Lord_Gareth
2008-04-25, 12:04 PM
I'm just making one giant mega-thread to hold all my junk at this point >.< New junk will arrive periodically, as I come up with it.
D&D - Races
"Maybe this whole world's just a dream."
Edward Elric
"Imagine a race of flying, invisible, shapechanging spellcasters who have been at the intrigue game for longer than your race has existed and you'll have a pretty good idea of why I want to leave right now."
Escalla Brightflower, True Faerie
True Faerie
Let the elves and the dwarves and the humans bicker and fight over who was created when and how the universe was ordered. The Faerie know - because they were there. Not even the Fae know quite how the universe started - they simply know that they have recorded, and indeed still have living witnesses to - the birthings of gods, the endings of worlds, the formations of planes and the sundering and streatching of reality itself. Faerie history is too long and complicated to chronicle here - indeed, even their creation myths can take a keg of wine and a month of your time to tell - but it is enough to say that they are responsible for the Seelie Court, and nominally rule it - as much as anyone can rule that body - to this day.
The True Faeries are a curious people, at the same time cuttingly brilliant and sadly deluded. Millennia upon millennia of magical research has yielded them tremendous secrets of magic, and for a long while, the Faeries hid with their spells in demiplanes that were more illusion than reality, sinking themselves into their dream worlds. Now, cautiously, the Fae are emerging into the world again, to see that they may not be as mighty as they once thought. The tenacious efforts of the other mortal races have forced the Faerie to adapt, and now the fractioning Seelie Court is dissolving again into its component Clans - political intrigues in this new world ending what little harmony the ambitious Fae had.
Older Faeries have a disturbingly - chillingly - long-term view, planning tiny political dances and social maneuvers that can last hundreds of millenia to achieve status or some seemingly inconsequential goal. The politics among the clans are so utterly incomprehensible to mortal beings that even the famed Drow are put to shame by the true masters of intrigue. Younger Faeries - those only a few hundred years old, or perhaps younger - are just the opposite, hotheaded firebrands with no long-term view and no desire to aquire one. However, with emergence into mortal societies, the Fae are mellowing out - firebrands beginning to stop and think for the sake of their companions, and puppetmasters picking up the pace to take advantage of the shorter-lived races.
Alignment: The True Faeries tend towards chaos and lean slightly towards evil due to the self-serving nature of their society. There are far more self-interested nuetral than evil Fae, however, and a growing movement of good-aligned Faeries is gaining prominence in what is left of the Seelie Court, spearheaded by Clan Nightshade.
Racial Features
+6 Dex, +4 Int, +2 Cha, -6 Con, -6 Str, -2 Wis. The Faeries are small and physically weak and frail, with a tendency towards low self-control and recklessness. However, their tiny size makes them quick, and billions of years of learning, magic, and politics has bred into them intelligence and wit.
Tiny Fey (Humanoid) - A True Faerie is affected by any spell that would affect a humaoid or a fey.
Base Land Speed 5 ft, Fly Speed 20 ft (Perfect). The Faerie fly with four dragonfly-like wings.
Shapechange (Sp): Once per round as a standard action, the Faerie may change her shape to anything roughly her size and exactly her weight - including inanimate objects, or back again. She gains none of the abilities of her new form (including those that would be gained by virtue of material, such as Hardness from wood) and loses her ability to cast spells that contain somatic components unless the new form has all the appropriate appendages to do so. She retains all other extraordinary, supernatural, and spell-like abilities of her normal form, including her ability to speak. A Faerie who is slain while shapechanged reverts to her natural form, though she remains dead.
Invisibility (Sp): At will as a move action, the Faerie may make herself invisible as the spell (as cast by a 3rd level wizard). She may maintain this invisibility for only half an hour at a time, and must wait ten minutes between uses of this ability before she may use it again.
Charm Person (Sp): By spraying her victim with dust from her wings, the Faerie may affect one victim within melee range as if by a charm person spell (as cast by a 1st level wizard) once per day. Faeries are immune to the effects of Faerie dust, and the dust becomes impotent after a one round.
Magic-Bound: Spells are not merely a tool for the Fae, but a means of existence. A Faerie must have over one-half her character levels in a spellcasting class (for the purposes of this ability, a 'spellcasting class' is one that has access to spells or other signifigant form of magical power from first level) or suffer a 75% experience penalty. Prestige classes do not count against their levels in spellcasting classes so long as they have their own casting progression or they increase the level of one or more of their existing spellcasting classes at least once every two levels.
Level Adjustment +2
In a storm-shrouded stronghold in the Outlands, hidden away from all mortal and immortal eyes, lies a library known as the Athenaeum Nefarious, full of dark secrets carefully hoarded and guarded by its mistress, Illurien. The tempest that surrounds the library is liquid knowledge, secrets so horrible as to shred the minds of those exposed to it and leave them gibbering mad.
Illurien is obsessed with knowledge, both forbidden and benign. She seeks to know all, to hoard every secret into her library to pore over them and exalt in her knowing. And so it is that, occasionally, the mistress of the Athenaeum Nefarious has bred with mortals, to learn what it means to be with another - and to give birth to a child. Some of these children she kept, to learn what it might be to raise a child, and these are hopelessly insane. Some, however, were left with their fathers - the Illuriad, the children of Illurien.
Illuriad
Illuriad is an inherited template that may be added to any humanoid, monstrous humanoid, or dragon with an Intelligence of 6 or higher (hereafter referred to as the base creature).
An Illuriad uses the base creature's statistics and special abilities except where noted below.
Size and Type - The base creature's type changes to Outsider (Native, Water) and loses all other subtypes.
Speed - The base creature's land speed increases by 15 feet. This increase is supernatural in nature and does not function in an antimagic field, and may be surpressed by a dispel magic or similar effect for one round per caster level of the caster.
Armor Class - Unchanged
Special Attacks - Tempest Lash - Once a minute, the Illuriad may lash out with their own watery essence, sapping 1d6 points of Intelligence from their victim and dealing 1d4 bludgeoning damage. A Tempest Lash attack is a melee touch attack.
Storm of Thoughts - Once per day, the Illuriad may unleash their collected thoughts and memories into a psychic scream that lasts for one round per point of Intelligence modifier they possess. Creatures within 30 feet (except the Illuriad) that possess an Intelligence score must make a Will save (DC 10 + the Illuriad's Intelligence modifier) or be deafened and dazed while the scream continues. The Illuriad can take no other actions while screaming, but may end it at any time as an immediate action.
Special Qualities -
- Darkvision out to 60 feet.
- A +4 bonus against all mind-affecting abilities
- A +4 racial bonus on all Knowledge checks. Knowledge (Any, selected individually) is a class skill for all Illuriad. Illuriads are never illiterate.
- Illuriads gain a +2 bonus on saving throws vs. spells with the Water or Fire descriptors due to their stormy nature.
Abilities - Adjust ability scores as follows: Str -2, Dex +2, Con -4, Int +4, Wis +2
Skills - Illuriads gain skill points as an outsider and have skill points equal to (8+Int modifier) x (hit dice +3). Do not factor in class levels into this calculation - only racial hit dice are affected.
Challenge Rating - Unknown (help?)
Alignment - Usually nuetral (any)
Level Adjustment - +1 (+2?)
Appearence - The Illuriad looks a lot like the base creature, but is usually surrounded by a small storm. The tempest of water droplets is actually their collected thoughts and memories - those who actually drink the water can see flashes of the Illuriad's mind. Occasionally, an Illuriad takes after its mother, becoming a humanoid creature entirely composed of its own water droplets, forming organs and all other functions of the living body. When an Illuriad uses its Tempest Lash or its Storm of Thoughts, its body often shimmers into a watery form and the storm around it intensifies to a hurricane gale (no game effect).
When the other Gani who had been enslaved to the lich fled the underground for the world above, the Ganritho'Gani stayed underground. Happy and safe in the bowls of the earth, the Iron Souls began to explore, having no need for tunnels or digging. The most passive and friendly of elements when not roused, they struck up a good relationship with the dwarves and drow they encountered, a relationship that just barely keeps both sides from killing each other.
Now the Ganritho'Gani make their living working and mining metals, and a lucrative living it is. Not much in demand on the surface, those few who do appear are often impressive.
Appearence - Ganritho'Gani, like their kin, look like humans distorted with elemental and devlish traits. Iron horns, metallic limbs, steel teeth, and muscles enhanced with naturally-grown wires are all hallmarks of the Iron Souls. Many of them exude an aura of slight distortion on the air around them, and small metal objects shift as they move near.
Personality - Ganritho'Gani can be as unyielding as a steel file, breaking before they ever bend, but some are as flexible as hot metal. It depends on the individual, but most tend to be partially nuetral, clinging to the non-nuetral aspect of their alignment fiercely.
Religion - Ganritho'Gani, depending on alignment, tend to favor either Dwarven or Drow gods and goddesses. Whether or not the Dwarves or Drow like this arrangement is another matter entirely.
Racial Features
+2 Strength, +2 Constitution, -4 Dexterity. Ganritho'Gani are built like heavy blades - strong, tough, and slow.
