to the Batallia Downs, the Market Bridge leads to the Grand Duchy of Jeuno, and the Great Jeuno Bridge grants access to the Sauromugue Champaign. To the southwest lies the Pashhow Marshlands, and somewhere south of Dietmend's Field there is an entrance to the Crawler's Nest.

Crawler's Nest
This web-filled cave plays home to the pests that plague the Rolanberry Fields: the crawlers. While the extermination of these insects by adventurers is approved and rewarded, not once has the Jeunoan military led a full-force attack on the nest. This is because that while the crawlers are responsible for ruining a number of rolanberry crops, they also produce valuable silk in massive quantities, and large-scale destruction of the yellow-and-black pests would devastate Jeuno's textile market.

Norvallan Region
The Kingdom of San d'Oria still claims that the Norvallen Region is under its reign--though it may not necessarily be under its control. Located on the Mossoulie Peninsula, this region is home to numerous locations that have played great roles in elvaan history. The Eldieme Necropolis, for example, is considered by them as a holy land. However, war has taken its toll on the region, altering the landscape in a dramatic fashion. In contrast to the lush woodlands that are found in the Jugner Forest, Batallia Downs is a nearly barren wasteland. This fate became the downs when, over twenty years ago, nearly all of its trees were cut down and the lumber was used to construct bulwarks to fend off beastman attacks.

Jugner Forest
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Located to the east of the Kingdom of San d'Oria, this vast, dense woodland is often shrouded in darkness--even during the day. Before the construction of a main road that connected the adjoining areas, travelers and merchants often shunned the Jugner Forest; all would fear the ferocious beasts that lurked in the shadows of the mighty trees. Even today, only a large caravan protected by hired mercenaries could survive an attack from the orcs and goblin raiders that prey on passersby. The orcs have taken over the massive outpost of Davoi that once served as the dragon king's stronghold, the only access point to the south and slightly west of the Vadout Brook. This area connects the Ronfaure region with Batallia Downs, and is therefore necessary for land-based travel between San d'Oria and Jeuno. Those with a little money to spare would be wise to avoid this area altogether in favor of an airship ride.

Davoi
Sometime before the Crystal War, an attack by orcish troops on this peaceful elvaan monastery (though this area served as the fortress for Ranperre in ages past, it was transformed into a monastery in later years) left the tiny sanctuary in ruins and under the control of the beastmen. Years later, the orcs transformed the area into their main stronghold, delighted by the layout of the surrounding area, as well as the protection that the underground caverns provided. While there have been many attempts by the San d'Orian Royal Knights to reclaim this area, the ever-weakening forces of the kingdom remain powerless in this fight and often rely on hired adventurers to assist them in their campaigns. The underground section of Davoi, called the Monastic Caverns, is where the orcish Overlord Bakgodek plots the destruction of San d'Oria and the other three civilized nations.

Batallia Downs
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During the Great War, the Batallia Downs were the location of the infamous Battle of Jeuno. The scars left from this epic confrontation still litter the region. The looming Achaque Mountains situated in the northern part of the area prevent possible intruders while hampering the travel of adventurers. Finally, the Artisan Bridge connecting the Norvallen Region and the Grand Duchy of Jeuno is located on the downs' far eastern shore. Underneath many of the hills of this area lie entrances to the Eldieme Necropolis.

Eldieme Necropolis
The ancient elvaan built these burial mounds, also known as the Coveffe Barrows, in an attempt to bring themselves closer to the Goddess Altana in death. Within the San d'Orian Church, to spend one's final days on Vana'diel within these tombs was often considered the greatest blessing before departing to the afterlife. This resulted in a wave of followers traveling to the barrows and constructing the underground necropolis that remains there to this day. However, during the Great War, these catacombs were also the sites of fierce battles that left thousands dead or injured. The spirits of these lost souls still roam the tombs below...the infestation of undead has made this place far too hazardous to all but the most hardy of adventurers.

Vollbow Region
This distant southwestern peninsula of Quon did not see much action in the Crystal War, and none of the nations have made any efforts to claim it. It is a rather desolate region, populated only by especially strong beasts and a few scattered goblin gangs. Aside from those, the only things that exist in any large quantity in Vollbow are stretches of unforgiving wasteland and harsh winds.

Cape Teriggan
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This desolate area is seen as little more than a dangerous alternative to the Korroloka tunnel for passage between Quon and Kuzotz. Sparse vegetation dots the wasteland, and goblin gangs from both the Kuftal Tunnel to the southwest and the Gustav Tunnel to the northeast make life dangerous for would-be travelers. If that wasn't enough, vicious manticores and raptors are famous for preying primarily in this area. Though they mostly stick to the lizards, crabs, and rarabs that eek out an existence here, both are known for attacking humanoids if given half a chance. To the east lies the Valley of Sorrows, where one may find more of the same.

Gustav Tunnel
A long, recently-dug tunnel that connects the Valkurm Dunes to the east and Cape Teriggan to the south. It is populated primarily by goblins and bats, but one might find the occasional wyvern wandering the main passage. Deeper within the passages, however, dangerous undead threaten to cut a wayward explorer's life short.

Kuftal Tunnel
This massive expanse of sandy tunnels connects to the Western Altepa Desert at its southern end, and Cape Teriggan at its northern end. Goblin bandits, flights of wyverns, fiesty sabotenders, and relentless raptors populate this otherwise bare and uninteresting series of caverns. The predators here feast on the massive crab and lizard populations found here, though even these usually passive beasts are notoriously territorial in this area. Most travelers would do well to avoid this tunnel altogether.

Valley of Sorrows
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The only thing that makes this land distinct from the other portion of Cape Teriggan is the presence of the massive adamantoise, which keeps the population of predators in check.

Fauregandi Region
This icy expanse of land lies north of the Ronfaure region, and is accessible only through Ranguemont Pass. This was the first step in the journey of the army heading towards the Shadow Lord's stronghold in Xarcabard, and many soldiers did not survive the trek through the hazardous and maze-like glacier. But perhaps even more interesting than the glacier itself are the ancient ruins that lay beneath it...

Beaucedine Glacier
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At first glance, this appears to be an uninteresting, frozen wasteland. However, the various towers that dot the landscape are very similar to the mysterious Horutoto ruins of Sarutabaruta--a truly unsettling similarity, given the distance between the two regions. Even more unsettling is the structure of Fei'Yin to the northeast, which has the appearance of one of the crags, but seems to be built with an actual entrance. Both within these towers and Fei'Yin roam mysterious, arcane traps and arcana--a dangerous combination. Beaucedine connects to Batallia Downs to the south, but it is a largely meaningless connection--a nigh-unscaleable cliff is all that connects them. Xarcabard can be access through a narrow passage in the northwest, while Ranguemont Pass connects in the southwest corner.

Ranguemont Pass
A fairly large series of tunnels that connect Ronfaure with Fauregandi. The pass is damp and cold, but the temperatures here rarely pass below freezing. The armies that fought through the pass in the Crystal War reported slicing through numerous floating eye-monsters and animated globs of ooze.

Fei'Yin
This towering crag-like structure houses ruins of unknown origin. Unfortunately, explorers have been unable to make headway here because of the various traps and animated dolls and golems that patrol its halls. Any military action taken by one of the four great nations to penetrate these defenses is unfeasible because of the distance between them and Fei'Yin, as well as the other, more pressing concerns they face in these times.

Valdeaunia Region
This wasteland was the target of the Northlands expedition in the decades past, but that expedition never returned. In the years following, the Shadow Lord and his kindred "demons" established the stronghold of Zvahl in these frozen barrens. The only ones who have returned from a venture into this region are the remaining soldiers from the Allied Forces of Altana, who defeated the Shadow Lord in the Crystal War.

Xarcabard
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A mysterious, iced area where snow rarely falls. Once populated by kindred demons and dragons, these creatures supposedly vanished upon the Shadow Lord's defeat. Now it is assumed to be an empty expanse of land, with the only landmark of any importance the ominous Castle Zvahl, wedged into the western edge of the area. The Beaucedine Glacier connects on the eastern edge of Xarcabard.

Castle Zvahl
The stronghold of the Shadow Lord, this black, towering castle is supposedly now abandoned. It was here that the hero of Bastok ended the Crystal War by killing the mysterious leader of the beastmen.


Kuzotz Region
Located just off the southwest coast of the continent of Quon, the Kuzotz region is made up of a number of tiny islands, the largest being a desert-covered landmass known as Zepwell. Many centuries ago, this region was controlled by the galka. However, after an invasion by the antican Empire, the galka were forced to flee their homeland. Now the sands are ruled by the overwhelming power of the Empire's armies. The Kuzotz region can only be accessed by taking the Korroloka or Gustav Tunnels.

Eastern Altepa Desert
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The eastern half of Zepwell Island is made up of this arid desert wasteland. While remnants of the ancient galkan civilization that once thrived here dot the landscape, one may travel many malms without finding a trace of plant or animal life. To the west and north are passages to the Western Altepa Desert. The Korrokola Tunnel also exits here, to the east, and there are a few entrances to the Quicksand Caves scattered about within ruins built into sand depressions.

Quicksand Caves
Once a thriving metropolis for the proud galka, these caves still house numerous monolithic pillars and statues that, in many places, remain untouched by the sands of time. However, long ago, the antica drove the galka from their homes, and the tunnels were transformed into a giant nest. As a result of the constant digging of entrances and exits by the insect-like beings, the caves are relentlessly bombarded with a flow of sand from the desert above. It will not be long before the caves are completely filled and a piece of galkan history is lost forever. However, this is of no concern to the antica... Somewhere, deep within the Quicksand Caves, lies the Chamber of Oracles, a mysterious ground revered by the galka. It is said to be made of white, bone-like marble...much like the crags and Fei'Yin, it may be a relic of a long-extinct civilization...

Western Altepa Desert
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This enormous expanse of desert covers the entire western half of Zepwell Island. Out of its center rises Revelation Rock, which was once used by the galka as a location for spiritual training. To the northeast, one can find the largest oasis of the desert-Rabao. The Kuftal Tunnel exits somewhere in the north-central portion of the map, while the smaller Eastern Altepa Desert connects to the east and southeast. Like in the Eastern Altepa Desert, there are scattered entrances to the Quicksand Caves, lair of the antica, dotting the wasteland.

Oasis-Town Rabao
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The only dot of civilization on Zepwell Island, the oasis-town of Rabao has quite a bit more to offer travelers than could normally be expected. Nomad moogles have set up an Auction House here, and there are several small shops in which one can barter for rare goods. The city is built around an oasis, so there is vegetation and water here. Occasionally, soldiers from the Iron Brigadiers, the War Wizards, or the Royal Knights may show up here to give the area a look-over, but they rarely stay for long.

Nu
2007-10-08, 06:55 AM
Mindartia Continent
This continent is situated to the east of Quon. With the exception of Sarutabaruta in the south, Mindartia is mainly comprised of dry, rocky badlands. The vegetation here has adapted to suit the arid conditions, and animal life is dominated by reptile and insect species. The main races of people are the tarutaru and the mithra at a ratio of roughly 8:2, with the population of humes, galka, and elvaan relatively insignificant. The Federation of Windurst is the homeland of the tarutaru, and features the magical city of Windurst and the port town of Mhaura as its centers of civilization.
Corn and popotoes are the staple food source of Windurst, with dhalmels and rarabs kept as livestock. The beastmen presence takes the form of the yagudo Theomilitary, a race that makes its home to the west of the continent and maintains a pretense of friendly relations with Windurst.

Sarutabaruta Region
The capital of the Federation of Windurst is situated within this vast steppe region. Windurst City boasts the lushest vegetation in Sarutabaruta thanks to a vast subterranean water supply, and wildlife thrives in most grassland areas. In the ancient tarutaru language, "Sarutabaruta" means "the land of prophecy."

The Federation of Windurst
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A city constructed by the unified five largest tarutaru tribes in Mindartia, the capital of the Federation of Windurst is a bustling city of magic, vegetation, and life. The five ministries of magic, the Parliament of Patriarchs, and the veiled Star Sibyl oversee and govern the Federation from this sprawling city. Much of Windurst is built upon water, and the buildings are either built on the shores or supported above the water on wooden platforms. Wooden walkways are how most people get around.

Windurst Waters
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This large section of the city not only has a tavern, two hostels, several shops, and access to both the residential area Mog Houses and West Sarutabaruta, but also houses three of Windurst's ministries, the Aurastery, the Rhinostery, and the Opistery. Several residences of Windurst's middle class can also be found on the southwestern edge of Windurst waters, along with an entrance to the Toraimarai Canal (though it is now sealed off). To the south lies Port Windurst, to the east lies Windurst Walls, and to the north is Odin's Gate, which leads to West Sarutabaruta.

Port Windurst
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The Windurst Port is similar to the ports of the other two cities. The primary importance of the port is to provide a body of water and a dock for the airships that fly to and from Jeuno. This is a prime locale for fisherman; the mithra in particular delight in fishing. Many of the sea-based vessels in the docks are actually shops. The Orastery can be found here, as well as the Consulate of Bastok and Shiva's Gate, which leads to West Sarutabaruta. A passageway to the northeast connects the port to Windurst Woods and the residential area Mog Houses.

Windurst Woods
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Windurst Woods is the mithra's section of the city. Most of the city's mithra population makes their home in Windurst woods, and here they can be found raising dhalmels, rarabs, and bartering in goods crafted in the style of Kazham. From here the stand-in mithra chiefteness watches over the mithra of Mindartia. Here one can rent or stable chocobos, access the residential area Mog Houses or the auction house, or enter East Sarutabaruta through Leviathan's Gate. The Manustery is also located in Windurst woods, as well as the Consulate of San d'Oria. Port Windurst can be accessed in the west side of the woods, while Windurst walls can be accessed to the north.

Windurst Walls
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Windurst Walls is where the most important of Windurst's citizens live. On the series of bridges and islands surrounding the great tree of Heaven's Tower, one can find the residences of many of Windurst's famous tarutaru. On the southern island lies the auction house, and a bridge leading to Windurst woods, while a bridge leading west leads to Windurst waters. The Consulate of Jeuno can also be found in Windurst walls. In the southwest corner is an entrance to the residential area Mog Houses.

Heaven's Tower
The massive tree-like tower that lies in the center of Windurst Walls not only houses the main government offices of Windurst, but also the Star Sibyl's living quarters and the star reading chamber. At the base of the tower lies a garden and a pond, which is nourished by the tower's caretakers. As one spirals up the floors, they could meet the group of female tarutaru that are the potential candidates for the next Star Sibyl. The offices here are where the Parliament of Patriarchs meets, with the Star Sibyl presiding over their meetings.

West Sarutabaruta
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These grass-covered plains lie on the western side of the capital of Windurst. Ruins of an ancient civilization dot the area, indicating that Sarutabaruta was inhabited long before the tarutaru arrived. Also, a mysterious place known as Starfall Hillock can be found in the north of this region. It is said that in this mystical spot, stars fall from the heavens on cold nights... There are three towers that serve as entrance points to the Horutoto Ruins here, and Windurst City can be accessed to the southeast. To the east is east Sarutabaruta, and to the west lies the Yagudo shrine of Giddeus.

Giddeus
Centered around the yagudo's temple, this area also serves as a theological haven for the race known as the yagudo. Using their claws and sharp beaks, the beastmen carved caves out of the surrounding cliffs to serve as their homes. Though they may appear to be randomly placed, the locations of the caves have been carefully planned out and follow the teachings of the yagudo religion. On a daily basis, the residents of Giddeus perform short pilgrimages around the area, stopping at every one of the numerous altars. The shrine deep within Giddeus is named Balga's Dais.

East Sarutabaruta
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As its name implies, East Sarutabaruta is comprised of the savanna situated to the east of the capital of Windurst. While the Zanbibi and Nompipi rivers that run through this area provide a bounty of water for the surrounding wildlife, aftereffects of the Great War have left their mark on the environment and the weather. A land that was once praised by the Mithra as a hunter's paradise now remains home to only a few scattered prey. In the northeast corner is passage to Tahrongi Canyon, and there are three towers that lead to the Horutoto Ruins in East Sarutabaruta. To the west, one can access either West Sarutabaruta in the northwest or central-west, or Windurst City further south. The Pamtam Straits lie south, and there is a small beach there.

Horutoto Ruins
The term "Horutoto Ruins" refers to the set of ancient towers that are spread across the plains of both east and west Sarutabaruta and the massive labyrinth that lies beneath them. The towers serve as access points to the underground portion of the ruins. While no one is certain why these massive structures were built, the powerful magical energy that emanates from them has been the center of Tarutaru scientific investigation for decades. Supposedly, there is an entrance to the Toraimarai Canal somewhere in the ruins, and it may be the only way inside now that the entrance in Windurst waters has been sealed off.

Toraimarai Canal
An underground channel that provides water to Windurst, it has since become infested with various unnaturally aggressive oozes and undead, resulting in access via Windurst being closed off. There may be an entrance somewhere in the Horutoto Ruins, but no one is for certain. All that is known is that, supposedly, somewhere in the Toraimarai Canal lies an entrance to the Full Moon Fountain, the lair of the Great Lunar Wolf, Fenrir.

Kolshushu Region
This vast expanse of arid wasteland is situated in the center of the Mindartian continent. In the ancient language of the tarutaru, the word "Kolshushu" means "the land of decision." Many centuries ago, when the tarutaru made their epic journey from the continent of Quon, countless lives were lost in this region due to a lack of water and the perilous terrain. It was then that the tribes held a great meeting to decide whether they should continue their journey or head back to their homeland.

Tahrongi Canyon
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The twisting canyons of the Tahrongi were carved out of the surrounding mountains thousands of years ago when powerful rivers ran through the region. While this spectacle of nature awes all who pass through, the danger that lurks within its walls should not be underestimated. To the south lies East Sarutabaruta, and in the northwest corner there is a narrow passage leading to the Meriphataud Mountains, with the northeast corner housing an entrance to the Maze of Shakhrami. Between these two entrances in the north is the crag of Mea. In the east-central area there is an access point to the Buburimu Peninsula.

Maze of Shakhrami
This natural labyrinth was formed long ago, when water from the rivers above seeped through the crust and ate away at the rocks below. The fossils of great ancient beasts can often be found deep within this natural wonder. This is a dangerous pit, however, filled with undead horrors, giant scorpions, and perhaps worst of all, goblin treasure-seekers.

Buburimu Peninsula
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This relatively small peninsula is located on the east side of the Pamtam Straits. In comparison to the dry weather that plagues much of the Kolshushu Region, Buburimu is often visited by occasional squalls that provide enough water for certain grasses to grow. Also, on the eastern tip of the peninsula, a strangely shaped rock formation can be found. At night, the ore deposits within the formation give off a fluorescent light that acts as a marker for passing ships. The tarutaru call this place the Kibubu Lighthouse. To the west is an entrance to the Tahrongi Canyon, while to the east lies the city of Mhaura.

The City of Mhaura
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Carved out of the cliff that faces the Strait of Pamtam, Mhaura is a peaceful port town that is part of the Federation of Windurst. Mhaura was founded as a joint effort by the mithra and tarutaru, shortly after the first mithra immigrants arrived in Windurst. The city overlooks the sea that connects Mindartia with the Elshimo islands, the homeland of the mithra. A small but prosperous town, the economy is primarily supported by fish and milk, meat, and leather collected from the dhalmels of Buburimu. A number of craftsmen from all corners of the world have also set up shop in Mhaura. An ocean-going ferry runs between Selbina and Mhaura.

Aragoneu Region
Found on the northwestern edge of the Mindartian continent near Quon, this dry region is inhabited by many of the same wildlife found on the neighboring continent. In addition, to the northeast of Aragoneu is a lush, mysterious region known as Li'Telor.

Meriphataud Mountains
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Unrelenting dust storms and a severe climate make for a harsh environment that is inhabited by few. Also known as the symbol of the Meriphataud Mountains, the colossal structure known as Drogaroga's Spine spans the area from west to east, severing it in the middle. Castle Oztroja, the yagudo stronghold, can be found in the mountains south and west of the Sanctuary of Zi'Tah, and its guards relentlessly patrol the surrounding hills. To the south is Tahrongi Canyon, and to the north is the Sauromugue Champaign. Wedged in the northeast corner is the entrance to the Sanctuary of Zi'Tah.

Castle Oztroja
The birdlike beastmen known as the yagudo spent decades carving this stronghold out of the mountains in the Meriphataud Range. In addition to being strictly guarded, the interior of the castle is extremely complex and littered with traps and curses that only members of the yagudo Theomilitary have been informed of. From here Tzee Xicu the Manifest directs the yagudo forces accross Mindartia.

Sauromugue Champaign
http://img.photobucket.com/albums/v287/Magil/Vanadiel/Geography/SAUROMUGUE_CHAMPAIGN.jpg
These windswept, desolate plains are situated on an arid peninsula that juts out into the Bastore Sea. Located near the Strait of Jeuno, this area is considered a gateway between the Mindartia and Quon continents. Due to this prime location, numerous kingdoms and various beastman forces have struggled for control of the terrain. The struggle continues to this day--even with the advent of the airship and its revolutionary impact on travel. The Harbor Bridge connects with the Duchy of Jeuno, while the Great Jeuno Bridge connects to Rolanberry Fields. In the southeast lies passage to the Meriphataud Mountains, and jutting from the mountains to the southwest sits the Garliage Citadel.

Garlaige Citadel
During the Great War, the San d'Orian armies attempted to access the Sauromugue Champaign through the tunnels beneath this citadel. However, a tip-off from the orcs soon led to the yagudo being able to trap the Royal Knights within these tunnels, collapsing the underground connection with Quon and then slaughtering the task force wholesale. This was considered one of the greatest losses of the forces of Altana during the Crystal War, and the restless spirits of the soldiers who fell in this battle still roam the caverns beneath the citadel, which has fallen into ruin due to lack of upkeep.

Li'Telor Region
Not a lot is known about the beautiful but mysterious Li'Telor region. In contrast to the rolling, open verdant plains of Sarutabaruta and the rocky, desert-like wastelands of Kolshushu and Aragenou, Li'Telor is a lush forest, teeming with life. The tarutaru had plans to investigate this area thoroughly, but these plans were put on indefinite hold upon the onset of the Crystal War, and with the advent of the new age, it looks like it will be up to the adventurers of Vana'diel to make use of this uncharted region.

The Sanctuary of Zi'Tah
http://img.photobucket.com/albums/v287/Magil/Vanadiel/Geography/Sanctuary-of-Zitah.jpg
This massive forest makes up most of the Li'Telor region. Though there is mostly just wildlife dwelling within the forest, there are scattered reports of goblin attacks on would-be explorers, and some of the beasts may be aggressive as well. This is one of the few places where one can find a treant, though they are mostly harmless unless the intruder appears to be a despoiler. The entrance to the Meriphataud Mountains lies to the southwest, while in the eastern corner of Zi'Tah lies the great Boyahda Tree, a mostly hollow tree with a mysterious nature. To the northwest is the entrance to the strange ruins of Ro'Maeve.

Boyahda Tree
Though Ro'Maeve is the great mystery of Li'Telor, not much is known about the purpose of the Boyahda Tree, either. It is said that a great wyrm dwells somewhere within the tree, and while it slumbers, a variety of other monsters have infested the insides. Mysterious natural treasures may lie within for adventurers bold enough to attempt to claim them...

Ro'Maeve
Another area made in the same style as the crags of Vana'diel and Fei'Yin. However, Ro'Maeve is the largest and, much like Fei'Yin, guarded by ancient mystic traps and ruthless arcana. A mysterious temple called the Hall of the Gods awaits adventurers clever enough to make it past the dangers of Ro'Maeve. It is also said that there is pair of gates in Ro'Maeve that are only open on the first night of the New Moon, though what lies beyond these gates is unknown, because there are even more powerful arcana guarding the halls just past the gates.

Tu'Lia Region
The legendary city in the sky. The gate to paradise. Very few actually believe it exists, and if it does exist, its location is unknown, for no airship has ever been able to find it. Almost everyone in Vana'diel believes Tu'Lia to be a myth, but occasionally whispers from a crazed beggar or mysterious wanderer may lead its citizens to believe otherwise...

Elshimo Lowlands Region
Compared to the Elshimo Uplands, this region rests fairly close to sea level. With the exception of the volcanoes in the north, the area is characterized by its wide expanses of thick jungle. Due to the conflicting motives of the three main inhabitants of the region-the mithra of Kazham, the pirates of Norg, and the savage sahagin-the lowlands are often wrapped in turmoil.

The City of Kazham
http://img.photobucket.com/albums/v287/Magil/Vanadiel/Geography/kazham.jpg
The current mithra chiefteness, Jakoh Wahcondalo, took control of this small fishing village in the name of the pirates of Norg. However, sometime thereafter, Jakoh left the pirates and ascended to the rank of chiefteness of all mithra. Though the true mitrha homelands lie to the south, Jakoh has transformed this once-insignificant shoreside village into a prosperous mithra city. An airship route between Kazham and Jeuno was established, allowing the residents of the four great nations access to the lands of Elshimo at last. This deal has made Kazham into a great city--and the city is complete with a moogle-run Auction House and chocobo rentals, so any adventurer who has business in Elshimo should make sure to stop by Kazham first.

Yuhtunga Jungle
The tropical rainforest known as the Yuhtunga Jungle comprises the majority of the Elshimo Lowlands. Due to the hot and humid conditions found throughout the area, a variety of plant life, from giant vines to carnivorous flowers, has evolved over the centuries. In the southernmost part of the jungle, a number of small waterfalls can be found in a place known as the Hidden Valley. According to local legend, faeries gather around the falls, and the mithra of Kazham often travel here as part of their purification rituals. Somewhere within this uncharted jungle lies the Sea Serpent Grotto, hideout of both the crafty sahagin and the even more crafty pirates of Norg.

Sea Serpent Grotto
This giant sea cave was dug out of the western Elshimo cliffs by the amphibious beastmen known as the sahagin. The cave is supposedly named after the central figure of the sahagin religion-a sea serpent that once lived within the grotto. The stench of rotting fish and the whale oil used to light the torches often keep adventurers with weak stomachs at bay, but the pirates under the command of Gilgamesh had other ideas--they established the cove of Norg here, using the underground sea access to their advantage. Little is known about the depths of the Grotto or Norg, but few are foolish enough to attempt to find out.

Elshimo Uplands Region
This region rests on the upper eastern half of Elshimo Island. Aside from a volcanic area in the north, the landscape is mostly blanketed with a tropical rainforest that is home to the deadly tonberries. The mere presence of these beastmen is enough to shun away all but the bravest adventurers.

Yhoator Jungle
The tropical Yhoator Jungle covers most of the Elshimo Highlands. While similar to the Yuhtunga Jungle, the overall altitude increase results in slight wildlife differences. Also, this jungle is teeming with the ruthless and savage tonberries. If a mithra's prey escapes into this deadly jungle during a hunt, she will not follow, recognizing that the animal has chosen death over capture. To the north of the jungle is the active volcano known as Ifrit's Cauldron, and somewhere in the southeast corner lies the dreaded Temple of Uggalepih.

Ifrit's Cauldron
Ifrit's Cauldron is another name for the lava-filled crater located atop Mount Yuhtunga. It is within this crater that the arcane monsters known as "bombs" are thought to be born. In exchange for protection against eruptions, for centuries the mithra in Kazham have offered sacrifices to appease the cauldron's dwellers (though this ritual is no longer practiced). Due to the large amount of volcanic gas that fills the area, extended trips to Ifrit's Cauldron are not recommended.

Temple of Uggalepih
Hidden deep within the dense jungle of Eastern Elshimo lies a dark, ancient temple. While it is not known by whom, or for what reason this temple was built, it is currently occupied by the tonberries, who use it as a place to worship the evil deity Uggalepih. The local mithra fear this "temple of misery," and advise that all keep their distance. The technology used to construct its walls and pillars suggest that a high level of civilization was once centered in the surrounding jungles. However, nature has taken its course over the centuries, and now giant trees and plants slowly eat away at this once mighty structure. Below the structure is the underground home of the tonberries, known as the Den of Rancor.

Den of Rancor
Dug by the tonberries, this stretch of tunnel extends deep beneath the Temple of Uggalepih. It is said that the tonberries chanted curses while digging, and that these curses still remain, embedded within the walls of the caves. Every night, the tonberries gather here to pledge their hatred towards the other races of Vana'diel. They inflict cuts upon themselves and pour their blood onto altars, hence strengthening their rancor.

The Qufim Region
The Grand Duchy of Jeuno was established on Heaven's Bridge, a structure that allows passage between the Quon and Mindartia continents. It is connected to the nearby crescent-shaped island of Qufim via a long, underground and undersea tunnel, which is kept open merely for the sake of adventurers who wish to venture out and battle the gigases of Qufim. Or perhaps it is because the mysterious nature of Delkfutt's Tower, a towering structure made in the style of the crags and Fei'Yin: smooth, white, bone-like marble. The Qufim Region is not technically a part of either the Quon or Mindartia continents, nor is it associated with either.

The Grand Duchy of Jeuno
http://img.photobucket.com/albums/v287/Magil/Vanadiel/Geography/0153_jeuno-overview.jpg
Jeuno is the crossroads of civilization, diplomacy, and trade. Beginning a small hume fishing village under the control of Bastok, this city has been transformed by the mysterious Archduke Kam'lanaut into a towering bastion of civilization. It was Jeuno that united the great nations into the Allied Forces of Altana during the Crystal War, which was key in securing victory over the beastmen. The ducal guard, despite not being an actual military force and having very few numbers, successfully repelled a counterattack by the massive gigas beastmen of Qufim and drove them back into the far reaches of the island. Not only does Jeuno connect the other great nations by the series of bridges that connect the two continents, but Jeuno also has the world's only airships in its service, flying between the other three nations and Kazham round the clock. Since all of these airships pass land in Jeuno, it's no surprise that it has experienced a shocking growth in proportion to that of the other nations in the years following the Crystal War. The three "sections" of Jeuno are actually massive bridges that extend out of the central tower, which serves as little more than a stairwell, while the Ru'Lude Gardens sit atop this massive tower. The residential area Mog Houses are also kept within the central tower, as well as residences for Jeuno's lower class.

Port Jeuno
http://img.photobucket.com/albums/v287/Magil/Vanadiel/Geography/0153_jeuno-port.jpg
Port Jeuno actually sits on the water and is the lowest level of Heaven's Bridge, connecting Jeuno with Mindartia and the Sauromugue Champaign. In addition to having chocobo stables here that connect to Sauromugue, there is also a moogle-run Auction House on the lower level near the Duty-Free Shop. Port Jeuno is where the airships running from Jeuno to Bastok, Windurst, San d'Oria, and Kazham land and receive and unload passengers. Since it is at sea level, the airships here can land safely upon the water without incident, and thus fishing is also popular near the airship docks. In order to board an airship, once must possess an airship pass--something very, very expensive that only very privileged individuals can gain without paying for.

Lower Jeuno
http://img.photobucket.com/albums/v287/Magil/Vanadiel/Geography/0153_jeuno-lower.jpg
The second level of Jeuno contains another moogle-run Auction House, as well as several shops. The bridge connects Jeuno to Rolanberry Fields of Quon, and a chocobo stable here can be used to take the birds out in that direction. Also of note is Neptune's Spire Inn and the Chamber of Commerce and Industry--where one must negotiate for an airship pass or pay the price of 50,000,000 gp. It is said that the mysterious orgainzation known as the Tenshodo operates somewhere here. Not much is known of the Tenshodo, but it is known that they are smugglers, ninjas, and samurai, and may be connected with the pirates of Norg.

Upper Jeuno
http://img.photobucket.com/albums/v287/Magil/Vanadiel/Geography/0153_jeuno-upper.jpg
As one goes higher up the bridges of Jeuno, the buildings seem to also become higher in class. While most citizens of Jeuno reside in Lower Jeuno, the aristocracy dwells almost exclusively in Upper Jeuno, as well as some of the luckier members of the middle class. The shops here are also of very high quality, and chocobo stables here are availible for going out onto the connecting landmass, Batallia Downs of Quon. Jeuno's Temple of Altana is also located here in Upper Jeuno, and the finest restaurant in all Vana'diel, the Marble Bridge Eatery, can be found nearby.

Ru'Lude Gardens
http://img.photobucket.com/albums/v287/Magil/Vanadiel/Geography/0153_rulude-gardens.jpg
Atop the central tower of Heaven's Bridge is the Ru'Lude Gardens, the center of Jeuno's government. The archduke's palace is here, as well as the embassies of the three great nations. The area is crafted out of marble, and is lush with vegetation and fountains, sculpted in a magnificent fashion. There is a moogle-run Auction House here, as well as access to the residential area Mog Houses. Kam'lanaut watches over Jeuno and all of Vana'diel from here, in his seat in the palace. Behind the palace is the Archduke's residence, which is situated in the middle of a large garden.

Qufim Island
http://img.photobucket.com/albums/v287/Magil/Vanadiel/Geography/QUFIM_ISLAND.jpg
A cold, snowy shoreside area connected to Jeuno by a tunnel filled with aggressive evil weapons, Qufim Island is the domain of the gigases. The only landmark of importance, Delkfutt's Tower, has also been overrun by the conquering gigases and the ever-cunning goblins. Only a small portion of the crescent-shaped island is accessible due to sheer cliffs and jagged peaks.

Delkfutt's Tower
Another relic of a long-extinct civlization, Delkfutt's Tower is currently occupied by both the gigas and goblin beastmen. Whatever secrets are locked away within its arcane halls, the beastmen aren't going to let the children of Altana discover them if they can all prevent it.

Behemoth's Dominion
Beyond a series of caverns on the northern edge of Qufim, the massive breeding grounds for the colossal, powerful beasts known as the behemoths lies. These beasts were used as engines of death during the Crystal War, and it is said that each behemoth slew at least a hundred foes before falling in battle. Now these beasts mostly keep to themselves in the dominion, but no one other than a suicidal lunatic would dare enter into their domain.

Nu
2007-10-13, 12:46 AM
Moogles
Moogles are very mysterious creatures. Though they have been around since history has been recorded, none have ever become involved in the constant conflict surrounding Vana'diel. The moogles apparently have no homeland to call their own, but occasionally refer to a moogle central hub known as "Mognet Central," though if such a place exists its whereabouts are unknown.

Nevertheless, moogles have been known to assist the civilized races of Vana'diel on occasion, and suddenly appearing in greater number than ever before, they have offered their services to the four great nations with their "Adventurer's Program." Apparently, the moogles have a great interest in adventurers, and seek to aid them in various ways.

Moogle
Size/Type: Small Humanoid
HD: 4d8+4 (13 hp)
Speed: 20 ft. (4 squares), fly 30 ft. (clumsy)
Initiative: +0
Armor Class: 12; touch 11; flat-footed 12
(+1 size, +1 natural armor)
Base Attack Bonus: +4; Grapple: +1
Attack: -
Full-Attack: -
Space: 5 ft.; Reach: 5 ft.
Special Attacks: Moogle magic, mognet, conjuring
Special Qualities: Darkvision 60 ft.
TP Attacks: -
Saves: Fort +6 Ref +7 Will +9
Abilities: Str 12, Dex 17, Con 15, Int 19, Wis 21, Cha 25
Skills: Spot +12, Listen +12, Search +11, Spellcraft +11, Knowledge (all skills) +11
Feats: Hover, Run
Environment: Any
Organization: Solitary
Challenge Rating: ?
Treasure: None
Alignment: Usually good
Advancement: by class level
Level Adjustment: ?
Element: Light
Strong Against: All eight elements.
Weak Against: -

Moogle Magic
Moogle magic is capable of all sorts of minor cantrips and tricks. The moogle can also become invisible and teleport. The full extent of moogle magic is unknown, but it is inherent to all moogles and seemingly cannot be taught.

Mognet
Any moogle can communicate with all other moogles telepathically, no matter how far apart they are.

Conjuring
Moogles can conjure up items that are stored elsewhere. This is very useful for the Auction House and Mog House systems they have set up. This ability allows the transfer of goods worldwide. Living creatures cannot be conjured in this manner.

Mog House
Mog Houses are one-room residences that all registered adventurers can rent for free in any major city. Typically, these areas are used as storage areas for adventures, and moogles can transport any items stored within the room instantly to a Mog House in another city as the adventurer moves around, saving him the burden of carrying various supplies all over as he must travel a lot. Some adventurers even furnish their Mog Houses and stay in them rather than an inn while moving between cities. Even in areas where Mog Houses are unavailable, such as Kazham, Rabao, and Selbina, nomad moogles offer the service of conjuring any item an adventurer has stored in her Mog House for the adventurer. Why the moogles run this service is unknown, but it is quite handy for the adventurer-on-the-go.

Auction House
The Auction House is a system that is set up in several major cities that allows the trade of any sort of legal good. Moogles run these locals, and once an item is put up for auction, it can be conjured by any of the moogles around the world for purchase.

Determine whether or not a given item is available for purchase with the roll of a d%. New items are made availible weekly (it takes a week for the moogles to sort their stock and make the knowledge of new items known on mognet).

Item Availability

{table=head]Availability|Common Item|Uncommon Item|Rare Item|Very Rare Item|One-of-a-Kind Item

Available at 1/3 normal cost |
100-90|
100-95|
100|
-|
-

Available at 2/3 normal cost|
89-70|
94-85|
90-99|
100|
-

Available at normal cost|
69-40|
84-50|
70-89|
90-99|
100

Available at 1d4 times normal cost|
39-20|
49-25|
40-69|
70-89|
95-99

Available at 2d4 times normal cost|
19-2|
24-10|
20-39|
40-69|
90-94

Not Available|
1|
1-9|
1-19|
1-39|
1-89
[/table]

It works as such: a person puts an item on the auction house, sets a price for it, and then pays a 5% deposit fee. If the auction sells, the seller gets the deposit back. But because of this, a buyer must pay an additional 10% on top of whatever the price as calculated above is. Auctions last a maximum of seven weeks. If a player puts an item up for auction, it has a chance to sell each week. The chance varies depending on how expensive the item is and how valuable it is.

However, buyers do NOT know how much an item costs. They have a maximum of five bids per item per day, and must place a bid. If the bid meets or exceeds the cost of the item, the buyer buys the item for the cost of the bid and pays the additional 10% fee(5% goes to the seller, 5% goes to the auction house). This may cause an item to be sold for much more than the actual listed price.

If a player places an item up for auction, the player must pay 5% of whatever listing price she chooses for the item as a deposit. If the auction is successful, the player gets this 5% back (and the auction house keeps 5%). At the end of each week, make a d% roll on the following chart and match it to the listed price compared to the given price to see if an item a player has put up for auction sells and how much it sells for. An auction lasts a maximum of five weeks. If an item is not sold within five weeks, it is returned to the sender and the auction house keeps the deposit fee.

Item Selling

{table=head]Result|Not Valuable|Moderate Value|Valuable|Very Valuable|Priceless

Does not sell|
1-20|
1-15|
1-10|
1-20|
1-50|

Sold at 1/2 cost or lower|
21-35|
16-30|
11-20|
21-25|
51|

Sold at 2/3 cost|
36-50|
31-45|
21-30|
26-30|
52-56|

Sold at full cost|
51-90|
46-80|
31-75|
31-50|
57-65|

Sold at 1.1x-1.5x cost|
91-99|
81-90|
76-85|
51-70|
66-75|

Sold at 1.6x-2.0x times normal cost|
100|
91-99|
86-95|
71-95|
76-90|

Sold at 2.1x or more times normal cost|
-|
100|
96-100|
96-100|
91-100|
[/table]

These auction house stats are guidelines, not rules. The GM may adjust them however he or she pleases.

Chocobos
Chocobos are riding animals. Chocobos come in sizes Small to Large. They are large, yellow-feathered flightless birds. Chocobos are small creatures upon hatching, and grow to full-size large creatures within five years. They are medium creatures in their adolescent years. Adolescent chocobos are prized for tarutaru mounts.

Typically, chocobos dislike crowded areas and enclosed spaces, but a reasonably skilled chocobo handler can lead the bird through a city to a stable. In combat, chocobos tend to run at their first opportunity, and will not fight even if commanded to. They will only fight if cornered.

The light load for a medium chocobo is 100 lbs. The medium load is 101-200 lbs. The heavy load is 201-300 lbs. A medium chocobo can drag up to 1500 lbs. Double these values for a large chocobo, and halve them for a small chocobo.

Chocobo
http://img.photobucket.com/albums/v287/Magil/Vanadiel/Profiles/ff11chocobo.jpg

Small Chocobo
Size/Type: Small Animal
HD: 2d8+4 (13 hp)
Speed: 40 ft. (8 squares)
Initiative: +2
Armor Class: 15; touch 13; flat-footed 13
(+1 size, +2 Dexterity, +2 natural armor)
Base Attack Bonus: +1; Grapple: -2
Attack: Bite +3 melee (1d6+1)
Full-Attack: Bite +3 melee (1d6+1), 2 talon -2 melee (1d4)
Space: 5 ft.; Reach: 5 ft.
Special Attacks: -
Special Qualities: Charm immunity, low-light vision, scent
TP Attacks: -
Saves: Fort +5 Ref +5 Will +2
Abilities: Str 13, Dex 15, Con 14, Int 2, Wis 15, Cha 13
Skills: Spot +5, Listen +5
Feats: Run (B), Endurance
Environment: Any open
Organization: Solitary
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: by HD
Level Adjustment: -
Element: Earth
Strong Against: -
Weak Against: -

Medium Chocobo
Size/Type: Medium Animal
HD: 4d8+8 (26 hp)
Speed: 60 ft. (12 squares)
Initiative: +2
Armor Class: 14; touch 12; flat-footed 12
(+2 Dexterity, +2 natural armor)
Base Attack Bonus: +3; Grapple: +5
Attack: Bite +5 melee (1d6+2)
Full-Attack: Bite +5 melee (1d6+2), 2 talon +0 melee (1d4+1)
Space: 5 ft.; Reach: 5 ft.
Special Attacks: -
Special Qualities: Charm immunity, low-light vision, scent
TP Attacks: -
Saves: Fort +6 Ref +6 Will +3
Abilities: Str 15, Dex 15, Con 15, Int 2, Wis 15, Cha 12
Skills: Spot +9, Listen +9
Feats: Run (B), Endurance, Weapon Finesse
Environment: Any open
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: by HD
Level Adjustment: -
Element: Earth
Strong Against: -
Weak Against: -

Large Chocobo
Size/Type: Medium Animal
HD: 5d8+10 (32 hp)
Speed: 80 ft. (16 squares)
Initiative: +2
Armor Class: 14; touch 12; flat-footed 12
(-1 size, +2 Dexterity, +3 natural armor)
Base Attack Bonus: +3; Grapple: +9
Attack: Bite +4 melee (1d6+2)
Full-Attack: Bite +4 melee (1d6+2), 2 talon -1 melee (1d4+1)
Space: 10 ft.; Reach: 5 ft.
Special Attacks: -
Special Qualities: Charm immunity, low-light vision, scent
TP Attacks: -
Saves: Fort +6 Ref +6 Will +3
Abilities: Str 15, Dex 15, Con 15, Int 2, Wis 15, Cha 12
Skills: Spot +8, Listen +8
Feats: Run (B), Endurance, Weapon Finesse
Environment: Any open
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: by HD
Level Adjustment: -
Element: Earth
Strong Against: -
Weak Against: -

Nu
2007-10-13, 12:48 AM
I think that's it for now. All that's left is playtesting and adjusting based on those results.

Added table of contents to first post.

Jaerc
2007-10-13, 01:00 AM
I must say that I don't know much about FFXI, but the scope and consistency is quite good. I am specifically intrigued as to how well the Weapon Skill system would work in actual gameplay. Please keep us posted.