Humanoid (Earth)
Medium. As medium creatures, Ganritho'Gani have no penalties or bonuses associated with their size.
Base Speed 20 feet. Ganritho'Gani cannot take the run action, but may still charge.
Meld into Earth (Ex) - The Ganritho'Gani may meld into any naturally-occuring deposit of metal, earth, or stone that is at least as large (but not as heavy) as he is. He does not need to breathe while melded into earth.
Magnetics (Su) - Each Iron Soul has his own personal semi-magnetic field that warps metals under his control. As a free action, once a round on his turn, he may declare to what use he is putting his field.
Attraction - The field attracts metal, giving the Ganritho'Gani a +1 Magnetic bonus to attack rolls against foes wearing metal armor or shields, and a -1 Magnetic penalty to armor class against foes weilding metal weapons.
Repulsion - Repulsing metal, this field gives the Iron Soul a +1 Magnetic bonus to armor class against foes using metal weapons, and a -1 Magnetic penalty to attack rolls while weilding a metal weapon.
Repulsor Blast (Su) - A Ganritho'Gani may make Disarm checks on metal weapons and shields within thirty feet of him. He rolls his Wisdom instead of his Strength on his check and neither side gains bonuses or penalties. This manuever still provokes attacks of opporunity from all foes that threaten the Ganritho'Gani and, if successful, throws the weapon or shield in question ten feet backwards from its owner.
Magnetic Armor (Su) - Using his magnetics, the Ganritho'Gani can collect a suit of small, metal objects, no individual object of which can weigh more than half a pound, to form a suit of natural armor on his body. As long as he maintains this suit of armor, he has a +2 armor bonus to his armor class. Collecting the objects takes at least a minute if they are all within ten feet of each other - longer otherwise.
Magnetostorm (Su) - To use this ability, the Ganritho'Gani must have his Magnetic Armor active on his body. Unleashing all of his magnetics at once, the Ganritho'Gani sends his Magnetic Armor into a storm of glittering fragments and deadly shrapnel, dealing 1d6 points of damage per two character levels (starting at level one) to all within ten feet. The use of this ability deactivates all of his Magnetic abilities for four rounds, rendering them useless. This ability may be activated once per day per four character levels (minimum one).
+2 on all Craft checks involving metal.
+2 Natural Armor bonus
Darkvision 60 feet.
Languages - Common, Terran. Bonus Languages: Aquan, Auran, Ignan, Celestial, Infernal.
Favored Class - Fighter
Level Adjustment: +1 (Tentative)
In the frozen north, newcomers carve their way into the tundra, shunting aside tribes of marauding goblins and enclaves of arctic elves. With a fury not visited upon the pure snow, they wage war savagely.
The Sathari'Gani are finally free, and woe be to those who will stand in the way of their conquest.
Like their twins to the south, the Faritha'Gani, the Sathari'Gani are creations of a powerful lich lord who had control over the elements. When the Faritha'Gani destroyed the lich lord, the Sathari'Gani were free to do as they wished. And what they wished to do was repay the world for letting them be enslaved.
The Sathari'Gani are not necessarily evil, but they are furious. Years of turning icy hearts to their hatred have made them unable to bear it any longer, and any who do not surrender to their rapid expansion are consumed by it without mercy or remorse. After they secure the tundras, who knows what will happen.
Personality - These days, most Sathari'Gani seem dangerous, always on the brink of rage. When calmed, they have a reserved, cold demeanor, and are slow to be roused to emotion. Even when furious, it's cold and detached - for them, revenge truly is a dish best served cold.
Religion - The Sathari'Gani typically embrace deities of cold, or else retribution. They do, however, hold a very pragmatic view of religion, and one will rarely find their churches in open conflict with each other.
Alignment - Sathari'Gani tend to be very lawful, with slight tendancies towards evil - especially mercilessness and ruthlessness.
Appearence - Sathari'Gani tend to resemble humanoid ice elementals, though no two look alike, and some have devlish or demonic traits as well. Fragile, crystalline wings (made of ice that does not allow them to fly), ever-foggy breath, blue skin, and a frosty touch are among the possibilities that a Sathari'Gani could possess.
Racial Features
+2 Wisdom, +2 Constitution, -2 Dexterity, -2 Strength. Sathari'Gani are patient planners who can take their fair share of hits, but the frigid nature of their bodies leave them severely lacking in mobility.
Humanoid (Cold). Sathari'Gani take no damage from cold and take half-again as much damage from fire.
Medium. As medium creatures, Sathari'Gani have no penalites or bonuses associated with their size.
Base Land Speed 30
Coldhearted (Ex) - Sarathi'Gani blood is nearly frozen, their veins thick with ice. They are immune to Constution and bleeding damage as long as the surrounding temperature is below 70 degrees farenheit. Above that, their blood begins to thaw, allowing them to bleed as their blood flows.
Icewalking (Ex) - Sarathi'Gani never need to make balance checks associated with slippery surfaces such as ice or grease.
Ice Shaping (Su) - As a full-round action that provokes attacks of opportunity, a Sarathi'Gani may call upon his influence over ice and snow to draw forth a weapon from the ice. There must be ice and/or snow of sufficient mass to create the weapon, which may be any melee weapon with which the Sarathi'Gani is proficient. A nonmasterwork variety of the weapon, sized for a medium creature, is created in the Sarathi'Gani's hand. Treat the weapon as being made of steel. Weapons created this way last until they melt.
Tundra's Touch (Su) - The Sarathi'Gani cannot learn, cast, or use any spell or item that has the fire descriptor or that deals fire damage. Spells and items they use or cast that deal cold damage deal an additional 1d6 points of cold damage per level of the spell or caster level of the item.
Languages - Common, Aquan. Bonus Languages - Infernal, Celestial, Ignan, Terran, Auran.
Favored Class - Rogue (some DMs may wish to use Scout, if they possess the Complete Adventurer).
Level Adjustment +1
The Faritha'Gani are a new race to the playing field of the world, one that, until recently, was enslaved. But, as they are wont to do, they exploded onto the scene, commanding the attention of the world at large immediately.
No one, not even the Faritha'Gani, quite know their own origins. Rumor abounds, of course, and theories fly everywhere - they are descended from solaminths, they are a new breed of elemental, they are possessed humanoids - but none can prove their theory. What is known is for the last three thousand years the Faritha'Gani were slaves to a powerful lich who commanded the elements with grace and skill rarely seen among wizards. The Faritha'Gani chafed under the lich's restrictions, but were bound by spell and contract to the volcanic homes he had given them.
The lich had his own undoing, however, when he taught the first few Faritha'Gani magic. After learning the arts of destruction, they hunted down his phylacteries and seared them from the world, forcing their bony master into his final grave at last with a mighty duel of magic.
Now free, the Faritha'Gani do whatever they want, mostly because they can. Short-lived, fiery, and very much a representation of the element they are so in tune with, it remains to be seen what effect they will have on the world that they walk, but whatever the case is, it is sure to be remembered forever.
Appearence - Compared to humans, Faritha'Gani are even more individualistic, no two of them being even remotely alike. Their eyes run colors from the blue of the hottest flame to an intense orange, and their hair tends to be in various shades of flame. Many have traits reminescent of fire elementals or devils, including cloven feet, burning hair, smoky breath, and even whole limbs and digits composed of elemental flame.
Alignment - The Faritha'Gani do not have an alignment that they tend to as a race, but they are extremists. Nuetral Faritha'Gani are not only rare, they are very near to impossible to find. The Burning Souls find a stance and defend it with a flaming passion.
Racial Features
+2 Intelligenge, +2 Charisma, -2 Constitution, -2 Wisdom. The Faritha'Gani have quick minds and think and live with a passion that often draws others into their wake, but their souls and blood burn too brightly for their bodies to handle and it is a rare occasion when one actually thinks a plan of action through.
Humanoid (Fire): Faritha'Gani are immune to fire and take half-again as much damage from cold.
Medium. As medium creatures, Faritha'Gani have no penalties or bonuses associated with their size.
Base Speed 30
Immolate (Su): The Faritha'Gani always burns just below the surface, and it is easy for them to unleash the fire within, wreathing their entire body in flames. As an immediate action, the Faritha'Gani may burst into flames, dealing 1d6 points of damage to anyone striking her with a nonreach melee weapon or who is in a grapple with her. Nonmetal equipment worn or held by the Faritha'Gani takes this damage as well, and may ignite as per normal rules for fire.
Boiling Blood (Su): The average body temperature of a Faritha'Gani is far, far higher than any human's, much to their enemies' dismay. An opponent who strikes a Faritha'Gani in melee with a nonreach slashing weapon or attack takes 1d6 points of fire damage as the boiling-hot blood sears their skin. If a Faritha'Gani wishes, she may coat her melee weapon in the blood for a single round, provided it deals piercing or slashing damage, dealing an additional 1d6 points of fire damage with it, though the action deals her 1d4 points of damage.
Burning Potence (Su) - When preparing or casting fire spells with metamagic feats, the spell slot used is one lower than it would normally be for a Faritha'Gani.