Nu
2007-10-13, 05:12 AM
First play testing session showed that a level 3 Warrior, Thief, White Mage, and Black Mage were BARELY able to defeat a CR 6 (8 HD) Ram. Though I think I probably put the CR too high on that Ram...the PCs were rolling REALLY badly and the only thing keeping the Thief from becoming a fine paste was the Warrior's Provoke ability and the Black Mage managing to land a Blind. The thief was missing like crazy, but when she finally landed a Sneak Attack the thing dropped almost immediately afterwards (the ram only has 14 AC and the Thief has +3 to attack rolls with two weapons, so it shouldn't have been too hard to hit). The Warrior and Thief both came very close to dying but the white mage kept a steady stream of Cures and Curagas to keep the party up. I think that went well enough--the black mage was more ineffective than he should've been because he didn't have Blizzard (the ram is weak to ice), but he still managed to blind the ram and plink away at it with Fire spells. The Warrior landed a massive Power Attack'd Iron Tempest for 23 damage that was nice. Since the PCs were missing so much didn't get to see much of the Weapon Skill system aside from that Iron Tempest, but it was a very nice hit.

Gonna try something a little different tomorrow...

Nu
2007-10-15, 10:05 PM
The game I'm running with this system is now recruiting, here. (http://www.giantitp.com/forums/showthread.php?t=59860)

I'll continue to add to this and change things, but for now it's relatively complete. I've cleaned up some stuff, and the new feat "Sneak Attack Mastery" has had its prerequisites changed to lower the level of Sneak Attack necessary but added a BAB requirement (to allow more flexibility for choosing a class prior to ninja for ninjas who want to take the feat). Also, a new section is below:

Daily Life in Vana'diel
The Vana'diel week has 8 days. If determining a day randomly, roll a d8.

{table=head]Day of the Week|d8 Result

Firesday|
1

Earthsday|
2

Watersday|
3

Windsday|
4

Iceday|
5

Lightningday|
6

Lightsday|
7

Darksday|
8
[/table]

There are 24 hours in a Vana'diel day, from 00:00 to 23:59. There are 46 weeks in a Vana'diel year.


Status Effect Changes/Additions

Bound
A creature that is bound cannot take move actions or a five-foot step, or any other action involving movement (it can still teleport or otherwise warp around with spells).

Dazed
A dazed creature cannot perform actions; and a creature that becomes dazed in the middle of performing an action loses that action. No creature can be immune to being dazed, even if they are immune to being stunned.

A dazed creature cannot be dazed again for 1d4 rounds.

Paralysis
The paralysis status condition is significantly different than it is in DnD 3.5. A paralyzed creature is no longer completely helpless and immobile. Instead, it suffers the following effects:

A paralyzed creature must make a Fortitude save whenever it attempts to take a non-free action. If the Fortitude save fails, the action is wasted. If the paralysis was induced by an ability that forced a save, then the save DC is the same as DC for the save that induced the paralysis effect. Otherwise, the save DC is 10 + (0.5 x paralyzed creature's HD) + the paralyzed creature's Constitution modifier (but this will usually not be the case).

A paralyzed creature can only move at up to half its speed, even if it succeeds its Fortitude save. A paralyzed creature cannot run or charge.

Poison
The poison effect is different than its 3.5 version is a few small but important ways. It now usually deals normal damage rather than ability damage.

Initial damage
The target immediately takes this damage upon failing against the poison's Fortitude save.

Duration effect
Some poisons carry with them an ability score penalty or status condition as long as they remain in effect.

Secondary damage
One minute after the initial damage, the creature makes another Fortitude save. If successful, the poison is removed with no further damage, and any duration effects end. If the save fails, the creature takes the secondary damage and the poison remains in effect. The creature repeats this process every minute until either the poison is removed or the creature dies.

Poisona or antidotes remove the poison with no save required and thus remove any duration effects caused by the poison. They do not heal any damage caused by the poison.

Silenced
A silenced creature cannot speak, nor may it cast spells with a verbal component. It still makes sound when it does actions other than speaking, but it is completely unable to communicate verbally.

Stunned
Stunned creatures no longer drop what they are holding.

Nu
2007-10-15, 11:02 PM
Kind of a major foul-up I just noticed: the Red Mage had 1/2 BAB progression. She was always intended to have 3/4, so...I fixed this. How silly of me.

Facse
2007-11-12, 10:51 PM
This is a very nice and thought out system. It makes me yearn for the old days of grinding, but I find something amiss with the rest of the system. Why don't you have anything on the support class? It is one of the defining traits of FFXI.

Nu
2007-11-14, 03:57 AM
This is a very nice and thought out system. It makes me yearn for the old days of grinding, but I find something amiss with the rest of the system. Why don't you have anything on the support class? It is one of the defining traits of FFXI.

I believe you are referring to "subjobs?" Well, I feel that aspect of FFXI is adequately covered by multi-classing. I certainly know that trying to combine multi-classing with subjob-type classes would be a huge mess.

Anyway, I've made some important changes lately:


Many spells have been revamped. Teleport and all of the resurrection spells have been reworked in order to make them easier to use and make more sense. There is now a very short window in which a target can be resurrected--the window actually grows SHORTER the more powerful the spell used.
Barelementra is solidified into one spell, and red mages get a weaker, self-only version called barelement at level 2.
Black Mage loses bonus feats every 5 levels, and instead gains "Magic Attack Bonuses," which increase its caster level when casting elemental spells.
White Mage loses Holy Protection and gains "Magic Defense Bonuses," which increase its saving throws against magical effects. The bonus increases every 3 levels.
The Red Mage can select either Magic Attack Bonus or Magic Defense bonus as its special abilities, though they do not increase with level unless selected multiple times.


I'm still working on an updated Weapon skill/TP system, but I'm liking how it's looking so far. Also thinking about reworking resistances to provide different levels of resistance.

Nu
2007-12-09, 09:11 AM
The following is a proposed change to the tactical points system to make it easier to use:

Tactical Point (TP) System

TP Pool
A character begins battle with a number of TP according to their base attack bonus. You add TP to your TP pool in one of several ways, described below. You lose TP when you use a weapon skill. While there is no maximum TP you can have during a battle, your TP always resets to the starting value at the beginning of a new battle, and a single weapon skill can never consume more than 6 TP per action.

Starting TP
{table=head]Base Attack Bonus|Starting TP


0|
0|


1-5|
1|


6-10|
2|


11-15|
3|


16-20|
4|


21-25|
5|


26-30|
6|


31-35|
7|
[/table]

Accumulating TP
A character may accumulate TP in one of the following ways:

Successful Weapon Attack
Attacking with a melee or ranged weapon(not weapon-like spells such as rays or touch attacks related to spells) and dealing damage gives a creature TP. An attack that hits but does not deal damage grants no TP unless it specifically says otherwise.

A two-handed weapon attack gives 2 TP on a successful attack. An unarmed strike or one-handed weapon attack gives 1 TP on a successful attack. An offhand weapon attack gives 0.5 TP on a successful attack. A natural weapon gives 1 TP on a successful attack. If the creature has only one natural weapon, it gives 2 TP on a successful attack. Secondary attacks with natural weapons give 0.5 TP on a successful attack.

Certain class abilities and feats, like Weapon Focus or Improved Two-Weapon Fighting, improve the amount of TP you gain on successful attacks.

Taking Damage
When a creature is hit with an attack, spell, or spell-like ability and takes damage, it gains 1 TP.

Magical Items
Some magical items may grant TP upon use or passively.

Class Abilities
Some classes, especially the Samurai, can gain TP directly via class-based abilities.

Using TP
TP is used for weapon skills. The weapon skills a character has access to are based on the weapon she wields and the amount of weapon skill points she has invested in training with that weapon.

Weapon skills are described in detail in the weapon skills section. In order to execute a weapon skill, you muse have the minimum TP cost in your TP pool. Note that using a weapon skill consumes at maximum 6 TP in your TP Pool, and it will attempt to consume all of the TP in your TP pool to a maximum of 6 regardless of the minimum TP required.

This means that if you have 4 TP in your TP pool and use a weapon skill with a minimum TP requirement of 2, it consumes your entire TP pool. If you had 10 TP in your TP pool, it consumes 6 (the maximum amount it can consume).

Weapon Skills

In addition to normal skill points, a player character gains weapon skill points based on her chosen class or creature type as it levels up(or accumulates HD). Some creatures may have special attacks which use TP, but for player characters the following weapon skills are availible to put points into:

Hand-to-Hand (Unarmed Strikes, Natural Weapons)
Dagger (Daggers, Knives, Punching Daggers, Sai)
Sword (Shortsword, Longsword, Rapier)
Greatsword (Greatsword, Bastard Sword)
Axe (Axe, Handaxe, Battleaxe, Throwing Axe)
Greataxe (Greataxe)
Club (Club, Maul, Light Mace, Nunchuku)
Staff (Greatclub, Quarterstaff, Elemental Staves)
Spear (Shortspear, Spear, Longspear, Lance, Trident, Halberd)
Scythe (Scythe)
Great Katana (Tachi, Uchigatana)
Katana (Kunai, Wakizashi, Shinobi-gatana)
Bow (Shortbow, Composite Shortbow, Longbow, Composite Longbow, Greatbow, Composite Greatbow)
Crossbow (Hand Crossbow, Light Crossbow, Heavy Crossbow, Light Repeating Crossbow, Heavy Repeating Crossbow)

You must use a weapon of the type the skill is dependent upon to execute the weapon skill attack. The max rank of a weapon skill is the same as the character's maximum skill rank for that level, and increases with level as well.

Name: The weapon skill's name.

Weapon Skill Required: In order to use this weapon skill, you must have at least this many points in the appropriate weapon skill.

Class Required: In order to use certain weapon skills, you must have sufficient levels of one of a select few classes. Note that you need only have levels in ONE of the listed classes, not all of them.

Minimum TP: In order to execute the weapon skill in battle, you must have at least this much TP in your TP pool. A weapon skill consumes all the TP in your TP pool (up to a maximum of 6 TP). Even if the attack misses, the TP is still lost.

Action: Most weapon skills either use an attack action or a full attack action. You may execute a weapon skill anytime you could take either of these actions DURING YOUR TURN, and it uses one of the appropriate actions. This includes, for example, the end of a charge attack (with the appropriate modifiers). You must be able to attack with a weapon in order to use a weapon skill--for example, you may not use a one-handed or two-handed weapon to execute a weapon skill during a grapple (but you can with a light weapon with a successful grapple check). A weapon skill that is an immediate action can be executed as an attack of opportunity, even when it's not your turn.

Element: A weapon skill is associated with a particular element for the purposes of weapon skill chains. This does not affect the type of damage the weapon skill does, or anything aside from weapon skill chains. Some weapon skills may be associated with multiple elements, in which case they can represent either element in a chain (the one who uses the weapon skill decides). The element of the weapon skill does not react with elemental weaknesses or resistances directly, but when it creates a skillchain the skillchain's element will be affected as normal.

Saving Throw: Some weapon skills allow for a saving throw in order to prevent part or all of the effect. The saving throw for a weapon skill is 10 + one-half the character level of the player executing the skill + the indicated ability modifier.

TP Gain: Depending on the weapon skill used, you either gain TP as normal for hitting with the weapon, or a reduced amount as indicated.

Effect: The effect of the weapon skill, described in detail.

A list of weapon skills is in the two posts below this.

Weapon Skill Chains

Weapon Skills and Chaining
You and your allies may combine your weapon skills to create potent attacks that deal additional damage. Whenever a player executes a weapon skill, if an ally executes the right kind of weapon skill before the initiator's next turn on the same target, the target suffers from a magical burst of energy that resonates with the power of the skill chain.

A skill chain deals its own damage based on the last successful attack in the chain, dealing an equal amount of damage to the last successful attack. The last weapon skill in the chain must have hit at least once on one of its attacks; use the damage from the last successful attack on a weapon skill that allows multiple attacks to determine the damage the skillchain effect does. The chain deals elemental damage, which may be multiplied or reduced based on the foes' weaknesses and resistances. The type of elemental damage dealt depends on the chain formed (explained in more detail below).

Skillchain effects are divided into three levels. The first level deals one type of elemental damage. The second level deals two types of elemental damage. And the third level deals four types of elemental damage. When dealing multiple types of elemental damage to an enemy, ignore any types the foe is resistant against (unless it is resistant against all of the elements of the chain, in which case it is resistant to the damage) and use any types the foe is weak against. For example, when executing a Distortion skill chain(which is of both water and ice elements) against a mandragora, treat it as an ice-only elemental attack, as mandragoras are weak to Ice but resistant to Water.

Executing multiple skillchains in a row while increasing the level of the chain also increases the damage dealt by the chain. When you two characters execute a first-level skillchain, and a third character uses a third weapon skill that combines with the weapon skill that the previous ally used to make a second-level skillchain, you add half the damage of the first-level skillchain to the damage of the second-level skillchain. The same goes for chaining a second-level skillchain into a third-level skillchain.

Executing a Weapon Skill Chain
Executing a weapon skill chain is simple. To execute a level 1 skillchain, use a weapon skill of one element, then have an ally follow with a weapon skill of the same element. This causes a level 1 skillchain of the same element as the two weapon skills used (for example, using two weapon skills of the fire element causes a Liquefication skill chain).

Level 1
Fire + Fire = Liquefication (Fire)
Thunder + Thunder = Impactation (Thunder)
Ice + Ice = Induration (Ice)
Water + Water = Reverberation (Water)
Wind + Wind = Detonation (Wind)
Earth + Earth = Scission (Earth)
Light + Light = Transfixion (Light)
Dark + Dark = Compression (Dark)

Example: Burning Blade + Flaming Arrow = Liquefication (Fire damage equal to total damage dealt by Flaming Arrow)
Example: One Inch Punch + Nightmare Scythe = Compression (Dark damage equal to total damage dealt by Nightmare Scythe)

To execute a level 2 skillchain, use a weapon skill of one element, then use a weapon skill that is appropriate to follow up.

Level 2
Light + Fire = Fusion (Light, Fire)
Wind + Thunder = Fragmentation (Wind, Thunder)
Ice + Water = Distortion (Ice, Water)
Earth + Dark = Gravitation (Earth, Dark)

Example: Burning Blade + Shining Strike = Fusion (Fire and Light damage equal to total damage dealt by Shining Strike)

Keep in mind that the order of weapon skills does not matter. A Fire weapon skill followed by a Light weapon skill forms a Fusion skillchain as well. However, a Fire weapon skill followed by a Wind weapon skill does not form any sort of chain. A level 2 skillchain gains power if a level 1 skillchain is executed beforehand on the same target. In this case, add half of the damage done by the level 1 skillchain to the level 2 skillchain.

Example: Burning Blade + Flaming Arrow = Liquefication (Fire damage equal to total damage dealt by Flaming Arrow) + Seraph Strike = Fusion (Fire and Light damage equal to damage dealt by Seraph Strike + half the damage dealt by Liquefication)

Level 3 skillchains are special. For one thing, only very high-level weapon skills can form them. For another, they do four different types of elemental damage--meaning that if the opponent is weak to any of them, they take additional damage, and if they are not resistant to even one of them, they do not reduce the damage done by the chain. Level 3 skillchains are formed by weapon skills assigned a "dusk" or "dawn" element. In addition to these elements, they have a specific number. For example, Swift Blade is a dusk (1) weapon skill, while Cross Reaper is a dusk (2) weapon skill. A dusk or dawn (1) weapon skill followed by a dusk or dawn (2) weapon skill forms either a dawn or dusk skillchain if both are the same element. The same goes for a (2) weapon skill followed by a (1) weapon skill. However, they do not form skillchains if they are the same number or opposite elements. For example:

Dusk (1) + Dusk (2) = Dusk skillchain
Dawn (2) + Dawn (1) = Dawn skillchain
Dusk (2) + Dusk (2) = No level 3 skillchain
Dawn (1) + Dusk (2) = No level 3 skillchain

Finally, level 3 skillchains do one and a half times the damage of the final successful attack in the chain.

Level 3
Dawn (Fire, Wind, Thunder, Light)
Dusk (Earth, Water, Ice, Dark)

Example: Mistral Axe + Dragon Kick = Dawn (Fire, Light, Wind, and Thunder damage equal to one and a half times the damage dealt by Dragon Kick)

Level 3 skillchains grow in power if a certain level 2 skillchain is executed beforehand on the same target. In this case, add half of the damage dealt by the level 2 skillchain to the level 3 skillchain. In the case of executing a level 1 skillchain, a level 2 skillchain, and then a level 3 skillchain, the damage values stack. In this case, each level 2 skillchain can be followed by a weapon skill of the appropriate element to form a dawn or dusk skillchain. The proper elements are:

Fusion + Dawn (1) = Dawn Skillchain
Fragmentation + Dawn (2) = Dawn Skillchain
Distortion + Dusk (1) = Dusk Skillchain
Gravitation + Dusk (2) = Dusk Skillchain

Example: Burning Blade + Shining Strike = Fusion (Fire and Light damage equal to total damage dealt by Shining Strike) + Savage Blade = Dawn (Fire, Light, Wind, and Thunder damage equal to one and a half times the damage dealt by Savage Blade + one half of the damage dealt by Fusion)
Example: Burning Blade + Flaming Arrow = Liquefication (Fire damage equal to total damage dealt by Flaming Arrow) + Seraph Strike = Fusion (Fire and Light damage equal to damage dealt by Seraph Strike + half the damage dealt by Liquefication) + Shark Bite = Dawn (Fire, Light, Wind, and Thunder damage equal to one and a half times the damage dealt by Shark Bite + one half of the damage dealt by Fusion)

Nu
2007-12-09, 09:16 AM
Sword Weapon Skills
Name: Fast Blade
Weapon Skill Required: Sword 2
Class Required: None
Minimum TP: 1
Action: Full attack action
Element: Ice
Saving Throw: None
TP Gain: 0.5 TP per hit
Effect: Attack twice with your sword. These attacks take a -2 penalty on the attack rolls. Add +1 to the attack rolls for every 1 TP beyond 1 expended upon use of Fast Blade.

Name: Burning Blade
Weapon Skill Required: Sword 5
Class Required: None
Minimum TP: 1
Action: Attack action
Element: Fire
Saving Throw: None
TP Gain: Normal
Effect: Attack once with your sword. If successful, the attack deals an additional 1d6 fire damage. Add +1 to the attack roll and 1 additional fire damage for every 1 TP beyond 1 expended upon use of Burning Blade.

Name: Red Lotus Blade
Weapon Skill Required: Sword 6
Class Required: Warrior or Red Mage level 2; or Paladin level 1
Minimum TP: 1
Action: Attack action
Element: Fire or Earth
Saving Throw: None
TP Gain: Normal
Effect: Attack once with your sword. If successful, the attack deals an additional 1d8 fire damage. Add +1 to the attack roll and 1 additional fire damage for every 1 TP beyond 1 expended upon use of Burning Blade. Upon a critical hit, the weapon deals an additional 1d10 fire damage. If the weapon critical modifier is 3x, add 2d10 fire damage instead, and if the weapon critical modifier is 4x, add 3d10 fire damage.

Name: Flat Blade
Weapon Skill Required: Sword 7
Class Required: None
Minimum TP: 1
Action: Immediate action
Element: Light
Saving Throw: Will partial; see text
TP Gain: Normal
Effect: Attack once with your sword. If successful, the attack deals only half damage, and the target is dazed until the beginning of its next turn on a failed Will save. The save DC is Strength-based. Add +1 to the attack roll for every 1 TP beyond 1 expended upon use of Flat Blade.

Name: Shining Blade
Weapon Skill Required: Sword 9
Class Required: None
Minimum TP: 1
Action: Attack action
Element: Ice
Saving Throw: None
TP Gain: Normal
Effect: Attack once with your sword. If successful, the attack deals an additional 2d6 light damage. Add +1 to the attack roll and 1 additional light damage for every 1 TP beyond 1 expended upon use of Shining Blade.

Name: Seraph Blade
Weapon Skill Required: Sword 10
Class Required: Warrior or Red Mage level 6, or Paladin level 1
Minimum TP: 1
Action: Attack action
Element: Ice
Saving Throw: None
TP Gain: Normal
Effect: Attack once with your sword. If successful, the attack deals an additional 2d6 light damage. You may add your Wisdom modifier to the attack roll. Add +1 to the attack roll and 1 additional light damage for every 1 TP beyond 1 expended upon use of Seraph Blade.

Name: Circle Blade
Weapon Skill Required: Sword 11
Class Required: None
Minimum TP: 2
Action: Full attack action
Element: Light or Thunder
Saving Throw: None
TP Gain: Up to 2 TP
Effect: When using Circle Blade, your reach extends by 5 ft. Attack each creature within reach (friend and foe) with your sword. Add +1 to the attack rolls for every 1 TP beyond 2 expended upon use of Circle Blade.

Name: Spirits Within
Weapon Skill Required: Sword 13
Class Required: None
Minimum TP: 2
Action: Attack action
Element: None
Saving Throw: None
TP Gain: Double
Effect: Attack once with your sword. This attack is a melee touch attack. If successful, you deal damage equal to one-fourth your current HP instead of dealing damage as normal. At 4 TP expended, you deal damage equal to one-third your current HP, and at 6 TP expended, you deal damage equal to one-half your current HP. This attack ignores all forms of damage reduction and can harm any object that has HP.

Name: Vorpal Blade
Weapon Skill Required: Sword 15
Class Required: Warrior or Red Mage level 12, or Paladin level 7
Minimum TP: 2
Action: Full attack action
Element: Light or Ice
Saving Throw: None
TP Gain: 0.5 TP per hit
Effect: Attack four times with your sword. These attack rolls take a -10 penalty. The threat range on each of these attacks is doubled and the critical multiplier is increased by 1(neither of these effects stack with other effects that increase your threat range or critical multiplier). Add +2 to the attack rolls for every 1 TP beyond 2 expended upon use of Vorpal Blade.

Name: Swift Blade
Weapon Skill Required: Sword 17
Class Required: None
Minimum TP: 3
Action: Full attack action
Element: Dusk (1)
Saving Throw: None
TP Gain: Normal
Effect: Attack three times with your sword. Add +2 to the attack rolls for every 1 TP beyond 3 expended upon use of Swift Blade.

Name: Savage Blade
Weapon Skill Required: Sword 19
Class Required: Warrior or Red Mage level 16, or Paladin level 11
Minimum TP: 3
Action: Full attack action
Element: Dawn (1) or Ice
Saving Throw: Fortitude partial; see text
TP Gain: 1.5 TP per hit
Effect: Attack twice with your sword. A critical hit instantly kills any living foe with a discernible anatomy on a failed Fortitude save. The save DC is Strength-based. Add 1 to the save DC for every 1 TP beyond 3 expended upon use of Savage Blade.

Axe Weapon Skills
Name: Raging Axe
Weapon Skill Required: Axe 2
Class Required: None
Minimum TP: 1
Action: Full attack action
Element: Light or Wind
Saving Throw: None
TP Gain: 0.5 TP per hit
Effect: Attack twice with your axe. These attacks take a -2 penalty on the attack rolls. Add +1 to the attack rolls for every 1 TP beyond 1 expended upon use of Raging Axe.

Name: Smash Axe
Weapon Skill Required: Axe 5
Class Required: None
Minimum TP: 1
Action: Immediate action
Element: Wind or Thunder
Saving Throw: Will partial; see text
TP Gain: Normal
Effect: Attack once with your axe. If successful, the attack deals only half damage, and the target is dazed until the beginning of its next turn on a failed Will save. The save DC is Strength-based. Add +1 to the attack roll for every 1 TP beyond 1 expended upon use of Smash Axe.

Name: Gale Axe
Weapon Skill Required: Axe 7
Class Required: None
Minimum TP: 1
Action: Attack action
Element: Earth
Saving Throw: None
TP Gain: Normal
Effect: Attack once with your axe. If successful, the attack deals an additional 2d6 wind damage. Add +1 to the attack roll and 1 additional wind damage for every 1 TP beyond 1 expended upon use of Gale Axe.

Name: Avalanche Axe
Weapon Skill Required: Axe 9
Class Required: Warrior level 6 or Beastmaster level 1
Minimum TP: 1
Action: Attack action
Element: Light or Ice
Saving Throw: None
TP Gain: Double
Effect: Attack once with your axe. If successful, the attack deals double damage. Add an additional 1d6 damage for every 2 TP beyond 1 expended upon use of Avalanche Axe.

Name: Spinning Axe
Weapon Skill Required: Axe 11
Class Required: None
Minimum TP: 2
Action: Attack action
Element: Ice or Fire
Saving Throw: None
TP Gain: Normal
Effect: Attack twice with your axe. These attacks receive a +1 bonus to the attack and damage rolls for every 1 TP beyond 2 expended upon use of Spinning Axe.

Name: Rampage
Weapon Skill Required: Axe 13
Class Required: Warrior level 10 or Beastmaster level 6
Minimum TP: 2
Action: Full attack action
Element: Ice
Saving Throw: None
TP Gain: 0.5 TP per hit
Effect: Attack five times with your axe. These attacks take a -10 penalty on the attack rolls. Add +2 to the attack rolls for every 1 TP beyond 2 expended upon use of Rampage.

Name: Calamity
Weapon Skill Required: Axe 15
Class Required: None
Minimum TP: 2
Action: Attack action
Element: Light or Ice
Saving Throw: None
TP Gain: Double
Effect: Attack once with your axe. If successful, you may add your Constitution modifier to the damage roll. You may add double your Constitution modifier at 4 TP expended and triple at 6 TP expended.

Name: Mistral Axe
Weapon Skill Required: Axe 17
Class Required: Warrior level 14 or Beastmaster level 10
Minimum TP: 3
Action: Attack action
Element: Dawn (2)
Saving Throw: None
TP Gain: Triple
Effect: You use your axe as a thrown weapon using a ranged attack roll. You do not suffer a nonproficiency penalty when using Mistral Axe. The range increment for this attack is 30 ft. If successful, the attack deals double damage. The axe then flies through the air back to the creature that threw it. It returns to the thrower just before the creature’s next turn (and is therefore ready to use again in that turn). Catching a returning weapon when it comes back is a free action. If the character can’t catch it, or if the character has moved since throwing it, the weapon drops to the ground in the square from which it was thrown. Add 10 ft. to the range increment for every 1 TP beyond 3 expended upon use of Mistral Axe.

Name: Decimation
Weapon Skill Required: Axe 19
Class Required: None
Minimum TP: 3
Action: Full attack action
Element: Dawn (2) or Thunder
Saving Throw: None
TP Gain: Normal
Effect: Attack three times with your axe. If successful, these attacks deal double damage. Add +2 to the attack rolls for every 1 TP beyond 3 expended upon use of Decimation.

Dagger Weapon Skills
Name: Wasp Sting
Weapon Skill Required: Dagger 2
Class Required: None
Minimum TP: 1
Action: Attack action
Element: Ice
Saving Throw: Fortitude partial; see text
TP Gain: Normal
Effect: Attack once with your dagger. You must make deal piercing damage when using Wasp Sting. A target that takes damage from Wasp Sting takes 1d6 additional water damage at the beginning of its turn on a failed Fortitude save. The save DC is Dexterity-based. Add an additional 1 point of secondary water damage for every 1 TP beyond 1 expended upon use of Wasp Sting.

Name: Gust Slash
Weapon Skill Required: Dagger 5
Class Required: None
Minimum TP: 1
Action: Attack action
Element: Earth
Saving Throw: None
TP Gain: Normal
Effect: Attack once with your dagger. If successful, the attack deals an additional 1d6 wind damage. Add +1 to the attack roll and 1 additional wind damage for every 1 TP beyond 1 expended upon use of Gust Slash.

Name: Shadowstitch
Weapon Skill Required: Dagger 7
Class Required: Thief level 4 or Ninja level 1
Minimum TP: 1
Action: Attack action
Element: Thunder
Saving Throw: None
TP Gain: Normal
Effect: Attack once with your dagger. If successful, victim is bound until the end of your next turn. A bound creature cannot take move actions or a 5-foot step.

Name: Viper Bite
Weapon Skill Required: Dagger 9
Class Required: Thief level 6 or Ninja level 1
Minimum TP: 1
Action: Attack action
Element: Ice
Saving Throw: Fortitude partial; see text
TP Gain: Normal
Effect: Attack once with your dagger. You must make deal piercing damage when using Viper Bite. This attack deals triple damage. A target that takes damage from Viper Bite takes 3d6 additional water damage at the beginning of its turn on a failed Fortitude save. The save DC is Dexterity-based. Add an additional 1d6 points of secondary water damage for every 1 TP beyond 1 expended upon use of Viper Bite.

Name: Cyclone
Weapon Skill Required: Dagger 11
Class Required: None
Minimum TP: 2
Action: Attack action
Element: Light or Earth
Saving Throw: None; Reflex half; see text
TP Gain: Double
Effect: Attack once with your dagger. If successful, the attack deals wind damage in addition to its other damage type. Creatures adjacent to the victim (other than you) take an equal amount of wind damage to the total damage dealt. These creatures may attempt a Reflex save for half damage. Add 1 to the save DC for every 1 TP beyond 2 expended upon use of Cyclone.

Name: Energy Steal
Weapon Skill Required: Dagger 13
Class Required: None
Minimum TP: 2
Action: Attack action
Element: None
Saving Throw: None
TP Gain: None
Effect: Attack once with your dagger. If successful, the attack deals MP damage instead of HP damage. Add +1 to the attack roll for every 1 TP beyond 2 expended upon use of Energy Steal.

Name: Energy Drain
Weapon Skill Required: Dagger 14
Class Required: Thief level 11 or Ninja level 7
Minimum TP: 2
Action: Attack action
Element: None
Saving Throw: None
TP Gain: None
Effect: Attack once with your dagger. If successful, the attack deals MP damage instead of HP damage. You gain MP equal to the amount of damage dealt. Add +1 to the attack roll for every 1 TP beyond 2 expended upon use of Energy Drain.

Name: Dancing Edge
Weapon Skill Required: Dagger 15
Class Required: None
Minimum TP: 2
Action: Full attack action
Element: Earth or Ice
Saving Throw: None
TP Gain: 0.5 TP per hit
Effect: Attack five times with your dagger. These attacks take a -10 penalty on the attack rolls. You may add your Charisma modifier to the attack rolls in place of your Strength modifier. You may add 1d6 additional damage to one of the attacks per 1 TP beyond 2 expended upon use of Dancing Edge (you may not select the same attack twice for this damage bonus, choose before making the attack roll).

Name: Shark Bite
Weapon Skill Required: Dagger 17
Class Required: Thief level 14 or Ninja level 10
Minimum TP: 3
Action: Attack action
Element: Dawn (1)
Saving Throw: None
TP Gain: 1.5 TP per hit
Effect: Attack twice with your dagger. Each of these attacks, if successful, deals double damage. Add +2 to the attack rolls for every 1 TP beyond 3 expended upon use of Shark Bite.

Name: Evisceration
Weapon Skill Required: Dagger 19
Class Required: None
Minimum TP: 3
Action: Full attack action
Element: Dawn (1) or Water
Saving Throw: None
TP Gain: 0.75 TP per hit
Effect: Attack five times with your dagger. These attacks take a -10 penalty on the attack rolls. Add +2 to the attack rolls for every 1 TP beyond 3 expended upon use of Evisceration.

Hand-to-Hand Weapon Skills
Name: Combo
Weapon Skill Required: Hand-to-Hand 2
Class Required: None
Minimum TP: 1
Action: Full attack action
Element: Light
Saving Throw: None
TP Gain: 0.5 TP per hit
Effect: Attack three times with your primary unarmed strike. These attacks take a -3 penalty on the attack rolls. Add +1 to the attack rolls for every 1 TP beyond 1 expended upon use of Combo.

Name: Shoulder Tackle
Weapon Skill Required: Hand-to-Hand 5
Class Required: None
Minimum TP: 1
Action: Immediate action
Element: Light or Thunder
Saving Throw: Will partial; see text
TP Gain: Normal
Effect: Attack once with your primary unarmed strike. On a successful hit, the target takes half damage and is dazed until the beginning of its next turn on a failed Will save. The save DC is Strength-based. Add +1 to the attack roll for every 1 TP beyond 1 expended upon use of Shoulder Tackle.

Name: One Inch Punch
Weapon Skill Required: Hand-to-Hand 7
Class Required: Monk level 4
Minimum TP: 1
Action: Attack action
Element: Dark
Saving Throw: None
TP Gain: Normal
Effect: Make a touch attack with your primary unarmed strike. The attack deals an additional 1d6 damage for every 2 TP beyond 1 expended upon use of One Inch Punch.

Name: Backhand Blow
Weapon Skill Required: Hand-to-Hand 9
Class Required: None
Minimum TP: 1
Action: Attack action
Element: Earth
Saving Throw: None
TP Gain: Normal
Effect: Attack once with your primary unarmed strike. If successful, this attack deals double damage. You may use your Dexterity modifier instead of your Strength modifier on the attack roll. Add +1 to the attack roll for every 1 TP beyond 1 expended upon use of Backhand Blow.

Name: Raging Fists
Weapon Skill Required: Hand-to-Hand 11
Class Required: None
Minimum TP: 2
Action: Full attack action
Element: Light
Saving Throw: None
TP Gain: 0.5 TP per hit
Effect: Attack five times with your primary unarmed strike. These attacks take a -10 penalty on the attack rolls. Add +2 to the attack rolls for every 1 TP beyond 2 expended upon use of Raging Fists.

Name: Spinning Attack
Weapon Skill Required: Hand-to-Hand 13
Class Required: None
Minimum TP: 2
Action: Full attack action
Element: Light or Fire
Saving Throw: None
TP Gain: Normal
Effect: When using Spinning Attack, your reach extends by 5 feet. Attack each creature within reach (friend and foe) with your primary unarmed strike. Add +2 to the attack rolls for every 1 TP beyond 2 expended upon use of Spinning Attack.

Name: Howling Fist
Weapon Skill Required: Hand-to-Hand 15
Class Required: Monk level 12
Minimum TP: 2
Action: Attack action
Element: Light or Water
Saving Throw: None
TP Gain: Double
Effect: Make a ranged attack roll with your primary unarmed strike. This attack has a range increment of 20 ft. and deals double damage if successful. Add +2 to the attack roll for every 1 TP beyond 2 expended upon us of Howling Fist.

Name: Dragon Kick
Weapon Skill Required: Hand-to-Hand 17
Class Required: Monk level 14
Minimum TP: 3
Action: Attack action
Element: Dawn (1)
Saving Throw: None
TP Gain: Triple
Effect: Attack once with your primary unarmed strike. This attack deals double damage. At 4 TP expended, it deals 2.5x normal damage. At 5 TP expended, it deals triple normal damage. At 6 TP expended, it deals 3.5x normal damage.

Name: Asuran Fists
Weapon Skill Required: Hand-to-Hand 19
Class Required: Monk level 16
Minimum TP: 3
Action: Full attack action
Element: Dusk (1) or Fire
Saving Throw: None
TP Gain: 0.5 TP per hit
Effect: Attack eight times with your primary unarmed strike. These attacks take a -10 penalty on the attack rolls. Add +2 to the attack rolls for every 1 TP beyond 3 expended upon use of Asuran Fists.

Club Weapon Skills
Name: Shining Strike
Weapon Skill Required: Club 2
Class Required: None
Minimum TP: 1
Action: Attack action
Element: Light
Saving Throw: None
TP Gain: Normal
Effect: Attack once with your club. If successful, the attack deals an additional 1d6 light damage. Add 1 additional light damage for every 1 TP beyond 1 expended upon use of Shining Strike.

Name: Seraph Strike
Weapon Skill Required: Club 4
Class Required: White Mage, Black Mage, or Summoner level 1
Minimum TP: 1
Action: Attack action
Element: Light
Saving Throw: None
TP Gain: Normal
Effect: Attack once with your club. You may use your Wisdom modifier instead of your Strength modifier on the attack roll. If successful, the attack deals an additional 1d6 light damage. Add 1 additional light damage for every 1 TP beyond 1 expended upon use of Seraph Strike.

Name: Brain Shaker
Weapon Skill Required: Club 6
Class Required: None
Minimum TP: 1
Action: Immediate action
Element: Thunder
Saving Throw: Will partial; see text
TP Gain: Normal
Effect: Attack once with your club. If successful, the attack deals half damage and the target is dazed until the beginning of its next turn on a failed Will save. Add +1 to the attack roll for every 1 TP beyond 1 expended upon use of Brain Shaker.

Name: Starlight
Weapon Skill Required: Club 8
Class Required: None
Minimum TP: 1
Action: Attack action
Element: None
Saving Throw: None
TP Gain: None
Effect: Make a damage roll with your club. You gain temporary MP equal to the damage roll result. This temporary MP lasts one minute. Add one additional minute to the duration of the temporary MP for every 2 TP beyond 1 expended upon use of Starlight.

Name: Moonlight
Weapon Skill Required: Club 9
Class Required: White Mage or Black Mage level 8; or Summoner level 4
Minimum TP: 1
Action: Attack action
Element: None
Saving Throw: None
TP Gain: None
Effect: Make a damage roll with your club. You and allies within 30 ft. gain temporary MP equal to the damage roll result. This temporary MP lasts one minute. Add one additional minute to the duration of the temporary MP for every 2 TP beyond 1 expended upon use of Moonlight.

Name: Skullbreaker
Weapon Skill Required: Club 10
Class Required: None
Minimum TP: 2
Action: Attack action
Element: Thunder or Wind
Saving Throw: None
TP Gain: Double
Effect: Attack once with your club. If successful, victim suffers a 1d6 penalty to Intelligence. Add 1 additional point of Intelligence penalty for every 1 TP beyond 2 expneded upon use of Skullbreaker.

Name: True Strike
Weapon Skill Required: Club 12
Class Required: White Mage or Black Mage level 9; or Summoner level 5
Minimum TP: 2
Action: Attack action
Element: Light or Earth
Saving Throw: None
TP Gain: Double
Effect: Attack once with your club. You may use your Wisdom or Intelligence modifier in place of your Strength modifier on the attack roll. If successful, the attack deals both light and dark damage, and deals double damage. Add +2 to the attack roll for every 1 TP beyond 2 expended upon use of True Strike.

Name: Judgement
Weapon Skill Required: Club 14
Class Required: White Mage or Black Mage level 11; or Summoner level 7
Minimum TP: 2
Action: Full attack action
Element: Light
Saving Throw: None
TP Gain: Double
Effect: Attack once with your club. If successful, you may add your caster level plus your Charisma modifier to the damage roll. Add +2 to the attack roll for every 1 TP beyond 2 expended upon use of Judgement.

Name: Hexa Strike
Weapon Skill Required: Club 16
Class Required: White Mage level 13
Minimum TP: 3
Action: Full attack action
Element: Dawn (2)
Saving Throw: None
TP Gain: 0.5 TP per hit
Effect: Attack six times with your club. These attacks take a -10 penalty on the attack rolls. Add +2 to the attack rolls for every 1 TP beyond 3 expended upon use of Hexa Strike.

Name: Black Halo
Weapon Skill Required: Club 18
Class Required: White Mage or Black Mage level 15, or Summoner level 11
Minimum TP: 1
Action: Attack action
Element: Dusk (2) or Dark
Saving Throw: None
TP Gain: Double
Effect: Attack twice with your club. You may use your Wisdom or Intelligence modifier in place of your Strength modifier on the attack roll. If successful, the attacks deal both light and dark damage, and deal double damage. Add +2 to the attack roll for every 1 TP beyond 3 expended upon use of Black Halo.

Katana Weapon Skills
Name: Blade: Rin
Weapon Skill Required: Katana 2
Class Required: None
Minimum TP: 1
Action: Attack action
Element: Water
Saving Throw: None
TP Gain: Normal
Effect: Attack once with each katana you wield. Normal penalties and bonuses for fighting with two weapons apply if applicable. All attacks you make using Blade: Rin have their threat range doubled. This doesn't stack with other effects that increase your threat range. Add +1 to the attack rolls for every 1 TP beyond 1 expended upon use of Blade: Rin.

Name: Blade: Retsu
Weapon Skill Required: Katana 5
Class Required: Ninja level 1
Minimum TP: 1
Action: Attack action
Element: Ice
Saving Throw: Fortital parital; see text
TP Gain: Normal
Effect: Attack once with each katana you wield. Normal penalties and bonuses for fighting with two weapons apply if applicable. If you hit with at least one of these attacks, you may choose to paralyze the target for 1d3 rounds on a failed Fortitude save. Only one target may be paralyzed on each use of Blade: Retsu. The save DC is Dexterity-based. Add an additional round of duration for every 2 TP beyond 1 expended upon use of Blade Retsu.

Name: Blade: Teki
Weapon Skill Required: Katana 7
Class Required: Ninja level 1
Minimum TP: 1
Action: Attack action
Element: Thunder
Saving Throw: None
TP Gain: Normal
Effect: Attack once with each katana you wield. Normal penalties and bonuses for fighting with two weapons apply if applicable. All attacks you make using Blade: Teki deal water damage in addition to their normal damage types. Add +1 to the attack rolls for every 1 TP beyond 1 expended upon use of Blade: Teki.

Name: Blade: To
Weapon Skill Required: Katana 9
Class Required: Ninja level 1
Minimum TP: 1
Action: Attack action
Element: Earth or Wind
Saving Throw: None
TP Gain: Normal
Effect: Attack once with each katana you wield. Normal penalties and bonuses for fighting with two weapons apply if applicable. All attacks you make using Blade: To deal ice damage in addition to their normal damage types. Add +1 to the attack rolls for every 1 TP beyond 1 expended upon use of Blade: To.

Name: Blade: Chi
Weapon Skill Required: Katana 11
Class Required: Ninja level 3
Minimum TP: 2
Action: Attack action
Element: Light or Water
Saving Throw: None
TP Gain: Normal
Effect: Attack once with each katana you wield. Normal penalties and bonuses for fighting with two weapons apply if applicable. All attacks you make using Blade: Chi deal earth damage in addition to their normal damage types. Add +2 to the attack rolls for every 1 TP beyond 2 expended upon use of Blade: Chi.

Name: Blade: Ei
Weapon Skill Required: Katana 13
Class Required: Ninja level 5
Minimum TP: 2
Action: Attack action
Element: Dark
Saving Throw: None
TP Gain: Normal
Effect: Attack once with each katana you wield. Normal penalties and bonuses for fighting with two weapons apply if applicable. All attacks you make using Blade: Ei deal dark damage in addition to their normal damage types. Add +2 to the attack rolls for every 1 TP beyond 2 expended upon use of Blade: Ei.

Name: Blade: Jin
Weapon Skill Required: Katana 15
Class Required: Ninja level 7
Minimum TP: 2
Action: Full attack action
Element: Light or Earth
Saving Throw: None
TP Gain: Normal
Effect: Attack three times with your mainhand katana. All attacks made with Blade: Jin have their threat ranged doubled. This doesn't stack with other effects that increase your threat range. Add +2 to the attack rolls for every 1 TP beyond 2 expended upon use of Blade: Jin.

Name: Blade: Ten
Weapon Skill Required: Katana 17
Class Required: Ninja level 9
Minimum TP: 3
Action: Attack action
Element: Dusk (1)
Saving Throw: None
TP Gain: Double
Effect: Attack once with each katana you wield. Normal penalties and bonuses for fighting with two weapons apply if applicable. You may use your Dexterity modifier instead of your Strength modifier on the attack rolls. Each Sneak Attack made with Blade: Ten deals an additional 2d6 Sneak Attack damage. Add +2 to the attack rolls for every 1 TP beyond 3 expended upon use of Blade: Ten.

Name: Blade: Ku
Weapon Skill Required: Katana 19
Class Required: Ninja level 11
Minimum TP: 3
Action: Attack action
Element: Dusk (1) or Light
Saving Throw: None
TP Gain: 0.75 TP per hit
Effect: Attack five times with your mainhand katana. These attacks take a -10 penalty on the attack rolls. Add +2 to the attack rolls for every 1 TP beyond 3 expended upon use of Blade: Ku.