Sunfire Wrath (Su): The Faritha'Gani may never learn, cast, or use items or spells with the cold descriptor or that deal cold damage. When using or casting items or spells that deal fire damage, the Faritha'Gani deals an additional 1d6 points of damage per level of the spell in addition to the spell's other effects.
+2 Racial Bonus on all Craft checks involving fire.
+2 Racial Bonus on Knowledge (The Planes [Fire Elemental]) and Knowledge (The Planes [The Nine Hells]) checks. Those skills are considered class skills for all Faritha'Gani characters.
Smoldering (Su): A Faritha'Gani may choose to shed light as a lantern.
Languages - Common, Ignan. Bonus Languages: Celestial, Infernal, Terran, Aquan, Auran.
Favored Class: Sorcerer
Level Adjustment: +1
Among the flighty enclave of the elves, the Navarri'Gani make their laughing homes. Beings of air, the Storm Souls were some of the first to take advantage of their new freedom when their fiery brothers destroyed their former lich master and are certainly the most fiercely attached to it. Now closely allied with the elven nations, they act as tempests wherever they go, calling the storms with them.
Appearence - Navarri'Gani seem very stormy in their appearence, as well as thin and slender. Their hair darkens and lightens with teh sky, or they may trail feathers that fall from nowhere. They may have vestigial talons, but most often it seems as if parts of their bodies simply dissapear, becoming wind itself.
Personality - Life is a joyride and the Navarri'Gani are along for the ride. They are almost all Chaotic in alignment.
Religion - Navarri'Gani tend not to have a religion. Or, rather, they have far too many, worshipping whatever god, goddess, nature spirit, powerful elemental, farmboy, archmage, tomcat, etc. that catches their fancy and discarding them just as quickly.
Racial Features
+2 Dexterity, +2 Charisma, -2 Strength, -2 Intelligence. The Storm Souls are graceful of both tongue and body, but somewhat weak and, pardon the pun, total airheads.
Humanoid (Air)
Medium. As Medium Creatures, Navarri'Gani have no penalty or bonus associated with size.
Base Speed 30ft
Stormlord's Grace (Su) - Navarri'Gani are always surrounded by a cushioning pocket of wind that gives them a +2 circumstance bonus to armor class vs. missle weapons and functions as a constant feather fall.
Hurricane Wall (Sp) - Once per day per four character levels (starting at first) the Storm Soul may intensify his cushion of wind to a Wind Wall effect for a number of rounds equal to his Charisma modifier. The wall completely surrounds the Navarri'Gani.
Shrieking Gale (Su) - Once per day per four character levels (starting at level one) the Storm Lord may unleash a shrieking gale, drowning out all sound within twenty feet but its horrible wail. Verbal communication is utterly impossible within the area or into the area, and spells with verbal components cast into it have a 50% chance to fail. Bardsong and similar abilities that require sound are utterly negated, though sound-based damage can still be inflicted. The Shrieking Gale lasts for a number of rounds equal to the Storm Soul's Charisma modifier or until he dismisses it.
Carried on the Wind (Su) - Whenever the Storm Soul wishes it, her sonic abilities may have extra range or area by being carried on the wind. The areas and ranges of all sonic abilities the Storm Soul possesses increases by five feet per four character levels, starting at level one. The Storm Soul may voluntarily reduce this bonus to as small as the spell's normal range/area.
Storm Calling (Sp) - Once per week, the Storm Soul may gather all of his windlore and sing a song to the wind. This is a complex action that provokes attacks of opportunity each round and is performed over ten minutes, and functions identically to a Control Weather spell, except that it can only produce storms of the type appropriate to the environment.
+1 Dodge bonus to armor class
+2 on Jump and Tumble checks.
+2 on all Perform (Sing), Perform (Woodwind), Perform (Brass) and Perform (Oratory) checks.
+1 on all ranged attack rolls.
Languages - Common, Auran. Bonus Languages - Celestial, Infernal, Aquan, Ignan, Terran.
Favored Class - Bard.
Level Adjustment - +1
About the Creature I made this in a burst of inspiration/boredom the other day. The Arcadian Rebel is designed to be an exotic player race and is very, very closely related to the Arcadian Avenger (MM5).
Arcadia is not a realm for individuality, and the vast legions of its Avengers even less so. But even in the harmony of the Peaceable Kingdom of Arcadia, there are some cursed to be different.
These misfits often seem like normal Arcadian Avengers at first. Perhaps their creation was simply flawed, or their connection to the forces of law has been weakened. A few are born in touch with an inherantly chaotic force - such as the Primal Music - and are merely victims of the whims of fate.
Some manage to exist normally, if not happily, in the society of their fellow Avengers, never voicing their doubts and opinions. The vast majority of these unfortunates, however, cannot contain their differences, and are cast out of the perfection of Arcadia into the material plane.
The fall to the earth of the Material from the lofty heights of their heaven is long and painful, and in a merciless gesture of punishment, the powers they once served strip the Avenger's angelic nature from them. Their eyes fade to blue, their skin turns the color of a mortal human, and her wings transform to hard, unforgiving steel, never again to grant her the blessing of flight. In the fall, their armor sheds from their body, leaving them to crash to the earth naked, alone, and disgraced.
Many of these fallen Avengers - these Rebels - become quite embittered towards law and order after that, willingly and wholly embracing chaos. Whether such Rebels turn to good or evil is entirely dependant on their interactions with mortals. A rare few seek redemption, collecting the lost fragments of their armor and working to further Law on the Material plane in hopes of reclaiming their heavenly home.
An Arcadian Rebel who breeds with a mortal gives birth to an Aasimar two years later.
Racial Features
+6 Strength, +4 Dexterity, +6 Constitution, +2 Wisdom, +2 Charisma. Arcadian Rebels retain the same physical and mental strength as their former sisters.
Medium - As medium creatures, Arcadian Rebels have no penalties or bonuses associated with their size.
Outsider (Native, Chaotic) - An Arcadian Rebel is an Outsider native to whatever plane it was banished to, and the rejection of Arcadia leaves Chaos' mark on them. Avengers do not need to eat, drink, or sleep, and may be raised or ressurected if slain on their chosen Material.
Aligned Strike (Chaotic) - An Arcadian Rebel's natural weapons and any weapon it weilds are considered Chaotic for the purposes of determining damage reduction.
Darkvision 60ft
Natural Armor +4 - As long as the Arcadian Rebel is not flat-footed, she may use her steel wings to provide a +4 natural armor bonus to her Armor Class.
Steelwings - An Arcadian Rebel has large wings of steel covered in dagger-like feathers. While they render her incapable of flight, they do serve as a secondary natural attack that deals 1d8+1/2 of the Rebel's strength modifier of slashing damage. Once every other round, she may flap her wings strongly, creating a 10ft cone of dagger-like feathers that deals a number of d4 equal to the Rebel's base attack bonus of slashing damage. Attacking in this manner is a standard action.
Curse of Arcadia - Whenever an alignment-based spell or ability affects a particular alignment in a negative fashion (Such as Smite Evil or Magic Circle Against Law), that spell affects the Arcadian Rebel as though she were that alignment. She still detects as whatever alignment she actually is.
Legion Training - Arcadian Rebels are automatically proficient in Longswords and gain Two-Weapon Fighting as a bonus feat.
Favored Class - Barbarian. Many Rebels are filled with fury and rage over what has been done to them, and it leads naturally into the Barbarian's path.
Level Adjustment: +3
Soulless
"It's like...imagine someone asking, 'what is it like to be you?' and the only answer you can give them is, 'I don't know. I'm not me anymore.' It isn't like a hollow feeling - it's like no feeling at all. It's like the thing that makes you you is gone, scattered to dust, but it isn't even like that, because you can't feel its absence or anything else. It's like everything dries up but two things - a single, overwhelming purpose, and the need - the cold, emotionless need - to reclaim yourself." - Marla Vain, former Soulless
Though an evil baron torments the villagers and starve them with taxes, they don't call him soulless. No, they have seen soulless - soulless is their mayor, who was dragged away by the baron's wizards. He came back to them a week later, not a broken man, but not a man at all. He didn't smile, nor did he frown. He never raised his voice. He never got sad or angry or happy. When the priest spoke to him, he came back to the villagers muttering that there was no justice left in the world. And now all he cares about are the laws, and nothing - not pleading, not bribes, not threats - can stop him from enforcing them.
Creating a Soulless
Soulless is an aquired template which may be applied to any corporeal creature with Intelligence, Wisdom, and Charisma of at least three that has an alignment, hereafter referred to as the base creature.
Size and Type: The creature loses any alignment-based subtypes and gains the Augmented subtype. Size is unchanged. However, most people who look at the soulless get a feeling that they are smaller - like they aren't quite there somehow. This has no mechanical effect.
Speed: Speed is unchanged, but, again, there is a perception that the soulless isn't really there. Thus, most people don't really percieve them as moving so much as they believe them to manifest from one place to another. Looking twice always corrects the delusion - for the moment. This has no mechanical effect.
Armor Class: Unchanged.
Alignment: Soulless actually have alignments, but these are less attributes of the soul for them than they are patterns of behavior. Soulless retain any divine casting levels and any divinely granted supernatural abilities as long as they continue to act in accordance to their alignment. A soulless barely detects as their alignment, to the point where those trying to determine their alignment doubt its existence.
Special Attacks: Empty Stare (Ex): Those meeting the soulless's eyes are unnerved by the sheer emptiness they find within them. The brighter and hotter their own souls are, the harder it is not to be unnerved. Any creature looking the soulless in the eyes (treat this as a gaze attack) must succeed at a Will save (DC = 10 + 1/2 the soulless's hit dice + victim's Charisma modifier) or take a -2 penalty to all attack rolls, skill checks, saving throws and ability checks for the duration of the encounter. Those who succeed gain a cumulative +1 bonus on their next save vs. the effect which dissapears at the end of the encounter. This is a mind-affecting ability.
Special Qualities: Soulless (Ex): A soulless is immune to all mind-affecting abilities - they find no purchase upon him. Furthermore, he is immune to charisma damage and drain.
One True Purpose (Ex): A soulless has only one drive left. This might be to uphold the tenants of their faith, save children from disaster, or murder anyone who says a certain word, but they cling to one part of their former life and it defines them. They get a +2 bonus on all die rolls involved in fufilling this purpose, or against anything that tries to prevent them from fufilling it. This bonus persists even if they lose this template - they remember the strength that purpose gave them, and feel that strength even after they regain themselves.
Abilities: Adjust from base creature as follows: Intelligence +4, Wisdom +2, Charisma -6. These adjustments override any bonuses to those three statistics from other templates - that is, they take the place of them. If the soulless ever loses this template, the adjustments stay, but they stack with (instead of override) other adjustments.
D&D - Prestige Classes
Pelorian Crusader
"No rest for the wicked."
When one thinks of a knight, one usually imagines a shining figure resplendant in plate armor, riding to the rescue upon a raging battlefield. One rarely conceptualizes a haggard, worn woman in rusty chain, barely able to hold the weight of her own sword. And yet, this image is exactly what the Pelorian Crusaders are - looks are deceiving.
Many dismiss Pelorian Crusaders as incompetants or down-on-their-luck sellswords at first sight, but these men and women are fanatics of the highest order, swearing off both sleep and rest until their ceaseless mission is at an end - to purge evil from the world with Pelor's blinding light. They are instantly recognizable to anyone familiar with them from their haggard, exhausted look - one that comes from months and even decades (centuries in the case of some elves) without sleep as they crusade endlessly against evil.
Members of all classes can become Pelorian Crusaders, but fighters, crusaders, knights, samurai, paladins, rangers, and rogues are the most common candidates.
Requirements
Alignment: Any Good
B.A.B.: +5
Skills: Concentration 4 ranks, Knowledge (Religion) 4 ranks
Feats: Endurance, Iron Will
Patron Deity: Pelor
Special: Must undergo the Trial of the Sleepless and be judged worth by the Crusaders.
Special: Must be able to suffer Exhaustion through sleep deprivation.
Class Features
Hit Die: D10
B.A.B: Good
Fortitude: Good
Reflex: Poor
Will: Good
Class Skills: Autohypnosis (Wis), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Military Tactics / Religion) (Int), Profession (Wis), Ride (Dex), and Sense Motive (Wis)
Skill points per level: 2+intelligence modifier
Oath of Restlessness (Ex): Upon entering this prestige class, the Pelorian Crusader swears never to sleep nor rest until evil is purged from the world. She may force her body not to sleep, no matter how exhausted she gets (and indeed must, for failure to keep this oath under any but involuntary circumstances results in the loss of all class features for 24 hours) and is treated as exhausted as long as she is upholding this oath. However, the strength of her convictions, as well as special training from her fellow Crusaders, grants her a +4 morale bonus to Will saves and a +2 competance bonus to melee attack rolls. She is immune to sleep effects, magical or otherwise.
No Excuses (Ex): Physical exhaustion is no reason to slack in the Pelorian Crusader's duty - no matter how tired she gets, she may move at her full normal speed and take her normal number of actions (subject to normal encumbrence rules and armor). This ability cancels the effects of any Slow effects that would otherwise affect the Crusader - they simply shrug off the hindering magic like they shrug off their exhaustion.
At first level, the Pelorian Crusader gains a +1 enhancement bonus to Strength and Dexterity while exhausted. This bonus increases every level, until it maxes out at +10 at tenth level.
Holy Strike (Su): Starting at level two, once per encounter, the Pelorian Crusader may channel the Sunlord's vengeful light into a melee attack. By declaring her intent and making a normal melee attack, a Crusader may perform a holy strike. If she hits, it deals an additional 1d6 +1 per Pelorian Crusader level of damage to the victim that results from divine origin. If she misses, the holy strike is wasted. She may use this ability an additional time per encounter for every two levels after 2nd (2/encounter at 4th, 3/encounter at 6th, and so on).
Walk it Off (Ex): The Pelorain Crusader isn't about to let wounds and diseases stop her from her duty, and her body, like it or not, is forced to cooperate. Starting at 3rd level, she benefits from natural healing (within normal time frames), regardless of whether or not she has rested. Additionally, the Pelorian Crusader gains a +4 sacred bonus on saving throws versus poison and disease.
Die Harder (Ex): Mortal wounds and blood loss are no reason to take a breather - at 4th level, the Pelorian Crusader gains Diehard as a bonus feat, even if she doesn't meet the prerequisites. Unlike the normal version of the feat, she continues to fight without penalty until she dies.
No Rest for the Wicked (Su): Starting at 7th level, the blessing of Pelor forces evil to make the same sacrifice as his Crusaders. Any evil being that comes within 30 feet of the Pelorian Crusader must make a Will save (DC = 10 + class level + Crusader's charisma modifier) or have the energy sapped from them, becoming exhausted and unable to sleep for one day per character level of the Pelorian Crusader. The affected being may make a new save once every 24 hours. A being that makes its save cannot be affected by that Crusader's aura for another 24 hours.
Crusader Strike (Su): Also at 7th level, the Pelorian Crusader can chain multiple holy strikes together into a shining display of righteous fury. Every holy strike she lands on a creature deals an additional 1d6 points of damage for each other holy strike inflicted on that creature in that round (so the first strike deals 1d6 + Crusader level, the second does 2d6 + Crusader level, the third 3d6 plus Crusader level, and so on).
Dead on your Feet (Ex): So great is the Pelorian Crusader's fanatacism in keeping her oath that she tries to even deny herself the rest of death. Starting at level 8, she is considered dead at -20 H.P., not -10, and her Die Harder feature continues to function normally until she reaches -20. Additionally, the Pelorian Crusader becomes immune to magical death effects.
Sleep is for the Weak (Ex): Starting at level 9, the Pelorian Crusader forces her body to cooperate with her utterly, sleep or no sleep, rendering her immune to damage or drain to her Strength and Dexterity scores. Her body still yearns for sleep - she just denies it.
Wrath Unending (Su): At 10th level, once per day, the Pelorian Crusader can become a direct conduit for Pelor's vengeful light. Once per day, as a full round action, she may declare any creature in melee range the target of her Wrath Unending (activating this ability uses up all her Holy Strikes for the encounter). She makes a full attack against that creature, with each blow being a holy strike (subject to her Crusader Strike ability as normal), but when she runs out of normal attacks, she continues making holy strikes against that creature at her lowest base attack bonus until she misses. Once she does, the flood of energy leaves her too exhausted to continue, forcing her to pass out and sleep soundly for 1d6 hours, during which she cannot be awoken by anything less than divine intervention.
The following classes are related and will have a more extensive flavor writeup later.
Two combatants walk onto the arena floor, Kithvok the Bloody - arena champion and raging berserker - and a newcomer. The money flew as the bets mounted, the smart putting their money on the barbarian, the desperate on his opponent, a slender man in a tattered black cloak, face hidden under the hood, leaning heavily on his scythe. The match begins, and Kithvok charges, screaming wrath as the foam begins to spray from his mouth -
Only to be hurled back. The newcomer steps forward and to the side, catching the barbarian with his scythe and hurling the rager almost thirty feet. Rolling up, Kithvok comes at him again - only to be repelled by a savage swing.
The fight goes badly for the arena champion from there. Cut up, ragged, wounded, the hate dead in him, he charges one last time, and is knocked back by a blow to the chest that sprawls him on the ground.
"Pest," is the last word he hears before cold steel claims him.
Flick Reaper
Requirements:
B.A.B. +8
Skills: Craft (Weaponsmithing) 6 ranks
Feats: Weapon Focus (Scythe), Improved Critical (Scythe), Power Attack, Improved Bull Rush, Hold the Line
Special: Must handcraft their own Masterwork Scythe and present it for testing before a Master Reaper
Weapon and Armor Proficiencies: Flick Reapers gain no new weapon or armor proficiencies.