Nu
2007-12-09, 09:19 AM
Greataxe Weapon Skills
Name: Shield Break
Weapon Skill Required: Greataxe 2
Class Required: Warrior level 1; or Dark Knight level 1
Minimum TP: 1
Action: Attack action
Element: Light
Saving Throw: None
TP Gain: Normal
Effect: Attack once with your greataxe. If successful, the victim is loses its Dexterity and shield bonuses to armor class until its next action.. Add +1 to the attack roll for every 1 TP beyond 1 expended upon use of Shield Break.

Name: Iron Tempest
Weapon Skill Required: Greataxe 5
Class Required: None
Minimum TP: 1
Action: Attack action
Element: Ice
Saving Throw: None
TP Gain: Normal
Effect: Attack once with your greataxe. This attack is made as if your weapon was one size category larger than it is (for example, a greataxe that normally deals 1d12 damage instead deals 3d6 damage). Add +1 to the attack and damage rolls for every 1 TP beyond 1 expended upon use of Iron Tempest.

Name: Sturmwind
Weapon Skill Required: Greataxe 7
Class Required: None
Minimum TP: 1
Action: Full attack action
Element: Ice or Thunder
Saving Throw: None
TP Gain: 0.5 TP per hit
Effect: Attack twice with your greataxe. These attacks take a -2 penalty to the attack rolls. Add +1 to the attack rolls for every 1 TP beyond 1 expended upon use of Sturmwind.

Name: Armor Break
Weapon Skill Required: Greataxe 9
Class Required: Warrior level 6; or Dark Knight level 2
Minimum TP: 1
Action: Attack action
Element: Light
Saving Throw: None
TP Gain: Normal
Effect: Attack once with your greataxe. If this attack is successful, it and the next weapon attack by your or one of your allies on the affected target ignores all forms of damage reduction. Affects one additional attack for every 1 TP beyond 1 expended upon use of Armor Break.

Name: Keen Edge
Weapon Skill Required: Greataxe 11
Class Required: None
Minimum TP: 2
Action: Attack action
Element: Dark
Saving Throw: None
TP Gain: Double
Effect: Attack once with your greataxe. This attack has its threat range doubled. At 4 TP expended, the attack's critical multiplier increases by 1 as well. At 6 TP expended, the attack's critical multiplier is increased by 2 instead of 1 (the threat range is still doubled). These effects don't stack with other effects that increase your threat range or critical multiplier.

Name: Weapon Break
Weapon Skill Required: Greataxe 13
Class Required: Warrior level 10; or Dark Knight level 6
Minimum TP: 2
Action: Attack action
Element: Light
Saving Throw: None
TP Gain: Double
Effect: Attack once with your greataxe. If successful, the victim suffers a penalty to weapon damage rolls equal to half of the damage dealt by the attack until the end of your next turn. Add an additional round of duration for every 1 TP beyond 2 expended upon use of Weapon Break.

Name: Raging Rush
Weapon Skill Required: Greataxe 15
Class Required: None
Minimum TP: 2
Action: Full attack action
Element: Wind and Thunder
Saving Throw: None
TP Gain: Normal
Effect: Attack three times with your greataxe. These attacks take a -6 penalty to the attack rolls. Add +2 to the attack rolls for every 1 TP beyond 2 expended upon use of Raging Rush.

Name: Full Break
Weapon Skill Required: Greataxe 17
Class Required: Warrior level 14
Minimum TP: 3
Action: Attack action
Element: Dusk (2)
Saving Throw: None
TP Gain: Triple
Effect: Attack once with your greataxe. If this attack is successful, it and the next weapon attack by your or one of your allies on the affected target ignores all forms of damage reduction, the victim is loses its Dexterity and shield bonuses to armor class until its next action, and suffers a penalty to weapon damage rolls equal to half the damage dealt by the attack until the end of your next turn. Add an additional attack that ignores damage reduction, +2 to the attack roll, and an additional round of duration to the damage penalty for every 1 TP beyond 3 expended upon use of Full Break.

Name: Steel Cyclone
Weapon Skill Required: Greataxe 19
Class Required: Warrior level 16; or Dark Knight level 12
Minimum TP: 3
Action: Attack action
Element: Dusk (2) and Earth
Saving Throw: None
TP Gain: Triple
Effect: Attack once with your greataxe. If successful, the attack deals 1.5x normal damage. You may add your Constitution modifier to the attack roll instead of your Strength modifier. At 4 TP expended, the attack deals 2x normal damage. At 5 TP expended, the attack deals 2.5x normal damage. At 6 TP expended, the attack deals 3x normal damage.

Greatsword Weapon Skills
Name: Hard Slash
Weapon Skill Required: Greatsword 2
Class Required: None
Minimum TP: 1
Action: Attack action
Element: Ice
Saving Throw: None
TP Gain: Normal
Effect: Attack once with your greatsword. You may add your Constitution modifier to the attack roll instead of your Strength modifier. The attack deals an additional 1 damage for every 1 TP beyond 1 expended upon use of Hard Slash.

Name: Power Slash
Weapon Skill Required: Greatsword 5
Class Required: Warrior level 2; or Dark Knight or Paladin level 1
Minimum TP: 1
Action: Attack action
Element: Water
Saving Throw: None
TP Gain: Normal
Effect: Attack once with your greatsword. The threat range on this attack is doubled. This doesn't stack with other effects that increase your weapon's threat range. Add +1 to the attack roll for every 1 TP beyond 1 expended upon use of Power Slash.

Name: Frost Bite
Weapon Skill Required: Greatsword 7
Class Required: None
Minimum TP: 1
Action: Attack action
Element: Wind
Saving Throw: None
TP Gain: Normal
Effect: Attack once with your greatsword. This attack deals an additional 2d6 ice damage. Add 1 additional ice damage for every 1 TP beyond 1 expended upon use of Frost Bite.

Name: Freeze Bite
Weapon Skill Required: Greatsword 9
Class Required: Warrior level 6; or Dark Knight or Paladin level 2
Minimum TP: 1
Action: Attack action
Element: Earth or Wind
Saving Throw: Fortitude partial; see text
TP Gain: Normal
Effect: Attack once with your greatsword. This attack deals an additional 2d6 ice damage and slows the victim for 1 round on a failed Fortitude save (as if they were affected by the white magic spell Slow). The save DC is Intelligence-based. Add 1 additional ice damage for every 1 TP beyond 1 expended upon use of Freeze Bite.

Name: Shockwave
Weapon Skill Required: Greatsword 11
Class Required: Warrior level 8; or Dark Knight or Paladin level 4
Minimum TP: 2
Action: Full attack action
Element: Thunder
Saving Throw: None
TP Gain: 2 TP gained if at least one target hit
Effect: Make a ranged attack with your greatsword. You may use your Strength modifier instead of your Dexterity modifier for this ranged attack roll. You attack each creature in a 120 ft. line, and use a ranged attack roll against the Armor Class of each creature in order to determine if that creature is hit. Shockwave deals damage to all targets hit as if they were struck in melee. Add +1 to the ranged attack roll for every 1 TP beyond 2 expended upon use of Shockwave.

Name: Crescent Moon
Weapon Skill Required: Greatsword 13
Class Required: None
Minimum TP: 2
Action: Attack action
Element: Ice
Saving Throw: None
TP Gain: Double
Effect: Attack once with your greatsword. If successful, this attack deals damage as if the weapon was one size category larger (for example, a greatsword that normally deals 2d6 damage instead deals 3d6 damage). Crescent Moon deals an additional 1d6 damage for every 2 TP beyond 2 expended upon use.

Name: Sickle Moon
Weapon Skill Required: Greatsword 15
Class Required: Warrior level 12; or Dark Knight or Paladin level 8
Minimum TP: 2
Action: Full attack action
Element: Light or Ice
Saving Throw: None
TP Gain: Normal
Effect: Attack twice with your greatsword. These attacks take a -2 penalty on the attack rolls. Add +2 to the attack rolls for every 1 TP beyond 2 expended upon use of Sickle Moon.

Name: Spinning Slash
Weapon Skill Required: Greatsword 17
Class Required: None
Minimum TP: 3
Action: Full attack action
Element: Dawn (1)
Saving Throw: None
TP Gain: Up to 3 TP
Effect: Your reach extends by 5 ft. when using Spinning Slash. Attack each creature within reach (friend or foe). The attack deals damage as if your weapon was one size category larger (for example, a greatsword that normally deals 2d6 damage instead deals 3d6 damage), but you suffer a -2 penalty on the attack roll for wielding a weapon too large for you. Add +2 to the attack rolls for every 1 TP beyond 3 expended upon use of Spinning Slash.

Name: Ground Strike
Weapon Skill Required: Greatsword 19
Class Required: Warrior level 16; or Dark Knight or Paladin level 12
Minimum TP: 3
Action: Full attack action
Element: Dawn (1) or Dusk (2)
Saving Throw: None
TP Gain: Triple
Effect: Attack once with your greatsword. If successful, this attack deals double damage. If the victim is standing on the ground, the attack instead deals triple damage. Add +2 to the attack roll for every 1 TP beyond 3 expended upon use of Ground Strike.

Staff Weapon Skills
Name: Heavy Swing
Weapon Skill Required: Staff 2
Class Required: None
Minimum TP: 1
Action: Attack action
Element: Light
Saving Throw: None
TP Gain: Normal
Effect: Attack once with your staff. The attack is made as if the staff was one size category larger (for example, a staff that normally deals 1d8 damage instead deals 1d10 damage), but you suffer a -2 penalty for using a weapon too large for you. Add +1 to the attack roll for every 1 TP beyond 1 expended upon use of Heavy Swing.

Name: Rock Crusher
Weapon Skill Required: Staff 5
Class Required: None
Minimum TP: 1
Action: Attack action
Element: Light
Saving Throw: None
TP Gain: Normal
Effect: Attack once with your staff. You may add your caster level to the damage roll. This attack deals earth damage in addition to its normal damage type. Add +1 to the attack roll for every 1 TP beyond 1 expended upon use of Rock Crusher.

Name: Earth Crusher
Weapon Skill Required: Staff 7
Class Required: Black Mage or White Mage level 4; or Summoner or Paladin level 1
Minimum TP: 1
Action: Attack action
Element: Light or Earth
Saving Throw: Reflex half for secondary targets; see text
TP Gain: Normal
Effect: Attack once with your staff. Make a damage roll as normal if successful, but the attack damages enemies in a 5 ft radius spread centered on the target. All enemies hit other than the primary target may attempt a Reflex save for half damage. The save DC is Wisdom-based. This attack deals earth damage in addition to its normal damage type to the primary target, and earth damage only to secondary targets. Add +1 to the attack roll for every 1 TP beyond 1 expended upon use of Earth Crusher.

Name: Star Burst
Weapon Skill Required: Staff 9
Class Required: Black Mage or White Mage level 6; or Summoner or Paladin level 2
Minimum TP: 1
Action: Attack action
Element: Dark or Thunder
Saving Throw: None
TP Gain: Normal
Effect: Attack once with your staff. You may choose to use your Wisdom or Intelligence modifier in place of your Strength modifier for the attack roll. If you use your Wisdom modifier, the attack deals light damage in addition to its normal damage type. If you use your Intelligence modifier, the attack deals dark damage in addition to its normal damage type. Add +1 to the attack roll for every 1 TP beyond 1 expended upon use of Star Burst.

Name: Sun Burst
Weapon Skill Required: Staff 11
Class Required: Black Mage or White Mage level 8; or Summoner or Paladin level 4
Minimum TP: 2
Action: Attack action
Element: Dark or Thunder
Saving Throw: None
TP Gain: Double
Effect: Attack once with your staff. You may choose to use your Wisdom or Intelligence modifier in place of your Strength modifier for the attack roll. If you use your Wisdom modifier, the attack deals light damage in addition to its normal damage type. If you use your Intelligence modifier, the attack deals dark damage in addition to its normal damage type. This attack deals double damage. Add +1 to the attack roll for every 1 TP beyond 2 expended upon use of Sun Burst.

Name: Shell Crusher
Weapon Skill Required: Staff 13
Class Required: None
Minimum TP: 2
Action: Attack action
Element: Light or Earth
Saving Throw: None
TP Gain: Double
Effect: Attack once with your staff. If successful, the target's armor and natural armor bonuses to armor class are reduced by one-half until the end of your next turn. Add an additional round of duration for every 1 TP beyond 2 expended upon use of Shell Crusher.

Name: Full Swing
Weapon Skill Required: Staff 15
Class Required: None
Minimum TP: 2
Action: Full attack action
Element: Light or Fire
Saving Throw: None
TP Gain: Double
Effect: Attack once with your staff. Your reach is extended by 5 ft. when using Full Swing. If successful, the attack deals double damage. Add +1 to the attack roll for every 1 TP beyond 2 expended upon use of Full Swing.

Name: Spirit Taker
Weapon Skill Required: Staff 17
Class Required: Black Mage or White Mage level 14; or Summoner or Paladin level 10
Minimum TP: 3
Action: Attack action
Element: Dawn (1)
Saving Throw: None
TP Gain: Triple
Effect: Attack once with your staff. If successful, you drain MP equal to the amount of damage dealt (gaining that much MP). Add +2 to the attack roll for every 1 TP beyond 3 expended upon use of Spirit Taker.

Name: Retribution
Weapon Skill Required: Staff 19
Class Required: Black Mage or White Mage level 16; or Summoner or Paladin level 12
Minimum TP: 3
Action: Attack action
Element: Dusk (1) or Thunder
Saving Throw: None
TP Gain: Triple
Effect: Attack once with your staff. If successful, the attack deals an additional 1d6 damage per caster level damage to the target in addition to its normal damage type. Half of the damage is light, and half of the damage is dark. Add +2 to the attack roll for every 1 TP beyond 3 expended upon use of Retribution.

Scythe Weapon Skills
Name: Slice
Weapon Skill Required: Scythe 2
Class Required: None
Minimum TP: 1
Action: Attack action
Element: Ice
Saving Throw: None
TP Gain: Normal
Effect: Attack once with your scythe. You may add your Dexterity modifier to the attack roll in place of your Strength modifier. This attack deals 1 additional damage for every 1 TP beyond 1 expended upon use of Slice.

Name: Dark Harvest
Weapon Skill Required: Scythe 5
Class Required: Dark Knight or Beastmaster level 1
Minimum TP: 1
Action: Attack action
Element: Ice
Saving Throw: None
TP Gain: Normal
Effect: Attack once with your scythe. If successful, this attack deals an additional 1d6 dark damage. This attack deals an additional 1 dark damage for every 1 TP beyond 1 expended upon use of Dark Harvest.

Name: Shadow of Death
Weapon Skill Required: Scythe 7
Class Required: Dark Knight level 1
Minimum TP: 1
Action: Attack action
Element: Thunder or Wind
Saving Throw: None
TP Gain: Will partial; see text
Effect: Attack once with your scythe. If successful, this victim takes 1d4 Constitution damage on a failed Will save. The save DC is Intelligence-based. Add +1 to the attack roll for every 1 TP beyond 1 expended upon use of Shadow of Death.

Name: Nightmare Scythe
Weapon Skill Required: Scythe 9
Class Required: Dark Knight or Beastmaster level 2
Minimum TP: 1
Action: Attack action
Element: Dark or Ice
Saving Throw: None
TP Gain: Normal
Effect: Attack once with your scythe. If successful, this attack deals dark damage in addition to its normal damage type, and deals additional dark damage equal to your Constitution modifier. This attack deals an additional 1 dark damage for every 1 TP beyond 1 expended upon use of Nightmare Scythe.

Name: Spinning Scythe
Weapon Skill Required: Scythe 11
Class Required: None
Minimum TP: 2
Action: Full attack action
Element: Ice or Thunder
Saving Throw: None
TP Gain: 2 TP gained if at least one successful attack
Effect: When using Spinning Scythe, your reach extends by 5 ft. Attack each creature within reach (friend and foe) with your scythe. Add +1 to the attack rolls for every 1 TP beyond 2 expended upon use of Spinning Scythe.

Name: Vorpal Scythe
Weapon Skill Required: Scythe 13
Class Required: None
Minimum TP: 2
Action: Attack action
Element: Ice or Water
Saving Throw: None
TP Gain: Double
Effect: Attack once with your scythe. This attack has its threat range doubled. At 4 TP expended, your critical multiplier also increases by 1. At 6 TP expended, your threat range is instead tripled. These effects don't stack with other effects that increase your threat range or critical multiplier.

Name: Guillotine
Weapon Skill Required: Scythe 15
Class Required: Dark Knight or Beastmaster level 7
Minimum TP: 2
Action: Full attack action
Element: Wind
Saving Throw: Fortitude partial; see text
TP Gain: 0.5 TP per hit
Effect: Attack five times with your scythe. These attacks take a -10 penalty on the attack rolls. On the first successful attack, the victim is silenced for 1d3+1 rounds on a failed Fortitude save. The save DC is Strength-based. Add +2 to the attack rolls for every 1 TP beyond 2 expended upon use of Guillotine.

Name: Cross Reaper
Weapon Skill Required: Scythe 17
Class Required: Dark Knight or Beastmaster level 9
Minimum TP: 2
Action: Full attack action
Element: Dusk (2)
Saving Throw: None
TP Gain: 1.5 TP per hit
Effect: Attack twice with your scythe. Each of these attacks, if successful, deals double damage. Add +2 to the attack rolls for every 1 TP beyond 3 expended upon use of Cross Reaper.

Name: Spiral Hell
Weapon Skill Required: Scythe 19
Class Required: Dark Knight or Beastmaster level 11
Minimum TP: 3
Action: Attack action
Element: Dusk (2) or Ice
Saving Throw: None
TP Gain: Triple
Effect: Attack once with your scythe. You may add your Dark Knight or Beastmaster level and your Charisma modifier to the damage roll. If successful, this attack deals dark damage in addition to its normal damage type. At 4 TP expended, this attack deals double damage. At 5 TP expended, this attack deals triple damage. At 6 TP expended, the victim is killed instantly on a failed Fortitude save. The save DC is Strength-based. Only living creatures vulnerable to critical hits can be killed in this manner.

Spear Weapon Skills
Name: Double Thrust
Weapon Skill Required: Spear 2
Class Required: None
Minimum TP: 1
Action: Full attack action
Element: Water
Saving Throw: None
TP Gain: 0.5 TP per hit
Effect: Attack twice with your spear. These attacks take a -2 penalty on the attack rolls. Add +1 to the attack rolls for every 1 TP beyond 1 expended upon use of Double Thrust.

Name: Thunder Thrust
Weapon Skill Required: Spear 5
Class Required: None
Minimum TP: 1
Action: Attack action
Element: Light or Water
Saving Throw: None
TP Gain: Normal
Effect: Attack once with your spear. If successful, this attack deals an additional 1d6 thunder damage. This attack deals 1 additional thunder damage for every 1 TP beyond 1 expended upon use of Thunder Thrust.

Name: Raiden Thrust
Weapon Skill Required: Spear 7
Class Required: Dragoon level 1
Minimum TP: 1
Action: Attack action
Element: Light or Water
Saving Throw: None
TP Gain: Normal
Effect: Attack once with your spear. If successful, this attack deals an additional 2d6 thunder damage. Add +1 to the attack roll and 1 additional thunder damage for every 1 TP beyond 1 expended upon use of Raiden Thrust.

Name: Leg Sweep
Weapon Skill Required: Spear 9
Class Required: None
Minimum TP: 1
Action: Immediate action
Element: Light
Saving Throw: None
TP Gain: Normal
Effect: Make a touch attack with your spear. This attack deals no damage. If the attack is successful, you may attempt to trip the target without provoking any attacks of opportunity, and if the trip attempt fails, your opponent cannot react to trip you. Add +1 to the touch attack and Strength check for every 1 TP beyond 1 expended upon use of Leg Sweep.

Name: Penta Thrust
Weapon Skill Required: Spear 11
Class Required: None
Minimum TP: 2
Action: Full attack action
Element: Dark
Saving Throw: None
TP Gain: 0.5 TP per hit
Effect: Attack five times with your spear. These attacks take a -10 penalty on the attack rolls. Your spear is considered a one-handed weapon for the purpose of the damage rolls. Add +1 to the attack rolls for every 1 TP beyond 2 expended upon use of Penta Thrust.

Name: Vorpal Thrust
Weapon Skill Required: Spear 13
Class Required: None
Minimum TP: 2
Action: Attack action
Element: Thunder or Water
Saving Throw: None
TP Gain: Double
Effect: Attack once with your spear. This attack has its threat range doubled. At 4 TP expended, your critical multiplier also increases by 1. At 6 TP expended, your threat range is instead tripled. These effects don't stack with other effects that increase your threat range or critical multiplier.

Name: Skewer
Weapon Skill Required: Spear 15
Class Required: Dragoon level 8
Minimum TP: 2
Action: Full attack action
Element: Dark or Water
Saving Throw: None
TP Gain: 0.75 TP per hit
Effect: Attack three times with your spear. These attacks take a -4 penalty on the attack rolls. Each of these attacks has a 20% chance to do 3d6 additional piercing damage. This chance increases by 10% for every 1 TP beyond 2 expended upon use of Skewer.

Name: Wheeling Thrust
Weapon Skill Required: Spear 17
Class Required: None
Minimum TP: 3
Action: Attack action
Element: Dawn (2)
Saving Throw: None
TP Gain: Triple
Effect: Make a touch attack with your spear. This attack deals damage as a normal melee attack. Add +2 to the attack roll for every 1 TP beyond 3 expended upon use of Wheeling Thrust.

Name: Impulse Drive
Weapon Skill Required: Spear 19
Class Required: Dragoon level 12
Minimum TP: 3
Action: Attack action
Element: Dusk (2) or Wind
Saving Throw: None
TP Gain: 1.5 TP her hit
Effect: Attack twice with your spear. These attacks deal double damage. Add +2 to the attack rolls for every 1 TP beyond 3 expended upon use of Impulse Drive.

Great Katana Weapon Skills
Name: Tachi: Enpi
Weapon Skill Required: Great Katana 2
Class Required: Samurai level 1
Minimum TP: 1
Action: Full attack action
Element: Water or Ice
Saving Throw: None
TP Gain: 0.5 TP per hit
Effect: Attack twice with your great katana. These attacks take a -2 penalty on the attack rolls. Add +1 to the attack rolls for every 1 TP beyond 1 expended upon use of Tachi: Enpi.

Name: Tachi: Hobaku
Weapon Skill Required: Great Katana 5
Class Required: Samurai level 1
Minimum TP: 1
Action: Immediate action
Element: Wind
Saving Throw: Will partial; see text
TP Gain: Normal
Effect: Attack once with your great katana. If successful, the attack deals only half damage, and the target is dazed until the beginning of its next turn on a failed Will save. The save DC is Strength-based. Add +1 to the attack roll for every 1 TP beyond 1 expended upon use of Tachi: Hobaku.

Name: Tachi: Goten
Weapon Skill Required: Great Katana 7
Class Required: Samurai level 1
Minimum TP: 1
Action: Attack action
Element: Water or Light
Saving Throw: None
TP Gain: Normal
Effect: Attack once with your great katana. If successful, this attack deals an additional 2d6 thunder damage. Add +1 to the attack roll and 1 additional thunder damage for every 1 TP beyond 1 expended upon use of Tachi: Goten.

Name: Tachi: Kagero
Weapon Skill Required: Great Katana 9
Class Required: Samurai level 1
Minimum TP: 1
Action: Attack action
Element: Fire
Saving Throw: None
TP Gain: Normal
Effect: Attack once with your great katana. If successful, this attack deals an additional 2d6 fire damage. Add +1 to the attack roll and 1 additional fire damage for every 1 TP beyond 1 expended upon use of Tachi: Kagero.

Name: Tachi: Jinpu
Weapon Skill Required: Great Katana 11
Class Required: Samurai level 3
Minimum TP: 2
Action: Attack action
Element: Earth and Ice
Saving Throw: None
TP Gain: Double
Effect: Attack once with your great katana. If successful, this attack deals an additional 3d6 wind damage. Add 1d6 additional wind damage for every 1 TP beyond 2 expended upon use of Tachi: Jinpu.

Name: Tachi: Koki
Weapon Skill Required: Great Katana 13
Class Required: Samurai level 5
Minimum TP: 2
Action: Attack action
Element: Light or Thunder
Saving Throw: None
TP Gain: Double
Effect: Attack once with your great katana. If successful, this attack deals an additional 4d6 light damage. Add 1d6 additional light damage for every 1 TP beyond 2 expended upon use of Tachi: Koki.

Name: Tachi: Yukikaze
Weapon Skill Required: Great Katana 15
Class Required: Samurai level 7
Minimum TP: 2
Action: Attack action
Element: Wind or Earth
Saving Throw: Will partial; see text
TP Gain: Double
Effect: Attack once with your great katana. If successful, the target is blinded for 1 round per two samurai levels on a failed Will save. The save DC is Strength-based. Add +1 to the attack roll and 1 to the save DC for every 1 TP beyond 2 expended upon use of Tachi: Yukikaze.

Name: Tachi: Gekko
Weapon Skill Required: Great Katana 17
Class Required: Samurai level 9
Minimum TP: 3
Action: Attack action
Element: Dusk (1) or Thunder
Saving Throw: Fortitude partial; see text
TP Gain: Triple
Effect: Attack once with your great katana. If successful, the attack deals double damage and the target is silenced for 1 round per two samurai levels on a failed Fortitude save. The save DC is Strength-based. Add +2 to the attack roll and 1 to the save DC for every 1 TP beyond 3 expended upon use of Tachi: Gekko.

Name: Tachi: Kasha
Weapon Skill Required: Great Katana 19
Class Required: Samurai level 11
Minimum TP: 3
Action: Attack action
Element: Dawn (1) or Dark
Saving Throw: Reflex partial; see text
TP Gain: Triple
Effect: Attack once with your great katana. If successful, the attack deals double damage and the target is paralyzed for 1 round per two samurai levels on a failed Reflex save. The save DC is Strength-based. Add +2 to the attack roll and 1 to the save DC for every 1 TP beyond 3 expended upon use of Tachi: Kasha.

Bow Weapon Skills
Name: Flaming Arrow
Weapon Skill Required: Bow 2
Class Required: None
Minimum TP: 1
Action: Attack action
Element: Water or Fire
Saving Throw: None
TP Gain: Normal
Effect: Attack once with your bow. If successful, this attack deals an additional 1d6 fire damage. This attack deals 1 additional fire damage for every 1 TP beyond 1 expended upon use of Flaming Arrow.

Name: Piercing Arrow
Weapon Skill Required: Bow 6
Class Required: Ranger level 1
Minimum TP: 1
Action: Attack action
Element: Water or Thunder
Saving Throw: None
TP Gain: Normal
Effect: Attack once with your bow. This attack is a ranged touch attack that deals damage as normal (ignoring the target's armor, natural armor, and shield bonuses to armor class). Add +1 to the attack roll for every 1 TP beyond 1 expended upon use of Piercing Arrow.

Name: Dulling Arrow
Weapon Skill Required: Bow 9
Class Required: None
Minimum TP: 1
Action: Attack action
Element: Water or Fire
Saving Throw: None
TP Gain: Normal
Effect: Attack once with your bow. If successful, the victim takes a 1d4 penalty to Intelligence. This penalty lasts for 1d3+1 rounds but cannot reduce the target below 1 Intelligence. Add 1 to the Intelligence penalty for every 1 TP beyond 1 expended upon use of Dulling Arrow.

Name: Sidewinder
Weapon Skill Required: Bow 13
Class Required: Ranger level 5
Minimum TP: 2
Action: Attack action
Element: Water or Earth
Saving Throw: None
TP Gain: Double
Effect: Attack once with your bow. This attack takes a -10 penalty on the attack roll, and if successful, the attack deals quadruple damage. Add +2 to the attack roll for every 1 TP beyond 2 expended upon use of Sidewinder.

Name: Blast Arrow
Weapon Skill Required: Bow 15
Class Required: Ranger level 7
Minimum TP: 2
Action: Attack action
Element: Water or Wind
Saving Throw: None
TP Gain: Normal
Effect: Attack twice with your bow. You must be within 30 ft. to use Blast Arrow. At 4 TP expended, the minimum range is extended to 60 ft., and at 6 TP expended, these attacks deal double damage.

Name: Arching Arrow
Weapon Skill Required: Bow 17
Class Required: Ranger level 9
Minimum TP: 3
Action: Attack action
Element: Dawn (2)
Saving Throw: None
TP Gain: Normal
Effect: Attack once with your bow. This attack is treated as if you were one range increment further from the target than you actually are. For every 1 TP beyond 3 expended upon use of Arching Arrow, you may treat your attack as if it were made from 20 ft. further away than it actually was.

Name: Empyrial Arrow
Weapon Skill Required: Bow 19
Class Required: Ranger level 11
Minimum TP: 3
Action: Attack action
Element: Dawn (2) or Water
Saving Throw: None
TP Gain: Normal
Effect: Attack once with your bow. If successful, this attack automatically scores a threat. Add 1 to the critical multipler of the weapon for every 1 TP beyond 3 expended upon use of Empyrial Arrow.

Crossbow Weapon Skills
Name: Hot Shot
Weapon Skill Required: Crossbow 2
Class Required: None
Minimum TP: 1
Action: Attack action
Element: Water or Fire
Saving Throw: None
TP Gain: Normal
Effect: Attack once with your crossbow. If successful, this attack deals an additional 1d6 fire damage. This attack deals 1 additional fire damage for every 1 TP beyond 1 expended upon use of Hot Shot.

Name: Split Shot
Weapon Skill Required: Crossbow 6
Class Required: Ranger level 1
Minimum TP: 1
Action: Attack action
Element: Water or Thunder
Saving Throw: None
TP Gain: Normal
Effect: Attack once with your crossbow. This attack is a ranged touch attack that deals damage as normal (ignoring the target's armor, natural armor, and shield bonuses to armor class). Add +1 to the attack roll for every 1 TP beyond 1 expended upon use of Split Shot.

Name: Sniper Shot
Weapon Skill Required: Crossbow 9
Class Required: None
Minimum TP: 1
Action: Attack action
Element: Water or Fire
Saving Throw: None
TP Gain: Normal
Effect: Attack once with your crossbow. If successful, the victim takes a 1d4 penalty to Intelligence. This penalty lasts for 1d3+1 rounds but cannot reduce the target below 1 Intelligence. Add 1 to the Intelligence penalty for every 1 TP beyond 1 expended upon use of Sniper Shot.

Name: Slug Shot
Weapon Skill Required: Crossbow 13
Class Required: Ranger level 5
Minimum TP: 2
Action: Attack action
Element: Water or Earth
Saving Throw: None
TP Gain: Double
Effect: Attack once with your crossbow. This attack takes a -10 penalty on the attack roll, and if successful, the attack deals quadruple damage. Add +2 to the attack roll for every 1 TP beyond 2 expended upon use of Slug Shot.

Name: Blast Shot
Weapon Skill Required: Crossbow 15
Class Required: Ranger level 7
Minimum TP: 2
Action: Attack action
Element: Water or Wind
Saving Throw: None
TP Gain: Normal
Effect: Attack twice with your crossbow. You must be within 30 ft. to use Blast Shot. At 4 TP expended, the minimum range is extended to 60 ft., and at 6 TP expended, these attacks deal double damage.

Name: Heavy Shot
Weapon Skill Required: Crossbow 17
Class Required: Ranger level 9
Minimum TP: 3
Action: Attack action
Element: Dawn (2)
Saving Throw: None
TP Gain: Normal
Effect: Attack once with your crossbow. This attack is treated as if you were one range increment further from the target than you actually are. For every 1 TP beyond 3 expended upon use of Heavy Shot, you may treat your attack as if it were made from 20 ft. further away than it actually was.

Name: Detonator
Weapon Skill Required: Crossbow 19
Class Required: Ranger level 11
Minimum TP: 3
Action: Attack action
Element: Dawn (2) or Water
Saving Throw: None
TP Gain: Normal
Effect: Attack once with your crossbow. If successful, this attack automatically scores a threat. Add 1 to the critical multiplier of the weapon for every 1 TP beyond 3 expended upon use of Detonator.

Nu
2007-12-09, 12:34 PM
Monster Skills

Pollen
Level: Blue Mage 1
Action: 1 standard action
Target: Self
Range: Personal
Type: Magical
Element: Wind
Creature: Bee
Prerequisites: Vermin or plant type
Minimum TP: 2
Saving Throw: None
Readied Bonus: +1 to Fortitude saves
Synergy Bonus:
Effect: Heals self for 1d8 + 1 per HD (max +10) points of damage. Heals 1d8 additional point of damage for every 2 TP beyond 2 expended upon use of Pollen.

Sandspin
Level: Blue Mage 1
Action: 1 standard action
Range: 60'
Area: Burst centered on self
Type: Magical
Element: Earth
Creature: Worm
Prerequisites: Burrow speed
Minimum TP: 2
Saving Throw: Reflex negates
Readied Bonus: +1 to Reflex saves
Synergy Bonus:
Effect: Foes in a 60' radius burst centered on you must make a Reflex save or take 1d6 earth damage (+1d6 per 3 HD) additional earth damage and suffer a -2 penalty to attack rolls. The save DC is Dexterity-based. The attack deals an additional 1 earth damage for every 1 TP beyond 1 expended upon use of Sandspin.

Sprout Smack
Level: Blue Mage 1
Action: 1 standard action
Target: One creature
Range: Melee
Type: Physical
Element: Earth
Creature: Sapling
Prerequisites: Plant type, slam attack
Minimum TP: 2
Saving Throw: Will parital; see text
Readied Bonus: +1 to Will saves
Synergy Bonus: +Wild Oats; +1/three caster levels on attack and damage rolls vs. animals
Effect: Attack with a slam attack. The attack deals damage based on your slam attack, using 1.5 your Strength modifier for the damage roll. An opponent struck by Sprout Smack must make a Will save or can take only a single move action or standard action on its next turn, but not both (nor may it take full-round actions). The save DC is Strength-based. Add +1 to the attack roll for every 1 TP beyond 2 expended upon use of Sprout Smack.

Whirl Claws
Level: Blue Mage 1
Action: 1 full-round action
Range: Reach
Area: Reach
Type: Physical
Element: Fire
Creature: Rarab
Prerequisites: Claw attack
Minimum TP: 2
Saving Throw: None
Readied Bonus: +1 Dodge bonus to Armor Class
Synergy Bonus:
Effect: Attack each foe within reach with your claw weapon. You may add your Dexterity modifier to the damage rolls in place of your Strength modifier. The attacks are made at a -2 penalty. Add +1 to the attack rolls for every 1 TP beyond 2 expended upon use of Whirl Claws.

Wild Oats
Level: Blue Mage 1
Action: 1 standard action
Target: 1 creature
Range: 10'
Type: Magical
Element: Earth
Creature: Mandragora
Prerequisites: Plant type
Minimum TP: 2
Saving Throw: Fortitude negates; see text
Readied Bonus: +1 Constitution
Synergy Bonus: Sprout Smack; +1/three caster levels on attack and damage rolls vs. animals
Effect: Deals 1d6 earth damage and inflicts the target with an injury poison. Initial and seconary damage of 1d4 earth damage per 3 HD, duration effect of a 1d3 penalty to Constitution. The save DC is Constitution-based. The initial earth damage is increased by 1 for every 1 TP beyond 2 expended upon use of Wild Oats.

Cocoon
Level: Blue Mage 1
Action: 1 standard action
Target: Self
Range: Personal
Type: Magical
Element: Earth
Creature: Crawler
Prerequisites: Plant or vermin type
Minimum TP: 2
Saving Throw: None
Readied Bonus: +1 Wisdom
Synergy Bonus:
Effect: You gain a +2 enhancement bonus to your natural armor bonus to armor class. This bonus increases by +2 per 3 HD after the 2nd. This bonus lasts 10 minutes. The enhancement bonus provided by cocoon stacks with your natural armor bonus, but not with other enhancement bonuses to natural armor. A creature without natural armor has an effective natural armor bonus of +0. Add 1 additional minute of duration for every 1 TP beyond 2 expended upon use of Cocoon.

Goblin Rush
Level: Blue Mage 1
Action: 1 standard action
Target: One creature
Range: Melee
Type: Physical
Element: Thunder
Creature: Goblin, Moblin
Prerequisites: Humanoid of at least Small size, Light melee weapon in primary hand
Minimum TP: 2
Saving Throw: None
Readied Bonus: +STR
Synergy Bonus:
Effect: You attack a single foe three times with your main-hand weapon if it is a light melee weapon. These attacks are made at your full attack bonus, albeit at a -4 penalty. Add +1 to the attack rolls for every 2 TP beyond 2 expended upon use of Goblin Rush.

Rhino Attack
Level: Blue Mage 2
Action: 1 full-round action
Target: One creature
Range: 2 x your move speed
Type: Physical
Element: Earth
Creature: Beetle
Prerequisites: Powerful charge ability
Minimum TP: 2
Saving Throw: None
Readied Bonus: +1 resistance bonus to all saving throws
Synergy Bonus:
Effect: You charge a foe within range. If you hit with your charge attack, it deals damage as normal and you may attempt to start a bull rush attempt as a free action without moving into your opponent's square or provoking an attack of opportunity. If successful, the creature is pushed back 5 feet, plus an additional 5 feet for each 5 points by which your Strength check result is greater than the defender’s Strength check result. You do not move with the defender. Add +1 to the Strength check for every 1 TP beyond 2 expended upon use of Rhino Attack.

Metallic Body
Level: Blue Mage 2
Action: 1 standard action
Target: Self
Range: Personal
Type: Magical
Element: Water
Creature: Crab
Prerequisites: Natural armor bonus of +2 or greater
Minimum TP: 2
Saving Throw: None
Readied Bonus: +1 enhancement bonus to natural armor bonus to Armor Class
Synergy Bonus:
Effect: You gain damage reduction 2/adamantine. The damage reduction increases by 1 per 3 HD after the 3rd (maximum 5/adamantine at 12 HD). This effect is discharged after absorbing 10 damage + 10 damage per 3 HD (maximum 100). The damage reduction lasts 10 minutes or until discharged, and and you gain an additional 10 damage absorbed until it is discharged and an additional 10 minutes duration for every 2 TP beyond 2 expended upon use of Metallic Body.

Queasyshroom
Level: Blue Mage 2
Action: 1 standard action
Target: One creature
Range: 30'
Type: Physical
Element: Water
Creature: Funguar
Prerequisites: Plant type
Minimum TP: 2
Saving Throw: Fortital partial
Readied Bonus: +1 Intelligence
Synergy Bonus:
Effect: Make a ranged touch attack against a target within 30 feet. If successful, the creature takes 2d6 earth damage (+1d6 per 3 HD after the 2nd). A creature who takes this damage must succeed a Fortitude save or be sickened for 1 minute. The save DC is Constitution-based. Add +1 to the ranged touch attack roll for every 1 TP beyond 2 expended upon use of Queasyshroom.

Battle Dance
Level: Blue Mage 2
Action: 1 full-round action
Range: See Text
Area: See Text
Type: Physical
Element: Fire
Creature: Orc
Prerequisites: Reach of at least 5 feet
Minimum TP: 2
Saving Throw: None
Readied Bonus: +1 Dexterity
Synergy Bonus: Uppercut = Attack Bonus
Effect: You may move at up to speed while attacking anything within reach with each weapon you wield. You gain one additional attack at your full attack bonus with your primary weapon (and another additional attack at your full attack bonus at base attack bonus +6, +11, and +16). This counts as a full attack action, so you may attack with your secondary weapons as many times as you normally could (you do not gain additional attacks with your secondary weapons). Whenever you attack while using Battle Dance, you must move at least 5 feet before you can attack again (and you cannot return to a square you just exited, though you can later in the Battle Dance). You may not strike the same creature twice while using Battle Dance (though if you wield a weapon in each hand, you may strike a creature once with each weapon). Each creature you successfully strike loses its Dexterity bonus to armor class until its next action. You may move an additional 5 feet beyond your normal move speed for every 2 TP beyond 2 expended upon use of Battle Dance.

Feather Storm
Level: Blue Mage 2
Action: 1 standard action
Target: One creature
Range: 50'
Type: Physical
Element: Wind
Creature: Yagudo
Prerequisites: Avian subtype
Minimum TP: 2
Saving Throw: Fortitude partial
Readied Bonus: +1 Charisma
Synergy Bonus:
Effect: Make a ranged attack against a target. If successful, this attack deals 1d4 damage (+1d4 per 3 HD after the 3rd). A creature damaged by Feather Storm must make a Fortitude save or be poisoned. The poison is injury-based, has initial and secondary damage of 1d8 earth damage, and the save DC is Constitution-based. Add +1 to the attack roll for every 1 TP beyond 2 expended upon use of Feather Storm.

Head Butt
Level: Blue Mage 2
Action: 1 immediate action
Target: One creature
Range: Reach
Type: Physical
Element: Water
Creature: Quadav
Prerequisites: Natural armor bonus of at least +2, reptile or reptilian humanoid of at least Small size
Minimum TP: 2
Saving Throw: Will partial
Readied Bonus: +1 Strength
Synergy Bonus:
Effect: Make an unarmed attack against a creature within your unarmed reach. This attack doesn't provoke an attack of opportunity. A creature damaged by Head Butt must succeed on a Will save or be dazed until the beginning of its next turn. You may use Head Butt in place of an attack of opportunity. The save DC is Strength-based. Add +1 to the attack roll for every 1 TP beyond 2 expended upon use of Head Butt.

Infrasonics
Level: Blue Mage 2
Action: 1 standard action
Range: 30'
Area: Cone-shaped burst
Type: Magical
Element: Fire
Creature: Lizard
Prerequisites: Animal, Wisdom 12+
Minimum TP: 2
Saving Throw: Will negates
Readied Bonus: +INT
Synergy Bonus:
Effect: Affected creatures that receive a bonus to Armor Class from a high Dexterity score have that score halved for one-minute. They also lose one-half of any Dodge bonuses to Armor Class they have for that period. Add an additional 15' to the range of the cone for every 2 TP beyond 2 expended upon use of Infrasonics.

Healing Breeze
Level: Blue Mage 3
Action: 1 standard action
Target: Self
Range: 60'
Type: Magical
Element: Wind
Creature: Dhalmel
Prerequisites: Constitution 15+
Minimum TP: 2
Saving Throw: None
Readied Bonus: +1 maximum HP per 2 HD
Synergy Bonus: Sheepsong; self-heal 1 damage/level per hour, nonlethal 1/level per minute
Effect: You and up to one creature of your choice per 3 HD heal an amount of damage equal to your Constitution score. At 4 TP expended, you instead heal each creature an amount equal to 1.5x your Constitution score, and at 6 TP expended, you instead heal each creature an amount equal to 2x your Constitution score.

Screech
Level: Blue Mage 3
Action: 1 standard action
Range: 40' radius
Area: Spread centered on you
Type: Magical
Element: Wind
Creature: Zu
Prerequisites: Avian subtype
Minimum TP: 2
Saving Throw: Will negates
Readied Bonus: +1 to all Charisma-based checks
Synergy Bonus:
Effect: Each creature in the area of effect must succeed a Will save or be shaken for 1 minute. Shaken creatures are instead frightened for 1 minute, and frightened creatures instead become panicked for 1 minute. The save DC is Constitution-based. The radius spread increases by 5 feet for every 1 TP beyond 2 expended upon use of Screech.