Skills: As Fighter
B.A.B. Full
Fort: Good
Reflex: Poor
Will: Poor
Hit Die: D10
Class Features
Brush Off (Ex): Keeping your opponents away is one of the primary teachings of the Flick Reaper - no sword can wound you if it cannot get close enough. Whenever you make an attack of opportunity against an opponent, the attack is also treated as a bull rush attempt, except that you do not enter the defender's square and make the attempt as part of your scythe attack, and are not pushed back five feet if you fail. You may only use Brush Off when weilding a scythe.
Bloody Blade (Ex): Starting at second level, as long as you have dealt ten or more points of slashing damage to a corporeal creature with blood or similar bodily fluid with your scythe this round, you may flick the blood off at an opponent within ten feet as a swift action that provokes attacks of opportunity. The opponent must make a Reflex save (DC 10 + class level + Dexterity modifier) or be blinded for 1d2 rounds. Creatures without eyes or other obvious visual sensory organs are immune to this ability.
At level 7, this ability no longer provokes attacks of opportunity.
Flick Away (Ex): Starting at fourth level, as a standard action, you may use your scythe to initiate a bull rush attempt - see Brush Off. You may only use Flick Away when weilding a scythe.
At 9th level, you may use Flick Away as a normal part of any melee attack with your scythe.
Reach of the Reaper (Ex): Starting at fifth level, you have learned how to use your scythe effectively without forcing yourself to be pinned next to an opponent. You may treat any scythe you weild as a 10ft reach weapon. You still threaten any foes adjacent to you.
For Whom the Bell Tolls (Ex): Fear can be a powerful weapon against the weak-willed and the weak-minded, and it is easy to inspire when one weilds Death's weapon. Sarting at sixth level, whenever you make a successful melee attack against a foe wearing Medium or Heavy armor with your scythe, a mournful, bell-like sound fills the air. The victim must make a Will save (DC 10 + Flick Reaper level + Cha modifier) or become Shaken. If they fail another Will save against one of your attacks, they become Frightened, and if they fail a third, Panicked. This is a sonic, mind-affecting ability.
Long Arm of Death (Ex): Starting at tenth level, your hard work has finally paid off, making you the unquestioned master of the battle near you. You may make an unlimited number of attacks of opportunity against foes you threaten while you weild a scythe. Furthermore, instead of using Brush Off, if you make an attack of opportunity on a foe attempting to leave your threatened space, you may make a opposed Strength check, as if you were making a bull rush attempt. If you succeed, you halt their movement and pull them five feet towards you.
D&D - Races
"Maybe this whole world's just a dream."
Edward Elric
"Imagine a race of flying, invisible, shapechanging spellcasters who have been at the intrigue game for longer than your race has existed and you'll have a pretty good idea of why I want to leave right now."
Escalla Brightflower, True Faerie
True Faerie
Let the elves and the dwarves and the humans bicker and fight over who was created when and how the universe was ordered. The Faerie know - because they were there. Not even the Fae know quite how the universe started - they simply know that they have recorded, and indeed still have living witnesses to - the birthings of gods, the endings of worlds, the formations of planes and the sundering and streatching of reality itself. Faerie history is too long and complicated to chronicle here - indeed, even their creation myths can take a keg of wine and a month of your time to tell - but it is enough to say that they are responsible for the Seelie Court, and nominally rule it - as much as anyone can rule that body - to this day.
The True Faeries are a curious people, at the same time cuttingly brilliant and sadly deluded. Millennia upon millennia of magical research has yielded them tremendous secrets of magic, and for a long while, the Faeries hid with their spells in demiplanes that were more illusion than reality, sinking themselves into their dream worlds. Now, cautiously, the Fae are emerging into the world again, to see that they may not be as mighty as they once thought. The tenacious efforts of the other mortal races have forced the Faerie to adapt, and now the fractioning Seelie Court is dissolving again into its component Clans - political intrigues in this new world ending what little harmony the ambitious Fae had.
Older Faeries have a disturbingly - chillingly - long-term view, planning tiny political dances and social maneuvers that can last hundreds of millenia to achieve status or some seemingly inconsequential goal. The politics among the clans are so utterly incomprehensible to mortal beings that even the famed Drow are put to shame by the true masters of intrigue. Younger Faeries - those only a few hundred years old, or perhaps younger - are just the opposite, hotheaded firebrands with no long-term view and no desire to aquire one. However, with emergence into mortal societies, the Fae are mellowing out - firebrands beginning to stop and think for the sake of their companions, and puppetmasters picking up the pace to take advantage of the shorter-lived races.
Alignment: The True Faeries tend towards chaos and lean slightly towards evil due to the self-serving nature of their society. There are far more self-interested nuetral than evil Fae, however, and a growing movement of good-aligned Faeries is gaining prominence in what is left of the Seelie Court, spearheaded by Clan Nightshade.
Racial Features
+6 Dex, +4 Int, +2 Cha, -6 Con, -6 Str, -2 Wis. The Faeries are small and physically weak and frail, with a tendency towards low self-control and recklessness. However, their tiny size makes them quick, and billions of years of learning, magic, and politics has bred into them intelligence and wit.
Tiny Fey (Humanoid) - A True Faerie is affected by any spell that would affect a humaoid or a fey.
Base Land Speed 5 ft, Fly Speed 20 ft (Perfect). The Faerie fly with four dragonfly-like wings.
Shapechange (Sp): Once per round as a standard action, the Faerie may change her shape to anything roughly her size and exactly her weight - including inanimate objects, or back again. She gains none of the abilities of her new form (including those that would be gained by virtue of material, such as Hardness from wood) and loses her ability to cast spells that contain somatic components unless the new form has all the appropriate appendages to do so. She retains all other extraordinary, supernatural, and spell-like abilities of her normal form, including her ability to speak. A Faerie who is slain while shapechanged reverts to her natural form, though she remains dead.
Invisibility (Sp): At will as a move action, the Faerie may make herself invisible as the spell (as cast by a 3rd level wizard). She may maintain this invisibility for only half an hour at a time, and must wait ten minutes between uses of this ability before she may use it again.
Charm Person (Sp): By spraying her victim with dust from her wings, the Faerie may affect one victim within melee range as if by a charm person spell (as cast by a 1st level wizard) once per day. Faeries are immune to the effects of Faerie dust, and the dust becomes impotent after a one round.
Magic-Bound: Spells are not merely a tool for the Fae, but a means of existence. A Faerie must have over one-half her character levels in a spellcasting class (for the purposes of this ability, a 'spellcasting class' is one that has access to spells or other signifigant form of magical power from first level) or suffer a 75% experience penalty. Prestige classes do not count against their levels in spellcasting classes so long as they have their own casting progression or they increase the level of one or more of their existing spellcasting classes at least once every two levels.
Level Adjustment +2
In a storm-shrouded stronghold in the Outlands, hidden away from all mortal and immortal eyes, lies a library known as the Athenaeum Nefarious, full of dark secrets carefully hoarded and guarded by its mistress, Illurien. The tempest that surrounds the library is liquid knowledge, secrets so horrible as to shred the minds of those exposed to it and leave them gibbering mad.
Illurien is obsessed with knowledge, both forbidden and benign. She seeks to know all, to hoard every secret into her library to pore over them and exalt in her knowing. And so it is that, occasionally, the mistress of the Athenaeum Nefarious has bred with mortals, to learn what it means to be with another - and to give birth to a child. Some of these children she kept, to learn what it might be to raise a child, and these are hopelessly insane. Some, however, were left with their fathers - the Illuriad, the children of Illurien.
Illuriad
Illuriad is an inherited template that may be added to any humanoid, monstrous humanoid, or dragon with an Intelligence of 6 or higher (hereafter referred to as the base creature).
An Illuriad uses the base creature's statistics and special abilities except where noted below.
Size and Type - The base creature's type changes to Outsider (Native, Water) and loses all other subtypes.
Speed - The base creature's land speed increases by 15 feet. This increase is supernatural in nature and does not function in an antimagic field, and may be surpressed by a dispel magic or similar effect for one round per caster level of the caster.
Armor Class - Unchanged
Special Attacks - Tempest Lash - Once a minute, the Illuriad may lash out with their own watery essence, sapping 1d6 points of Intelligence from their victim and dealing 1d4 bludgeoning damage. A Tempest Lash attack is a melee touch attack.
Storm of Thoughts - Once per day, the Illuriad may unleash their collected thoughts and memories into a psychic scream that lasts for one round per point of Intelligence modifier they possess. Creatures within 30 feet (except the Illuriad) that possess an Intelligence score must make a Will save (DC 10 + the Illuriad's Intelligence modifier) or be deafened and dazed while the scream continues. The Illuriad can take no other actions while screaming, but may end it at any time as an immediate action.
Special Qualities -
- Darkvision out to 60 feet.
- A +4 bonus against all mind-affecting abilities
- A +4 racial bonus on all Knowledge checks. Knowledge (Any, selected individually) is a class skill for all Illuriad. Illuriads are never illiterate.
- Illuriads gain a +2 bonus on saving throws vs. spells with the Water or Fire descriptors due to their stormy nature.
Abilities - Adjust ability scores as follows: Str -2, Dex +2, Con -4, Int +4, Wis +2
Skills - Illuriads gain skill points as an outsider and have skill points equal to (8+Int modifier) x (hit dice +3). Do not factor in class levels into this calculation - only racial hit dice are affected.