Sheepsong
Level: Blue Mage 3
Action: 1 standard action
Range: 40' radius
Area: Spread centered on you
Type: Magical
Element: Light
Creature: Sheep
Prerequisites: Animal of at least Large size, Charisma 11
Minimum TP: 2
Saving Throw: Will negates
Readied Bonus: +1 Wisdom
Synergy Bonus: Healing Breeze; self-heal 1 damage/level per hour, nonlethal 1/level per minute
Effect: Each creature in the area of effect that can hear you must succeed a Will save or fall asleep for 1d4+1 rounds. The save DC is Charisma-based. The radius spread increases by 5 feet for every 1 TP beyond 2 expended upon use of Sheepsong.

Cursed Sphere
Level: Blue Mage 3
Action: 1 standard action
Range: 30'
Area: 20' radius spread
Type: Magical
Element: Dark
Creature: Fly
Prerequisites: Vermin type, fly speed
Minimum TP: 2
Saving Throw: Reflex half
Readied Bonus: +MND
Synergy Bonus:
Effect: Each creature in the area of effect takes 2d6 + 1d6 per HD after the 3rd (maximum +15d6) dark damage. Creatures in the area of effect may attempt a Reflex save for half damage. The range and area of effect increase by 5' for every 2 TP beyond 2 expended upon use of Cursed Sphere.

Web Spin
Level: Blue Mage 3
Action: 1 standard action
Range: 15'
Area: Cone-shaped burst
Type: Magical
Element: Earth
Creature: Spider
Prerequisites: Vermin of at least Small size
Minimum TP: 2
Saving Throw: Reflex negates
Readied Bonus: -HP, +MP
Synergy Bonus:
Effect: Each creature in the cone-shaped burst is entangled on a failed Reflex save. Entangled creatures remain entangled until they spend one minute carefully freeing themselves from the web. Add 1 to the save DC for every 1 TP beyond 2 expended upon use of Web Spin.

Blastbomb
Level: Blue Mage 3
Action: 1 standard action
Range: 60'
Area: 20' radius burst
Type: Physical
Element: Fire
Creature: Orcish Warmachine
Prerequisites: Construct
Minimum TP: 2
Saving Throw: Reflex partial; see text
Readied Bonus: +STR
Synergy Bonus: Blaster = Conserve MP
Effect: Each creature in the area of effect takes 1d6 fire damage per 2 HD. Creatures that fail their Reflex save are bound for 1d4+1 rounds. Add an additional 5' to the radius burst for every 2 TP beyond 2 expended upon use of Blastbomb.

Howling
Level: Blue Mage 4
Action: 1 standard action
Range: 60'
Area: Radius spread centered on you
Type: Magical
Element: Dark
Creature: Hound
Prerequisites: Animal or undead type, mouth
Minimum TP: 2
Saving Throw: Will negates
Readied Bonus: +MND
Synergy Bonus: Cold Wave, Self-Destruct, Stinking Gas, Tail Lash, Light of Penance = Auto-Refresh
Effect: Each creature in the radius spread is paralyzed. The save DC is Charisma-based. Add 1 to the save DC for every 1 TP beyond 2 expended upon use of Howling.

Claw Cyclone
Level: Blue Mage 4
Action: 1 standard action
Range: 10'
Area: Cone-shaped burst
Type: Physical
Element: Fire
Creature: Tiger
Prerequisites: At least 2 claw weapons
Minimum TP: 2
Saving Throw: None
Readied Bonus: +VIT
Synergy Bonus:
Effect: You attack all creatures in the area of effect with two of your claw weapons (1d4 damage for Medium creatures). Use a ranged attack roll to hit; and make a roll separately for each creature. Add +1 to the attack roll for every 1 TP beyond 1 expended upon use of Claw Cyclone.

Screwdriver
Level: Blue Mage 4
Action: 1 standard action
Target: One creature
Range: Melee
Type: Physical
Element: Water
Creature: Pugil
Prerequisites: Slam attack
Minimum TP: 2
Saving Throw: None
Readied Bonus: +HP, +VIT/CHR
Synergy Bonus:
Effect: Attack with your slam attack (1d8 damage for Medium creatures). You may add 1.5x your Strength modifier to the damage roll instead of 1x. This attack deals double damage. Add +1 to the attack roll for every 1 TP beyond 2 expended upon use of Screwdriver.

Tail Lash
Level: Blue Mage 4
Action: 1 standard action
Target: One creature
Range: Melee
Type: Physical
Element: Fire
Creature: Raptor
Prerequisites: Tail slap weapon
Minimum TP: 2
Saving Throw: Fortitude partial; see text
Readied Bonus: +STR
Synergy Bonus:
Effect: You attack with your tail slap weapon (1d6 damage for Medium creatures) and may add 1.5x your Strength modifier to the damage roll. If the attack is successful, the affected creature must make a Fortitude save or be paralyzed for 1d4+1 rounds. The save DC is Strength-based. Add +1 to the attack roll for every 1 TP beyond 2 expended upon use of Tail Lash.

Grand Slam
Level: Blue Mage 4
Action: 1 full-round action
Range: 15'
Area: Radius spread centered on you
Type: Physical
Element: Earth
Creature: Gigas
Prerequisites: Giant of at least Large size
Minimum TP: 2
Saving Throw: Reflex half; see text
Readied Bonus: +INT
Synergy Bonus: Flying Hip Press = Max HP Boost
Effect: Creatures in the affected area take 3d6 + 1d6 per three caster levels (max +5d6) earth damage (Reflex half). Creatures that fail their Reflex save also fall prone in their square. The save DC is Strength-based. The range extends by 5' for every 2 TP beyond 2 expended upon use of Grand Slam.

Sound Vaccuum
Level: Blue Mage 4
Action: 1 standard action
Range: 30'
Area: Cone-shaped burst
Type: Magical
Element: Fire
Creature: Cockatrice
Prerequisites: Magical beast
Minimum TP: 2
Saving Throw: Fortitude partial; see text
Readied Bonus: None
Synergy Bonus: Cursed Sphere or Eyes on Me or Memento Mori or Heat Wave = Magic Attack Bonus
Effect: Creatures in the area of effect must make a Fortitude save or be deafened for 1d8+1 minutes. Additionally, the affected area is completely silenced (all sound is stopped in the affected area) for 1 minute. The save DC is increased by 1 for every 2 TP beyond 2 expended upon use of Sound Vaccuum.

Uppercut
Level: Blue Mage 4
Action: 1 full-round action
Target: One creature
Range: Melee
Type: Physical
Element: Thunder
Creature: Goobbue
Prerequisites: Slam attack, Large size or bigger
Minimum TP: 2
Saving Throw: Reflex partial; see text
Readied Bonus: +STR, +DEX
Synergy Bonus: Battle Dance = Attack Bonus
Effect: Attack with a slam attack (deals 1d4 damage for Medium creatures). This attack is considered a two-handed attack. If it connects, make a Strength check opposed by an opponent's Reflex save. You get a +4 bonus on the check for each size category larger than the target you are, or take a -4 penalty for each size category smaller than the target you are. If your Strength check result is greater than their Reflex save result, they are knocked 10 feet straight up in the air (+5 additional feet for every 5 your Strength check exceeds their Reflex save by) and take falling damage as appropriate. A creature that is knocked into the air in this manner must make a Reflex save upon landing or fall prone. The save DC is Strength-based. Add +1 to the attack roll for every 1 TP beyond 2 expended upon use of Uppercut.

Blaster
Level: Blue Mage 5
Action: 1 standard action
Target: One living creature
Range: 60'
Type: Magical
Element: Wind
Creature: Coeurl
Prerequisites: Gaze attack
Minimum TP: 2
Saving Throw: Will partial; see text
Readied Bonus: +AGI
Synergy Bonus: Blastbomb = Conserve MP
Effect: The affected creature must make a Will save or be petrified for 2d4 rounds. A creature that succeeds a Will save is instead paralyzed for 1d4 rounds. You and the creature must be able to see each other in order for Blaster to work. The save DC is Charisma-based. Add an additional round of duration to either effect for every 2 TP beyond 2 expended upon use of Blaster.

Jet Stream
Level: Blue Mage 5
Action: 1 standard action
Target: One creature
Range: 30'
Type: Physical
Element: Wind
Creature: Bat
Prerequisites: Avian subtype
Minimum TP: 2
Saving Throw: Reflex partial; see text
Readied Bonus: +DEX
Synergy Bonus: Feather Storm OR Hydro Shot = Rapid Shot
Effect: Make a ranged touch attack against the targeted foe. If successful, Jet Stream deals 1d6 wind damage per HD (max 15d6). A creature damaged by Jet Stream must then make a Reflex save or be knocked prone. Add +1 to the ranged touch attack roll for every 1 TP beyond 2 expended upon use of Jet Stream.

Whirl of Rage
Level: Blue Mage 5
Action: 1 standard action
Range: Reach
Area: Creatures within reach
Type: Physical
Element: Dark
Creature: Evil Weapon
Prerequisites: Rage ability
Minimum TP: 2
Saving Throw: None
Readied Bonus: +AGI
Synergy Bonus: Bludgeon = Undead Killer
Effect: You immediately enter a rage that lasts 1 minute. While raging, you gain a +4 bonus to Strength, 2 temporary hit points per HD, and a -2 penalty to armor class (this does not stack with the rage ability). You cannot end this rage voluntarily. Each round you continue to rage, you attack each creature (friend or foe) within your reach with your primary melee weapon. Add +1 to all attacks made while raging for every 2 TP beyond 2 expended upon use of Whirl of Rage.

Pinecomb Bomb
Level: Blue Mage 5
Action: 1 standard action
Target: One creature
Range: 60'
Area: 10' burst centered on target
Type: Physical
Element: Earth
Creature: Treant
Prerequisites: Plant of at least Huge size
Minimum TP: 2
Saving Throw: Will partial; see text
Readied Bonus: +STR
Synergy Bonus:
Effect: You make a ranged touch attack against a target. All creatures within a 10' burst centered on the target takes 3d6 earth damage and immediately fall asleep for 2d6 rounds on a failed Will save. The save DC is Constitution-based.

Digest
Level: Blue Mage 5
Action: 1 standard action
Target: One living creature
Range: Touch
Type: Physical
Element: Dark
Creature: Slime
Prerequisites: Ooze type
Minimum TP: 2
Saving Throw: Fortitude half
Readied Bonus: -HP +MP
Synergy Bonus:
Effect: With a touch, you deal 1d6 points of dark damage per HD (maximum 15d6). You gain temporary hit points equal to the damage you deal. However, you can’t gain more than the subject’s current hit points +10, which is enough to kill the subject. The temporary hit points disappear 1 hour later. A creature takes half as much damage on a successful Fortitude save. Add +1 to the touch attack roll for every 2 TP beyond 2 expended upon use of Digest. The save DC is Constitution-based.

Mysterious Light
Level: Blue Mage 5
Action: 1 standard action
Range: 60'
Area: Radius spread centered on self
Type: Magical
Element: Light
Creature: Magic Pot
Prerequisites: Construct type
Minimum TP: 2
Saving Throw: Reflex half; see text
Readied Bonus:
Synergy Bonus:
Effect: Deals 1d6 light damage per two HD (max 10d6) to each creature within the area of effect (Reflex half). Creatures that fail their Reflex save are slowed by three-fourths their speed for 1 minute. The save DC is Wisdom-based. Add an additional 5' to the radius spread for every 1 TP beyond 2 expended upon use of Mysterious Light.

Flying Hip Press
Level: Blue Mage 5
Action: 1 standard action
Target: One creature
Range: Melee
Type: Physical
Element: Wind
Creature: Bugbear
Prerequisites: Giant type
Minimum TP: 2
Saving Throw: None
Readied Bonus: +AGI
Synergy Bonus: Grand Slam = Max HP Boost
Effect: The affected creature takes 3d6 + (1.5 x your Strength modifier) wind damage and is pushed back 5 feet. If it is pushed into an occupied square, it falls prone in that square. If pushed into a wall or other barrier, it takes an additional 2d6 bludgeoning damage. You may push the creature 5 additional feet in the same direction for every 2 TP beyond 2 expended upon use of Flying Hip Press.

Drainkiss
Level: Blue Mage 6
Action: 1 standard action
Target: One creature
Range: 10'
Type: Magical
Element: Dark
Creature: Leech
Prerequisites: Blood drain ability
Minimum TP: 2
Saving Throw: None
Readied Bonus: +MP
Synergy Bonus:
Effect: Make a ranged touch attack against a foe. If successful, you choose one of the following effects:
HP Drainkiss: Deals 1d6 per two HD dark damage and you gain that many temporary hit points that last one hour.
MP Drainkiss: Deals 1d6 per four HD MP damage and you gain that much MP.
TP Drainkiss: The target loses 1d6 TP and you gain that much TP.
You cannot gain a higher value than the total damage dealt to the target, nor can you drain a target's total below 0. Add 5' to the range for every 2 TP beyond 2 expended upon use of Drainkiss.

Blitzstrahl
Level: Blue Mage 6
Action: 1 standard action
Target: One creature
Range: 20'
Type: Magical
Element: Thunder
Creature: Doll
Prerequisites: Construct type, 2 slam attacks
Minimum TP: 2
Saving Throw: Fortitude partial; see text
Readied Bonus: +MP
Synergy Bonus:
Effect: A creature launches up to two of its punch or slam attacks using a ranged attack roll against a foe within 20'. If they hit, they deal damage as normal for ranged weapons and deal an additional 4d6 thunder damage each. A creature that takes thunder damage from this attack must make a Fortitude save or be stunned for 1d4+1 rounds. The save DC is Strength-based. The range is extended by 5' for every 1 TP beyond 2 expended upon use of Blitzstrahl.

Death Reel
Level: Blue Mage 6
Action: 1 standard action
Target: Up to five living creatures, no two of which more than 60 feet apart
Range: 60'
Type: Magical
Element: Dark
Creature: Ghost
Prerequisites: Undead type
Minimum TP: 2
Saving Throw: Fortitude negates; Will partial; see text
Readied Bonus: +INT
Synergy Bonus:
Effect: Each of the targeted creatures that fails a Fortitude save takes 3d6 dark damage. For each creature damaged by Death Reel, you gain 1d4 temporary hit points. These temporary hit points last one hour. Each creature damaged by Death Reel must make an additional Will save or be shaken for 2d4 rounds. A shaken creature instead becomes frightened for 2d4 rounds, and a frightened creature instead becomes panicked for 2d4 rounds. The save DCs are Charisma based. You may target one additional creature for every 2 TP beyond 2 expended upon use of Death Reel.

Stinking Gas
Level: Blue Mage 6
Action: 1 standard action
Range: 60'
Area: 20' radius spread
Type: Magical
Element: Wind
Creature: Doomed
Prerequisites: Breath weapon, disease
Minimum TP: 2
Saving Throw: Fortitude partial; see text
Readied Bonus: +AGI
Synergy Bonus: Cold Wave, Howling, Self-Destruct, Tail Lash, Light of Penance = Auto-Refresh
Effect: You create a cloud of noxious gas in a 20' radius spread up to 60' away. Living, breathing creatures that begin their turn in this cloud must make a Fortitude save or take 1d8 Constitution damage and become nauseated. The nauseated condition lasts as long as they remain in the cloud and for 1d4+1 rounds thereafter. The save DC is Constitution-based. The cloud lasts for 1 minute for every 2 TP expended upon use of Stinking Gas.

Geist Wall
Level: Blue Mage 6
Action: 1 standard action
Range: 100'
Area: 20' radius burst
Type: Magical
Element: Dark
Creature: Eft
Prerequisites: Animal or magical beast
Minimum TP: 2
Saving Throw: None
Readied Bonus: -HP +MP
Synergy Bonus:
Effect: You dispel all magical effects from a creature. To dispel a creature, you must make a caster level check(1d20+your caster level) with a DC of 10+the caster level of the one who cast the spell to be dispelled. In the case of multiple spells, you must make multiple checks to dispel each effect separately with the same Dispel spell. Add 5 to the caster level check for every 1 TP beyond 2 expended upon use of Geist Wall.

Ice Break
Level: Blue Mage 6
Action: 1 swift action
Target: Up to two touched natural weapons
Range: Touch
Type: Magical
Element: Ice
Creature: Golem
Prerequisites: Ice element, punch or slam attack
Minimum TP: 2
Saving Throw: Reflex half; see text
Readied Bonus: +INT
Synergy Bonus:
Effect: You must touch two weapons simultaneously if using on two at once. The touched weapons are enchanted and receive a +4 enhancement bonus on attack and damage rolls. Additionally, attacks with these weapons deal an additional 3d6 ice damage. Each time a creature makes a successful attack with one of these weapons, there is a 10% chance the icy enhancements will shatter, dispelling the effect and dealing 3d10 ice damage to all creatures in a 10' radius burst centered on the weapons (the owner of the weapons is not affected; Reflex half). Creatures that fail their Reflex save are bound for 1 round. The save DC is Wisdom-based. Lasts for 10 minutes for every 2 TP expended upon use of Ice Break or until shattered.

Cold Wave
Level: Blue Mage 6
Action: 1 standard action
Range: 30'
Area: Cone-shaped burst
Type: Magical
Element: Ice
Creature: Doomed
Prerequisites: Ice element
Minimum TP: 2
Saving Throw: Reflex half; see text
Readied Bonus: +AGI
Synergy Bonus: Stinking Gas, Howling, Self-Destruct, Tail Lash, Light of Penance = Auto-Refresh
Effect: Creatures in the cone take 1d6 ice damage per (Reflex half). Creatures that fail their Reflex save move at half their speed and suffer a 1d10 penalty to Dexterity for 1d4+1 rounds. Add an additional 15' to the range for every 2 TP beyond 2 expended upon use of Cold Wave.

Death Ray
Level: Blue Mage 7
Action: 1 standard action
Target: One creature
Range: 30'
Type: Magical
Element: Dark
Creature: Hecteyes
Prerequisites: Gaze attack
Minimum TP: 2
Saving Throw: Fortitude partial
Readied Bonus: -HP, +MP
Synergy Bonus:
Effect: You make a ranged touch attack against a foe. If successful, the target takes 2d6 dark damage per HD (maximum 40d6 damage). If the target succeeds on a Fortitude save, it takes 5d6 dark damage instead. Add +1 to the ranged attack roll for every 1 TP beyond 2 expended upon use of Death Ray. The save DC is Wisdom-based.

Heat Wave
Level: Blue Mage 7
Action: 1 standard action
Range: 30'
Area: Cone-shaped burst
Type: Magical
Element: Fire
Creature: Manticore
Prerequisites: Magical beast
Minimum TP: 2
Saving Throw: Fortitude negates
Readied Bonus: +STR
Synergy Bonus: Sound Vaccuum, Eyes on Me, or Cursed Sphere = Magic Attack Bonus
Effect: You deal fire damage equal to one-half your current HP total (Reflex half) to creatures in a cone-shaped burst. This is considered a breath weapon; once used you cannot use another breath weapon for 1d3+1 rounds. Add 15' to the cone's range for every 2 TP beyond 2 expended upon use of Heat Wave.

Great Bleat
Level: Blue Mage 7
Action: 1 standard action
Range: 100'
Area: 100' radius spread, centered on self
Type: Physical
Element: Dark
Creature: Ram
Prerequisites: Large size or bigger, ability to vocalize
Minimum TP: 2
Saving Throw: Will negates
Readied Bonus: +HP
Synergy Bonus: Whirl Claws or Claw Cyclone = Lizard killer
Effect: Creatures within the area of effect have their maximum HP cut to one-third. If they have more HP than their new maximum, their HP is reduced to the new maximum (does not affect temporary hit points). Add 1 to the save DC for every 2 TP beyond 2 expended upon use of Great Bleat.

Hecatomb Wave
Level: Blue Mage 7
Action: 1 standard action
Range: 30'
Area: Cone-shaped burst
Type: Magical
Element: Dark
Creature: Demon
Prerequisites: Dark element
Minimum TP: 2
Saving Throw: Reflex half, Will partial; see text
Readied Bonus: +AGI
Synergy Bonus:
Effect: You release a cone of dark energy. Creatures in the cone take 1d6 dark damage per 2 HD (Reflex half). A creature that takes damage from Hecatomb Wave suffers a -4 penalty on attack rolls for 1d10 rounds and must make a Will save or be paralyzed for 2d4 rounds. The save DCs are Wisdom-based. Add 15' to the wave's range for every 2 TP beyond 2 expended upon use of Hecatomb Wave.

Blood Saber
Level: Blue Mage 7
Action: 1 full-round action
Range: 60'
Area: Emanation
Type: Magical
Element: Dark
Creature: Skeleton
Prerequisites: Undead type
Minimum TP: 2
Saving Throw: None
Readied Bonus:
Synergy Bonus:
Effect: You generate an unholy aura for 1 minute. Whenever a living creature within the area of effect takes damage, it takes an additional 3 points of dark damage and you gain 2d6 temporary hit points. These temporary hit points last one hour. A creature may be affected by Blood Saber only once per round (though you may gain temporary hit points for each creature hit). Add an additional minute of duration for every 2 TP beyond 2 expended upon use of Blood Saber.

Feather Barrier
Level: Blue Mage 7
Action: 1 standard action
Target: Self
Range: Personal
Type: Magical
Element: Wind
Creature: Greater Bird
Prerequisites: Avian subtype
Minimum TP: 2
Saving Throw: None
Readied Bonus: +Evasion
Synergy Bonus:
Effect: You protect yourself with a barrier of whirling feathers for one minute. Normal ranged weapon projectiles and thrown items are deflected and automatically miss, while melee weapon attacks have a 50% miss chance. (A giant-thrown boulder, a siege engine projectile, and other massive ranged weapons are not affected.) Gases, most gaseous breath weapons, and creatures in gaseous form cannot pass through the wall (although it is no barrier to incorporeal creatures). Tiny and Small flying creatures cannot pass through the barrier. Add 5% to the miss chance for melee weapon attacks for every 1 TP beyond 2 expended upon use of Feather Barrier.

Maelstrom
Level: Blue Mage 7
Action: 1 full-round action
Range: 60'
Area: 30' radius spread
Type: Magical
Element: Water
Creature: Sea Monk
Prerequisites: Aquatic subtype
Minimum TP: 2
Saving Throw: Reflex partial; see text
Readied Bonus: +MND
Synergy Bonus:
Effect: Creatures in the area of effect take 2d6 water damage per 3 HD (Reflex half). Creatures that fail their Reflex save move at half their speed and suffer a 2d6 penalty to Strength for 1d4+1 rounds. The save DC is Strength-based. Add an additional round of duration for every 2 TP beyond 2 expended upon use of Maelstrom.

Magic Fruit
Level: Blue Mage 8
Action: 1 full-round action
Target: Any number of friendly creatures within 100'
Range: 100'
Type: Magical
Element: Earth
Creature: Opo-opo
Prerequisites: Animal or magical beast, Charisma 15
Minimum TP: 2
Saving Throw: None
Readied Bonus: +HP, +CHA
Synergy Bonus:
Effect: A small, palm-sized magical fruit appears in the hand of each targeted creature. If they do not have a free hand, it appears at their feet and they must use a move action to retrieve it. Eating this fruit is a standard action that provokes an attack of opportunity. Each living creature that eats this fruit is instantly cured of all poisons and diseases, and is healed of 5 points of damage for every HD you possess. They also gain a +1 morale bonus on attack rolls and Will saves, as well as immunity to fear for one hour. Add an additional hour of duration for every 1 TP beyond 2 expended upon use of Magic Fruit.

Light of Penance
Level: Blue Mage 8
Action: 1 standard action
Range: 100'
Area: 100' radius burst centered on self
Type: Magical
Element: Light
Creature: Tonberry
Prerequisites: Tonberry
Minimum TP: 2
Saving Throw: Reflex partial, Will partial; see text
Readied Bonus: +HP, +CHA
Synergy Bonus: Cold Wave, Howling, Stinking Gas, Tail Lash, Self-Destruct = Auto-Refresh
Effect: Each creature in the area of effect must make a Reflex save to cover its eyes or be blinded for 1d4 minutes. Whether or not the creature is successful in covering its eyes, it must also make a Will save or take 1d6 TP damage. A creature that fails its Will save moves at half its speed for 1d4 minutes. The save DCs are Charisma-based.

Eyes on Me
Level: Blue Mage 8
Action: 1 standard action
Target: One creature
Range: 60'
Type: Physical
Element: Dark
Creature: Ahriman
Prerequisites: Gaze attack
Minimum TP: 2
Saving Throw: None; see text
Readied Bonus: -HP, +MP
Synergy Bonus: Sound Vaccuum, Heat Wave, or Cursed Sphere = Magic Attack Bonus
Effect: You focus on a creature as a standard action. This creature is immediately subject to your gaze attack. Additionally, it takes 3d6 dark damage per 4 HD, regardless as to whether or not it saves against your gaze attack.

Hydro Shot
Level: Blue Mage 8
Action: 1 standard action
Target: One creature
Range: 100'
Type: Physical
Element: Water
Creature: Sahagin
Prerequisites: Aquatic subtype
Minimum TP: 2
Saving Throw: Reflex partial; see text
Readied Bonus: +MIND
Synergy Bonus: Jet Stream or Feather Storm = Rapid Shot
Effect: Make a ranged touch attack roll against the target. If successful, it takes 1d10 water damage per HD. A creature damaged by Hydro Shot must make a Reflex save or fall prone. The save DC is Dexterity-based. Add +1 to the ranged touch attack roll for every 1 TP beyond 2 expended upon use of Hydro Shot.

Magnetite Cloud
Level: Blue Mage 8
Action: 1 standard action
Range: 30'
Area: Cone-shaped burst
Type: Magical
Element: Earth
Creature: Antican
Prerequisites: Antican
Minimum TP: 2
Saving Throw: Reflex partial; see text
Readied Bonus: +VIT
Synergy Bonus:
Effect: Creatures in the area of effect take 2d6 earth damage per 3 HD (Reflex half). A creature damaged by Magnetite Cloud moves at one-fourth its speed for 2d4 rounds. This cloud's range extends by 15' for every 2 TP beyond 2 expended upon use of Magnetite Cloud.

Bad Breath
Level: Blue Mage 9
Action: 1 standard action
Range: 60'
Area: Cone-shaped burst
Type: Magical
Element: Earth
Creature: Morbol
Prerequisites: Plant creature of at least Huge size
Minimum TP: 2
Saving Throw: Reflex half; Fortitude and Will partial; see text
Readied Bonus:
Synergy Bonus:
Effect: You breath highly toxic vapors in a cone. Creatures in the area of effect take 2d6 earth damage per 3 HD (Reflex half). Creatures that take damage from Bad Breath are poisoned and diseased on a failed Fortitude save. Creatures that take damage from Bad Breath are paralyzed and blinded for 2d4 rounds on a failed Will save. The save DCs are Constitution-based.
Poison - Contact, 2d6 initial and secondary earth damage, duration effect of nausea. Lasts 1 minute.
Disease - Incubation period 1 hour, 1d6 Strength and Constitution damaged.

Death Ray
Level: Blue Mage 9
Action: 1 standard action
Target: One creature
Range: 30'
Type: Magical
Element: Dark
Creature: Hecteyes
Prerequisites: Gaze attack
Minimum TP: 2
Saving Throw: Fortitude partial
Readied Bonus: -HP, +MP
Synergy Bonus:
Effect: You make a ranged touch attack against a foe. If successful, the target takes 2d6 dark damage per HD (maximum 40d6 damage). If the target succeeds on a Fortitude save, it takes 5d6 dark damage instead. Add +1 to the ranged attack roll for every 1 TP beyond 2 expended upon use of Death Ray. The save DC is Wisdom-based.

Self-Destruct
Level: Blue Mage 9
Range: 60'
Area: Radius spread, centered on self
Type: Magical
Element: Fire
Creature: Bomb
Prerequisites: Construct
Minimum TP: 2
Saving Throw: Reflex half
Readied Bonus:
Synergy Bonus: Cold Wave, Howling, Stinking Gas, Tail Lash, Light of Penance = Auto-Refresh
Effect: You deal 2d6 fire damage per HD in a 60' radius spread centered on yourself (Reflex half). You do not take damage from Self-Destruct, but upon completion of the spell, you immediately fall to -1 HP (this instantly destroys nonliving creatures). You may not use this ability if you have 0 or less HP. The save DC is Wisdom-based. Add 5' to the radius spread for every 2 TP beyond 2 expended upon use of Self-Destruct.

Dimensional Death
Level: Blue Mage 9
Action: 1 standard action
Target: One creature
Range: 5'
Type: Physical
Element: Dark
Creature: Shadow
Prerequisites: Dark element
Minimum TP: 2
Saving Throw: Will half
Readied Bonus:
Synergy Bonus:
Effect: The affected creature takes 2d6 dark damage per HD. A successful Will save halves this damage. Add 1 to the save DC for every 2 TP beyond 2 expended upon use of Dimensional Death.

Radiant Breath
Level: Blue Mage 9
Action: 1 standard action
Range: 30'
Area: Cone-shaped burst
Type: Magical
Element: Light
Creature: Wyvern
Prerequisites: Breath weapon
Minimum TP: 2
Saving Throw: Reflex half, Will partial; see text
Readied Bonus: +HP, +CHA
Synergy Bonus:
Effect: You breathe radiant energy in a cone. You cannot use this ability if you have used a breath weapon that has not yet recharged. Creatures in the cone take 2d6 light damage per 3 HD (Reflex half). A creature that takes damage from Radiant Breath is affected as if by the white magic "Slow" for 1d10 rounds and must make a Will save or be silenced for 2d4 rounds. The save DCs are Constitution-based. Add 15' to breath's range for every 2 TP beyond 2 expended upon use of Radiant Breath.

1000 Needles
Level: Blue Mage 9
Action: 1 full-round action
Range: 100'
Area: 100' radius burst centered on self
Type: Physical
Element: Earth
Creature: Sabotender
Prerequisites: Plant creature of at least 5 HD
Minimum TP: 2
Saving Throw: None
Readied Bonus:
Synergy Bonus:
Effect: Make a ranged touch attack against every other creature within the area of effect. Each creature hit takes 5d2 points of damage for each HD you possess (maximum 100 damage before reduction). The damage dealt to each affected creature is reduced by an amount equal to that creature's flat-footed Armor Class. You may deal up to 1000 damage total with this attack. Add +1 to the ranged touch attack rolls for every 1 TP beyond 2 expended upon use of 1000 Needles.

Nullsong
Level: -
Action: 1 standard action
Range: 100'
Area: 100'-Radius spread centered on self
Type: Magical
Element: Dark
Creature: Dragon, Wyrm
Prerequisites: Dragon type
Minimum TP: 2
Saving Throw: None
Readied Bonus: -
Synergy Bonus: -
Effect: You make a caster level check against each affected creature. The DC for the caster level check is 11 + the caster level of the highest level spell affecting that creature. Each creature that you succeed against is instantly stripped of all ongoing spell effects. Add +5 to the caster level check for every 1 TP beyond 2 expended upon use of Nullsong.

Tortoise Song
Level: -
Action: 1 standard action
Range: 200'
Area: 200'-Radius spread centered on self
Type: Magical
Element: Light
Creature: Adamantoise
Prerequisites: Adamantoise
Minimum TP: 2
Saving Throw: None
Readied Bonus: -
Synergy Bonus: -
Effect: All bard song effects on affected creatures are dispelled. Add 100' to the radius spread for every 2 TP beyond 2 expended upon use of Tortoise Song.

Power Bite
Level: -
Action: 1 standard action
Target: One creature
Range: Melee
Type: Physical
Element: Thunder
Creature: Behemoth
Prerequisites: Magical beast, Bite attack, Thunder element
Minimum TP: 2
Saving Throw: None
Readied Bonus: -
Synergy Bonus: -
Effect: Attack a creature with your bite attack. Add 1.5x your Strength modifier to the damage roll instead of 1x. This attack deals an additional 4d6 thunder damage. Add an additional 1d6 thunder damage for every 1 TP beyond 2 expended upon use of Power Bite.

Nu
2007-12-09, 12:54 PM
A few misc. changes have been made to various classes. The warrior now gets a lot more benefits from her berserk, defender, and aggressor abilities. Two new feats have been added, which mainly benefit warrior/paladin and monk/ninja combinations. The paladin's smite has been fixed and the damage reduction increased. I'm still working on new ideas for feats and abilities for the various classes to help blend them together more.

Nu
2007-12-14, 08:53 PM
Special Materials
Adamantine, mithral*, and darkwood are ported over as is.

Dragonhide is a special material that may be added to certain, very special items, but it's not something you can just buy, nor does it really serve any real purpose since there are no druids.

*Mithral is renamed "mythril."

Darksteel is a special, ebony black metal that was once common around Bastok, but has long since been mined almost completely out. There may still be trace veins in the Zeruhn and Gusgen mines, and rumors say that there are much larger deposits in Ifrit's Cauldron, but few are willing to venture out there to mind due to the dangers of the active volcano.

Darksteel interacts strangely with magical enchantments. Any magical enhancements on darksteel items cost an additional 2,000 gp. However, the items receive the following benefits, based on the total enhancement bonus of the item:


Weapons made of darksteel deal an additional 1d6 damage for every +2 enhancement bonus total on the item (including special abilities), up to a maximum of 5d6 damage at a total bonus of +10.
Armor and shields made of darksteel bestows spell resistance 5 for every +2 enhancement bonus total on the item (including special abilities), up to a maximum of spell resistance 25 at a total bonus of +10.


Darksteel items are always masterwork, and that is included in the price listed above. Only weapons, armor, and shields normally made of metal can be fashioned from darksteel. Weapons, armor and shields normally made of steel that are made of darksteel have one-fourth more hit points than normal. Darksteel has 30 hit points per inch of thickness and hardness 15.

Unlike most special materials, darksteel can be combined with adamantine to form an alloy called "dark adamant" that bestows the properties of both materials on the item. To determine the cost of such an item, add the additional cost of the item as if it were made out of adamantine, then double the new total.

Nu
2008-01-25, 07:13 AM
Magic Weapons
Magic weapons work, for the most part, how they do in DnD 3.5. See Magic Weapons (http://www.d20srd.org/srd/magicItems/magicWeapons.htm) on the online SRD. However, the special abilities have been replaced as followed:

{table=head]Special Ability|Base Price Modifier

Earthen|
+1

Aquatic|
+1

Cyclonic|
+1

Flaming|
+1

Freezing|
+1

Shocking|
+1

Keen|
+1

Merciful|
+1

Subtle Blow I|
+1

Bane|
+1

Defending|
+1

Distance|
+1

Seeking|
+1

Returning|
+1

Holy|
+2

Unholy|
+2

Earthen Burst|
+2

Aquatic Burst|
+2

Cyclonic Burst|
+2

Flaming Burst|
+2

Freezing Burst|
+2

Shocking Burst|
+2

Poison|
+2

Holy Burst|
+3

Unholy Burst|
+3

Speed|
+3

Subtle Blow II|
+3

Healing|
+4

Plague|
+4

Subtle Blow III|
+5

Vorpal|
+5
[/table]

Earthen
While active, deals an additional 1d6 points of earth damage. Activating or deactivating the effect is a verbal command (free action).
Weapons: Any
Aura: Faint elemental/earth
Crafting Prerequisites: CL 4th, Craft Magic Arms and Armor, stone

Aquatic
As earthen, but deals 1d6 points of water damage.
Weapons: Any
Aura: Faint elemental/water
Crafting Prerequisites: CL 4th, Craft Magic Arms and Armor, water

Cyclonic
As earthen, but deals 1d6 points of wind damage.
Weapons: Any
Aura: Faint elemental/wind
Crafting Prerequisites: CL 4th, Craft Magic Arms and Armor, aero

Flaming
As earthen, but deals 1d6 points of fire damage.
Weapons: Any
Aura: Faint elemental/fire
Crafting Prerequisites: CL 4th, Craft Magic Arms and Armor, fire

Freezing
As earthen, but deals 1d6 points of ice damage.
Weapons: Any
Aura: Faint elemental/ice
Crafting Prerequisites: CL 4th, Craft Magic Arms and Armor, blizzard

Shocking
As earthen, but deals 1d6 points of thunder damage.
Weapons: Any
Aura: Faint elemental/water
Crafting Prerequisites: CL 4th, Craft Magic Arms and Armor, thunder

Keen
Doubles the weapon's threat range. Doesn't stack with other effects that increase a weapon's threat range.
Weapons: Piercing, slashing
Aura: Faint enhancing/dark
Crafting Prerequisites: CL 4th, Craft Magic Arms and Armor, Improved Critical

Merciful
As earthen, but deals 1d6 points of nonlethal damage. Additionally, all damage done by the weapon is nonlethal while active.
Weapons: Any
Aura: Faint enhancing/light
Crafting Prerequisites: CL 4th, Craft Magic Arms and Armor, cure

Subtle Blow I
Attacks made with a weapon of Subtle Blow I have a 25% chance to not grant TP to the victim.
Weapons: Any light melee or hand-to-hand weapon
Aura: Faint enfeebling/wind
Crafting Prerequisites: CL 4th, Craft Magic Arms and Armor, creator must be monk or ninja

Bane
When made, choose one of the following: animal, antican, aquatic, arcana, dragon, elemental, elvaan, galka, goblinoid, giant, hume, magical beast, mithra, ooze, orc, outsider, quadav, plant, sahagin, tonberry, undead, vermin, or yagudo. Creatures of the chosen type or subtype take 2d6 additional damage from this weapon.
Weapons: Any
Aura: Faint dark/dark
Crafting Prerequisites: CL 4th, Craft Magic Arms and Armor, Killer Focus

Defending
Allows the wielder to transfer some or all of the weapon's enhancement bonus to his AC as a bonus that stacks with all others. As a free action, the wielder chooses how to allocate the weapon’s enhancement bonus at the start of his turn before using the weapon, and the bonus to AC lasts until his next turn.
Weapons: Any melee
Aura: Faint enhancing/light
Crafting Prerequisites: CL 4th, Craft Magic Arms and Armor, protect

Distance
Doubles the weapon's range increment.
Weapons: Any ranged
Aura: Faint enhancing/wind
Crafting Prerequisites: CL 4th, Craft Magic Arms and Armor, Far Shot

Seeking
The weapon veers toward its target, negating any miss chances that would otherwise apply, such as from concealment. (The wielder still has to aim the weapon at the right square. Arrows mistakenly shot into an empty space, for example, do not veer and hit invisible enemies, even if they are nearby.)
Weapons: Any ranged
Aura: Faint enfeebling/light
Crafting Prerequisites: CL 4th, Craft Magic Arms and Armor, Improved Precise Shot

Returning
The weapon flies through the air back to the creature that threw it when thrown. It returns to the thrower just before the creature’s next turn (and is therefore ready to use again in that turn). Catching a returning weapon when it comes back is a free action. If the character can’t catch it, or if the character has moved since throwing it, the weapon drops to the ground in the square from which it was thrown.
Weapons: Any
Aura: Faint dark/dark
Crafting Prerequisites: CL 4th, Craft Magic Arms and Armor, tractor

Holy
As earthen, but deals 1d6 points of light damage.
Weapons: Any
Aura: Moderate divine/light
Crafting Prerequisites: CL 8th, Craft Magic Arms and Armor, banish

Unholy
As earthen, but deals 1d6 points of dark damage.
Weapons: Any
Aura: Moderate dark/dark
Crafting Prerequisites: CL 8th, Craft Magic Arms and Armor, bio

Earthen Burst
While active, deals an additional 1d6 points of earth damage. A critical hit deals an additional 1d10 earth damage (2d10 for 3x critical multipler, 3d10 for 4x or higher critical multiplier) Activating or deactivating the effect is a verbal command (free action).
Weapons: Any
Aura: Moderate elemental/earth
Crafting Prerequisites: CL 8th, Craft Magic Arms and Armor, stone II

Aquatic Burst
As earthen burst, but additional damage is water damage.
Weapons: Any
Aura: Moderate elemental/water
Crafting Prerequisites: CL 8th, Craft Magic Arms and Armor, water II

Cyclonic Burst
As earthen burst, but additional damage is wind damage.
Weapons: Any
Aura: Moderate elemental/wind
Crafting Prerequisites: CL 8th, Craft Magic Arms and Armor, aero II

Flaming Burst
As earthen burst, but additional damage is fire damage.
Weapons: Any
Aura: Moderate elemental/fire
Crafting Prerequisites: CL 8th, Craft Magic Arms and Armor, fire II

Freezing Burst
As earthen burst, but additional damage is ice damage.
Weapons: Any
Aura: Moderate elemental/water
Crafting Prerequisites: CL 8th, Craft Magic Arms and Armor, blizzard II

Shocking Burst
As earthen burst, but additional damage is thunder damage.
Weapons: Any
Aura: Moderate elemental/thunder
Crafting Prerequisites: CL 8th, Craft Magic Arms and Armor, thunder II

Poison
A creature struck by this weapon must make a Fortitude save at the beginning of its following turn or suffer 2d6 non-elemental damage. The save DC is 15 + the weapon's enhancement bonus.
Weapons: Any
Aura: Moderate elemental/thunder
Crafting Prerequisites: CL 8th, Craft Magic Arms and Armor, poison

Holy Burst
As earthen burst, but additional damage is light damage.
Weapons: Any
Aura: Strong divine/light
Crafting Prerequisites: CL 12th, Craft Magic Arms and Armor, banish II

Unholy Burst
As earthen burst, but additional damage is dark damage.
Weapons: Any
Aura: Strong dark/dark
Crafting Prerequisites: CL 12th, Craft Magic Arms and Armor, bio II

Speed
The wielder of a speed weapon may make one extra attack with it on any attack. The attack uses the wielder’s full base attack bonus, plus any modifiers appropriate to the situation. (This benefit is not cumulative with similar effects, such as a haste spell.)
Weapons: Any
Aura: Moderate enhancing/thunder
Crafting Prerequisites: CL 12th, Craft Magic Arms and Armor, haste

Subtle Blow II
Attacks made with a weapon of Subtle Blow II have a 50% chance to not grant TP to the victim.
Weapons: Any light melee or hand-to-hand weapon
Aura: Moderate enfeebling/wind
Crafting Prerequisites: CL 12th, Craft Magic Arms and Armor, creator must be monk or ninja

Healing
Three times per day, can touch a living creature to heal it for the weapon's damage dice + the weapon's enhancement bonus (standard action). Can deal a like amount of damage to undead creatures with a touch attack. Healing in this way uses a verbal command, otherwise functions as a normal weapon.
Weapons: Any melee
Aura: Strong healing/light
Crafting Prerequisites: CL 16th, Craft Magic Arms and Armor, Spell Focus (healing), cure III

Plague
A creature struck by this weapon must make a Fortitude save or be sickened for 1d3+1 rounds. Each round it is sickened, it takes 2d6 non-elemental damage at the beginning of its turn. The save DC is 15 + the weapon's enhancement bonus.
Weapons: Any
Aura: Strong dark/dark
Crafting Prerequisites: CL 16th, Craft Magic Arms and Armor, poison II, bio III

Subtle Blow III
Attacks made with a weapon of Subtle Blow III have a 75% chance to not grant TP to the victim.
Weapons: Any light melee or hand-to-hand weapon
Aura: Strong enfeebling/wind
Crafting Prerequisites: CL 20th, Craft Magic Arms and Armor, creator must be monk or ninja

Vorpal
Upon a roll of natural 20 (followed by a successful roll to confirm the critical hit), the weapon severs the opponent’s head (if it has one) from its body. Some creatures, such as many aberrations and all oozes, have no heads. Others, such as golems and undead creatures other than vampires, are not affected by the loss of their heads. Most other creatures, however, die when their heads are cut off.
Weapons: Any slashing
Aura: Strong dark/dark
Crafting Prerequisites: CL 20th, Craft Magic Arms and Armor, Improved Critical, death

Nu
2008-02-21, 03:57 AM
Nothing here for now, but monster skills added in the main article. Also various updates and new monsters have been added.