Challenge Rating - Unknown (help?)
Alignment - Usually nuetral (any)
Level Adjustment - +1 (+2?)
Appearence - The Illuriad looks a lot like the base creature, but is usually surrounded by a small storm. The tempest of water droplets is actually their collected thoughts and memories - those who actually drink the water can see flashes of the Illuriad's mind. Occasionally, an Illuriad takes after its mother, becoming a humanoid creature entirely composed of its own water droplets, forming organs and all other functions of the living body. When an Illuriad uses its Tempest Lash or its Storm of Thoughts, its body often shimmers into a watery form and the storm around it intensifies to a hurricane gale (no game effect).
When the other Gani who had been enslaved to the lich fled the underground for the world above, the Ganritho'Gani stayed underground. Happy and safe in the bowls of the earth, the Iron Souls began to explore, having no need for tunnels or digging. The most passive and friendly of elements when not roused, they struck up a good relationship with the dwarves and drow they encountered, a relationship that just barely keeps both sides from killing each other.
Now the Ganritho'Gani make their living working and mining metals, and a lucrative living it is. Not much in demand on the surface, those few who do appear are often impressive.
Appearence - Ganritho'Gani, like their kin, look like humans distorted with elemental and devlish traits. Iron horns, metallic limbs, steel teeth, and muscles enhanced with naturally-grown wires are all hallmarks of the Iron Souls. Many of them exude an aura of slight distortion on the air around them, and small metal objects shift as they move near.
Personality - Ganritho'Gani can be as unyielding as a steel file, breaking before they ever bend, but some are as flexible as hot metal. It depends on the individual, but most tend to be partially nuetral, clinging to the non-nuetral aspect of their alignment fiercely.
Religion - Ganritho'Gani, depending on alignment, tend to favor either Dwarven or Drow gods and goddesses. Whether or not the Dwarves or Drow like this arrangement is another matter entirely.
Racial Features
+2 Strength, +2 Constitution, -4 Dexterity. Ganritho'Gani are built like heavy blades - strong, tough, and slow.
Humanoid (Earth)
Medium. As medium creatures, Ganritho'Gani have no penalties or bonuses associated with their size.
Base Speed 20 feet. Ganritho'Gani cannot take the run action, but may still charge.
Meld into Earth (Ex) - The Ganritho'Gani may meld into any naturally-occuring deposit of metal, earth, or stone that is at least as large (but not as heavy) as he is. He does not need to breathe while melded into earth.
Magnetics (Su) - Each Iron Soul has his own personal semi-magnetic field that warps metals under his control. As a free action, once a round on his turn, he may declare to what use he is putting his field.
Attraction - The field attracts metal, giving the Ganritho'Gani a +1 Magnetic bonus to attack rolls against foes wearing metal armor or shields, and a -1 Magnetic penalty to armor class against foes weilding metal weapons.
Repulsion - Repulsing metal, this field gives the Iron Soul a +1 Magnetic bonus to armor class against foes using metal weapons, and a -1 Magnetic penalty to attack rolls while weilding a metal weapon.
Repulsor Blast (Su) - A Ganritho'Gani may make Disarm checks on metal weapons and shields within thirty feet of him. He rolls his Wisdom instead of his Strength on his check and neither side gains bonuses or penalties. This manuever still provokes attacks of opporunity from all foes that threaten the Ganritho'Gani and, if successful, throws the weapon or shield in question ten feet backwards from its owner.
Magnetic Armor (Su) - Using his magnetics, the Ganritho'Gani can collect a suit of small, metal objects, no individual object of which can weigh more than half a pound, to form a suit of natural armor on his body. As long as he maintains this suit of armor, he has a +2 armor bonus to his armor class. Collecting the objects takes at least a minute if they are all within ten feet of each other - longer otherwise.
Magnetostorm (Su) - To use this ability, the Ganritho'Gani must have his Magnetic Armor active on his body. Unleashing all of his magnetics at once, the Ganritho'Gani sends his Magnetic Armor into a storm of glittering fragments and deadly shrapnel, dealing 1d6 points of damage per two character levels (starting at level one) to all within ten feet. The use of this ability deactivates all of his Magnetic abilities for four rounds, rendering them useless. This ability may be activated once per day per four character levels (minimum one).
+2 on all Craft checks involving metal.
+2 Natural Armor bonus
Darkvision 60 feet.
Languages - Common, Terran. Bonus Languages: Aquan, Auran, Ignan, Celestial, Infernal.
Favored Class - Fighter
Level Adjustment: +1 (Tentative)
In the frozen north, newcomers carve their way into the tundra, shunting aside tribes of marauding goblins and enclaves of arctic elves. With a fury not visited upon the pure snow, they wage war savagely.
The Sathari'Gani are finally free, and woe be to those who will stand in the way of their conquest.
Like their twins to the south, the Faritha'Gani, the Sathari'Gani are creations of a powerful lich lord who had control over the elements. When the Faritha'Gani destroyed the lich lord, the Sathari'Gani were free to do as they wished. And what they wished to do was repay the world for letting them be enslaved.
The Sathari'Gani are not necessarily evil, but they are furious. Years of turning icy hearts to their hatred have made them unable to bear it any longer, and any who do not surrender to their rapid expansion are consumed by it without mercy or remorse. After they secure the tundras, who knows what will happen.
Personality - These days, most Sathari'Gani seem dangerous, always on the brink of rage. When calmed, they have a reserved, cold demeanor, and are slow to be roused to emotion. Even when furious, it's cold and detached - for them, revenge truly is a dish best served cold.
Religion - The Sathari'Gani typically embrace deities of cold, or else retribution. They do, however, hold a very pragmatic view of religion, and one will rarely find their churches in open conflict with each other.
Alignment - Sathari'Gani tend to be very lawful, with slight tendancies towards evil - especially mercilessness and ruthlessness.
Appearence - Sathari'Gani tend to resemble humanoid ice elementals, though no two look alike, and some have devlish or demonic traits as well. Fragile, crystalline wings (made of ice that does not allow them to fly), ever-foggy breath, blue skin, and a frosty touch are among the possibilities that a Sathari'Gani could possess.
Racial Features
+2 Wisdom, +2 Constitution, -2 Dexterity, -2 Strength. Sathari'Gani are patient planners who can take their fair share of hits, but the frigid nature of their bodies leave them severely lacking in mobility.
Humanoid (Cold). Sathari'Gani take no damage from cold and take half-again as much damage from fire.
Medium. As medium creatures, Sathari'Gani have no penalites or bonuses associated with their size.
Base Land Speed 30
Coldhearted (Ex) - Sarathi'Gani blood is nearly frozen, their veins thick with ice. They are immune to Constution and bleeding damage as long as the surrounding temperature is below 70 degrees farenheit. Above that, their blood begins to thaw, allowing them to bleed as their blood flows.
Icewalking (Ex) - Sarathi'Gani never need to make balance checks associated with slippery surfaces such as ice or grease.
Ice Shaping (Su) - As a full-round action that provokes attacks of opportunity, a Sarathi'Gani may call upon his influence over ice and snow to draw forth a weapon from the ice. There must be ice and/or snow of sufficient mass to create the weapon, which may be any melee weapon with which the Sarathi'Gani is proficient. A nonmasterwork variety of the weapon, sized for a medium creature, is created in the Sarathi'Gani's hand. Treat the weapon as being made of steel. Weapons created this way last until they melt.
Tundra's Touch (Su) - The Sarathi'Gani cannot learn, cast, or use any spell or item that has the fire descriptor or that deals fire damage. Spells and items they use or cast that deal cold damage deal an additional 1d6 points of cold damage per level of the spell or caster level of the item.
Languages - Common, Aquan. Bonus Languages - Infernal, Celestial, Ignan, Terran, Auran.
Favored Class - Rogue (some DMs may wish to use Scout, if they possess the Complete Adventurer).
Level Adjustment +1
The Faritha'Gani are a new race to the playing field of the world, one that, until recently, was enslaved. But, as they are wont to do, they exploded onto the scene, commanding the attention of the world at large immediately.
No one, not even the Faritha'Gani, quite know their own origins. Rumor abounds, of course, and theories fly everywhere - they are descended from solaminths, they are a new breed of elemental, they are possessed humanoids - but none can prove their theory. What is known is for the last three thousand years the Faritha'Gani were slaves to a powerful lich who commanded the elements with grace and skill rarely seen among wizards. The Faritha'Gani chafed under the lich's restrictions, but were bound by spell and contract to the volcanic homes he had given them.
The lich had his own undoing, however, when he taught the first few Faritha'Gani magic. After learning the arts of destruction, they hunted down his phylacteries and seared them from the world, forcing their bony master into his final grave at last with a mighty duel of magic.
Now free, the Faritha'Gani do whatever they want, mostly because they can. Short-lived, fiery, and very much a representation of the element they are so in tune with, it remains to be seen what effect they will have on the world that they walk, but whatever the case is, it is sure to be remembered forever.
Appearence - Compared to humans, Faritha'Gani are even more individualistic, no two of them being even remotely alike. Their eyes run colors from the blue of the hottest flame to an intense orange, and their hair tends to be in various shades of flame. Many have traits reminescent of fire elementals or devils, including cloven feet, burning hair, smoky breath, and even whole limbs and digits composed of elemental flame.
Alignment - The Faritha'Gani do not have an alignment that they tend to as a race, but they are extremists. Nuetral Faritha'Gani are not only rare, they are very near to impossible to find. The Burning Souls find a stance and defend it with a flaming passion.
Racial Features
+2 Intelligenge, +2 Charisma, -2 Constitution, -2 Wisdom. The Faritha'Gani have quick minds and think and live with a passion that often draws others into their wake, but their souls and blood burn too brightly for their bodies to handle and it is a rare occasion when one actually thinks a plan of action through.
Humanoid (Fire): Faritha'Gani are immune to fire and take half-again as much damage from cold.
Medium. As medium creatures, Faritha'Gani have no penalties or bonuses associated with their size.
Base Speed 30
Immolate (Su): The Faritha'Gani always burns just below the surface, and it is easy for them to unleash the fire within, wreathing their entire body in flames. As an immediate action, the Faritha'Gani may burst into flames, dealing 1d6 points of damage to anyone striking her with a nonreach melee weapon or who is in a grapple with her. Nonmetal equipment worn or held by the Faritha'Gani takes this damage as well, and may ignite as per normal rules for fire.
Boiling Blood (Su): The average body temperature of a Faritha'Gani is far, far higher than any human's, much to their enemies' dismay. An opponent who strikes a Faritha'Gani in melee with a nonreach slashing weapon or attack takes 1d6 points of fire damage as the boiling-hot blood sears their skin. If a Faritha'Gani wishes, she may coat her melee weapon in the blood for a single round, provided it deals piercing or slashing damage, dealing an additional 1d6 points of fire damage with it, though the action deals her 1d4 points of damage.
Burning Potence (Su) - When preparing or casting fire spells with metamagic feats, the spell slot used is one lower than it would normally be for a Faritha'Gani.
Sunfire Wrath (Su): The Faritha'Gani may never learn, cast, or use items or spells with the cold descriptor or that deal cold damage. When using or casting items or spells that deal fire damage, the Faritha'Gani deals an additional 1d6 points of damage per level of the spell in addition to the spell's other effects.
+2 Racial Bonus on all Craft checks involving fire.
+2 Racial Bonus on Knowledge (The Planes [Fire Elemental]) and Knowledge (The Planes [The Nine Hells]) checks. Those skills are considered class skills for all Faritha'Gani characters.
Smoldering (Su): A Faritha'Gani may choose to shed light as a lantern.
Languages - Common, Ignan. Bonus Languages: Celestial, Infernal, Terran, Aquan, Auran.
Favored Class: Sorcerer
Level Adjustment: +1
Among the flighty enclave of the elves, the Navarri'Gani make their laughing homes. Beings of air, the Storm Souls were some of the first to take advantage of their new freedom when their fiery brothers destroyed their former lich master and are certainly the most fiercely attached to it. Now closely allied with the elven nations, they act as tempests wherever they go, calling the storms with them.
Appearence - Navarri'Gani seem very stormy in their appearence, as well as thin and slender. Their hair darkens and lightens with teh sky, or they may trail feathers that fall from nowhere. They may have vestigial talons, but most often it seems as if parts of their bodies simply dissapear, becoming wind itself.
Personality - Life is a joyride and the Navarri'Gani are along for the ride. They are almost all Chaotic in alignment.
Religion - Navarri'Gani tend not to have a religion. Or, rather, they have far too many, worshipping whatever god, goddess, nature spirit, powerful elemental, farmboy, archmage, tomcat, etc. that catches their fancy and discarding them just as quickly.
Racial Features
+2 Dexterity, +2 Charisma, -2 Strength, -2 Intelligence. The Storm Souls are graceful of both tongue and body, but somewhat weak and, pardon the pun, total airheads.
Humanoid (Air)
Medium. As Medium Creatures, Navarri'Gani have no penalty or bonus associated with size.
Base Speed 30ft
Stormlord's Grace (Su) - Navarri'Gani are always surrounded by a cushioning pocket of wind that gives them a +2 circumstance bonus to armor class vs. missle weapons and functions as a constant feather fall.
Hurricane Wall (Sp) - Once per day per four character levels (starting at first) the Storm Soul may intensify his cushion of wind to a Wind Wall effect for a number of rounds equal to his Charisma modifier. The wall completely surrounds the Navarri'Gani.
Shrieking Gale (Su) - Once per day per four character levels (starting at level one) the Storm Lord may unleash a shrieking gale, drowning out all sound within twenty feet but its horrible wail. Verbal communication is utterly impossible within the area or into the area, and spells with verbal components cast into it have a 50% chance to fail. Bardsong and similar abilities that require sound are utterly negated, though sound-based damage can still be inflicted. The Shrieking Gale lasts for a number of rounds equal to the Storm Soul's Charisma modifier or until he dismisses it.
Carried on the Wind (Su) - Whenever the Storm Soul wishes it, her sonic abilities may have extra range or area by being carried on the wind. The areas and ranges of all sonic abilities the Storm Soul possesses increases by five feet per four character levels, starting at level one. The Storm Soul may voluntarily reduce this bonus to as small as the spell's normal range/area.
Storm Calling (Sp) - Once per week, the Storm Soul may gather all of his windlore and sing a song to the wind. This is a complex action that provokes attacks of opportunity each round and is performed over ten minutes, and functions identically to a Control Weather spell, except that it can only produce storms of the type appropriate to the environment.
+1 Dodge bonus to armor class
+2 on Jump and Tumble checks.
+2 on all Perform (Sing), Perform (Woodwind), Perform (Brass) and Perform (Oratory) checks.
+1 on all ranged attack rolls.
Languages - Common, Auran. Bonus Languages - Celestial, Infernal, Aquan, Ignan, Terran.
Favored Class - Bard.
Level Adjustment - +1
About the Creature I made this in a burst of inspiration/boredom the other day. The Arcadian Rebel is designed to be an exotic player race and is very, very closely related to the Arcadian Avenger (MM5).
Arcadia is not a realm for individuality, and the vast legions of its Avengers even less so. But even in the harmony of the Peaceable Kingdom of Arcadia, there are some cursed to be different.
These misfits often seem like normal Arcadian Avengers at first. Perhaps their creation was simply flawed, or their connection to the forces of law has been weakened. A few are born in touch with an inherantly chaotic force - such as the Primal Music - and are merely victims of the whims of fate.
Some manage to exist normally, if not happily, in the society of their fellow Avengers, never voicing their doubts and opinions. The vast majority of these unfortunates, however, cannot contain their differences, and are cast out of the perfection of Arcadia into the material plane.
The fall to the earth of the Material from the lofty heights of their heaven is long and painful, and in a merciless gesture of punishment, the powers they once served strip the Avenger's angelic nature from them. Their eyes fade to blue, their skin turns the color of a mortal human, and her wings transform to hard, unforgiving steel, never again to grant her the blessing of flight. In the fall, their armor sheds from their body, leaving them to crash to the earth naked, alone, and disgraced.
Many of these fallen Avengers - these Rebels - become quite embittered towards law and order after that, willingly and wholly embracing chaos. Whether such Rebels turn to good or evil is entirely dependant on their interactions with mortals. A rare few seek redemption, collecting the lost fragments of their armor and working to further Law on the Material plane in hopes of reclaiming their heavenly home.
An Arcadian Rebel who breeds with a mortal gives birth to an Aasimar two years later.
Racial Features
+6 Strength, +4 Dexterity, +6 Constitution, +2 Wisdom, +2 Charisma. Arcadian Rebels retain the same physical and mental strength as their former sisters.
Medium - As medium creatures, Arcadian Rebels have no penalties or bonuses associated with their size.
Outsider (Native, Chaotic) - An Arcadian Rebel is an Outsider native to whatever plane it was banished to, and the rejection of Arcadia leaves Chaos' mark on them. Avengers do not need to eat, drink, or sleep, and may be raised or ressurected if slain on their chosen Material.
Aligned Strike (Chaotic) - An Arcadian Rebel's natural weapons and any weapon it weilds are considered Chaotic for the purposes of determining damage reduction.
Darkvision 60ft
Natural Armor +4 - As long as the Arcadian Rebel is not flat-footed, she may use her steel wings to provide a +4 natural armor bonus to her Armor Class.
Steelwings - An Arcadian Rebel has large wings of steel covered in dagger-like feathers. While they render her incapable of flight, they do serve as a secondary natural attack that deals 1d8+1/2 of the Rebel's strength modifier of slashing damage. Once every other round, she may flap her wings strongly, creating a 10ft cone of dagger-like feathers that deals a number of d4 equal to the Rebel's base attack bonus of slashing damage. Attacking in this manner is a standard action.
Curse of Arcadia - Whenever an alignment-based spell or ability affects a particular alignment in a negative fashion (Such as Smite Evil or Magic Circle Against Law), that spell affects the Arcadian Rebel as though she were that alignment. She still detects as whatever alignment she actually is.
Legion Training - Arcadian Rebels are automatically proficient in Longswords and gain Two-Weapon Fighting as a bonus feat.
Favored Class - Barbarian. Many Rebels are filled with fury and rage over what has been done to them, and it leads naturally into the Barbarian's path.
Level Adjustment: +3
Soulless
"It's like...imagine someone asking, 'what is it like to be you?' and the only answer you can give them is, 'I don't know. I'm not me anymore.' It isn't like a hollow feeling - it's like no feeling at all. It's like the thing that makes you you is gone, scattered to dust, but it isn't even like that, because you can't feel its absence or anything else. It's like everything dries up but two things - a single, overwhelming purpose, and the need - the cold, emotionless need - to reclaim yourself." - Marla Vain, former Soulless
Though an evil baron torments the villagers and starve them with taxes, they don't call him soulless. No, they have seen soulless - soulless is their mayor, who was dragged away by the baron's wizards. He came back to them a week later, not a broken man, but not a man at all. He didn't smile, nor did he frown. He never raised his voice. He never got sad or angry or happy. When the priest spoke to him, he came back to the villagers muttering that there was no justice left in the world. And now all he cares about are the laws, and nothing - not pleading, not bribes, not threats - can stop him from enforcing them.
Creating a Soulless
Soulless is an aquired template which may be applied to any corporeal creature with Intelligence, Wisdom, and Charisma of at least three that has an alignment, hereafter referred to as the base creature.
Size and Type: The creature loses any alignment-based subtypes and gains the Augmented subtype. Size is unchanged. However, most people who look at the soulless get a feeling that they are smaller - like they aren't quite there somehow. This has no mechanical effect.
Speed: Speed is unchanged, but, again, there is a perception that the soulless isn't really there. Thus, most people don't really percieve them as moving so much as they believe them to manifest from one place to another. Looking twice always corrects the delusion - for the moment. This has no mechanical effect.
Armor Class: Unchanged.
Alignment: Soulless actually have alignments, but these are less attributes of the soul for them than they are patterns of behavior. Soulless retain any divine casting levels and any divinely granted supernatural abilities as long as they continue to act in accordance to their alignment. A soulless barely detects as their alignment, to the point where those trying to determine their alignment doubt its existence.
Special Attacks: Empty Stare (Ex): Those meeting the soulless's eyes are unnerved by the sheer emptiness they find within them. The brighter and hotter their own souls are, the harder it is not to be unnerved. Any creature looking the soulless in the eyes (treat this as a gaze attack) must succeed at a Will save (DC = 10 + 1/2 the soulless's hit dice + victim's Charisma modifier) or take a -2 penalty to all attack rolls, skill checks, saving throws and ability checks for the duration of the encounter. Those who succeed gain a cumulative +1 bonus on their next save vs. the effect which dissapears at the end of the encounter. This is a mind-affecting ability.
Special Qualities: Soulless (Ex): A soulless is immune to all mind-affecting abilities - they find no purchase upon him. Furthermore, he is immune to charisma damage and drain.
One True Purpose (Ex): A soulless has only one drive left. This might be to uphold the tenants of their faith, save children from disaster, or murder anyone who says a certain word, but they cling to one part of their former life and it defines them. They get a +2 bonus on all die rolls involved in fufilling this purpose, or against anything that tries to prevent them from fufilling it. This bonus persists even if they lose this template - they remember the strength that purpose gave them, and feel that strength even after they regain themselves.
Abilities: Adjust from base creature as follows: Intelligence +4, Wisdom +2, Charisma -6. These adjustments override any bonuses to those three statistics from other templates - that is, they take the place of them. If the soulless ever loses this template, the adjustments stay, but they stack with (instead of override) other adjustments.
D&D - Prestige Classes
Pelorian Crusader
"No rest for the wicked."
When one thinks of a knight, one usually imagines a shining figure resplendant in plate armor, riding to the rescue upon a raging battlefield. One rarely conceptualizes a haggard, worn woman in rusty chain, barely able to hold the weight of her own sword. And yet, this image is exactly what the Pelorian Crusaders are - looks are deceiving.
Many dismiss Pelorian Crusaders as incompetants or down-on-their-luck sellswords at first sight, but these men and women are fanatics of the highest order, swearing off both sleep and rest until their ceaseless mission is at an end - to purge evil from the world with Pelor's blinding light. They are instantly recognizable to anyone familiar with them from their haggard, exhausted look - one that comes from months and even decades (centuries in the case of some elves) without sleep as they crusade endlessly against evil.
Members of all classes can become Pelorian Crusaders, but fighters, crusaders, knights, samurai, paladins, rangers, and rogues are the most common candidates.
Requirements
Alignment: Any Good
B.A.B.: +5
Skills: Concentration 4 ranks, Knowledge (Religion) 4 ranks
Feats: Endurance, Iron Will
Patron Deity: Pelor
Special: Must undergo the Trial of the Sleepless and be judged worth by the Crusaders.
Special: Must be able to suffer Exhaustion through sleep deprivation.
Class Features
Hit Die: D10
B.A.B: Good
Fortitude: Good
Reflex: Poor
Will: Good
Class Skills: Autohypnosis (Wis), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Military Tactics / Religion) (Int), Profession (Wis), Ride (Dex), and Sense Motive (Wis)
Skill points per level: 2+intelligence modifier
Oath of Restlessness (Ex): Upon entering this prestige class, the Pelorian Crusader swears never to sleep nor rest until evil is purged from the world. She may force her body not to sleep, no matter how exhausted she gets (and indeed must, for failure to keep this oath under any but involuntary circumstances results in the loss of all class features for 24 hours) and is treated as exhausted as long as she is upholding this oath. However, the strength of her convictions, as well as special training from her fellow Crusaders, grants her a +4 morale bonus to Will saves and a +2 competance bonus to melee attack rolls. She is immune to sleep effects, magical or otherwise.
No Excuses (Ex): Physical exhaustion is no reason to slack in the Pelorian Crusader's duty - no matter how tired she gets, she may move at her full normal speed and take her normal number of actions (subject to normal encumbrence rules and armor). This ability cancels the effects of any Slow effects that would otherwise affect the Crusader - they simply shrug off the hindering magic like they shrug off their exhaustion.
At first level, the Pelorian Crusader gains a +1 enhancement bonus to Strength and Dexterity while exhausted. This bonus increases every level, until it maxes out at +10 at tenth level.
Holy Strike (Su): Starting at level two, once per encounter, the Pelorian Crusader may channel the Sunlord's vengeful light into a melee attack. By declaring her intent and making a normal melee attack, a Crusader may perform a holy strike. If she hits, it deals an additional 1d6 +1 per Pelorian Crusader level of damage to the victim that results from divine origin. If she misses, the holy strike is wasted. She may use this ability an additional time per encounter for every two levels after 2nd (2/encounter at 4th, 3/encounter at 6th, and so on).
Walk it Off (Ex): The Pelorain Crusader isn't about to let wounds and diseases stop her from her duty, and her body, like it or not, is forced to cooperate. Starting at 3rd level, she benefits from natural healing (within normal time frames), regardless of whether or not she has rested. Additionally, the Pelorian Crusader gains a +4 sacred bonus on saving throws versus poison and disease.
Die Harder (Ex): Mortal wounds and blood loss are no reason to take a breather - at 4th level, the Pelorian Crusader gains Diehard as a bonus feat, even if she doesn't meet the prerequisites. Unlike the normal version of the feat, she continues to fight without penalty until she dies.
No Rest for the Wicked (Su): Starting at 7th level, the blessing of Pelor forces evil to make the same sacrifice as his Crusaders. Any evil being that comes within 30 feet of the Pelorian Crusader must make a Will save (DC = 10 + class level + Crusader's charisma modifier) or have the energy sapped from them, becoming exhausted and unable to sleep for one day per character level of the Pelorian Crusader. The affected being may make a new save once every 24 hours. A being that makes its save cannot be affected by that Crusader's aura for another 24 hours.
Crusader Strike (Su): Also at 7th level, the Pelorian Crusader can chain multiple holy strikes together into a shining display of righteous fury. Every holy strike she lands on a creature deals an additional 1d6 points of damage for each other holy strike inflicted on that creature in that round (so the first strike deals 1d6 + Crusader level, the second does 2d6 + Crusader level, the third 3d6 plus Crusader level, and so on).
Dead on your Feet (Ex): So great is the Pelorian Crusader's fanatacism in keeping her oath that she tries to even deny herself the rest of death. Starting at level 8, she is considered dead at -20 H.P., not -10, and her Die Harder feature continues to function normally until she reaches -20. Additionally, the Pelorian Crusader becomes immune to magical death effects.
Sleep is for the Weak (Ex): Starting at level 9, the Pelorian Crusader forces her body to cooperate with her utterly, sleep or no sleep, rendering her immune to damage or drain to her Strength and Dexterity scores. Her body still yearns for sleep - she just denies it.
Wrath Unending (Su): At 10th level, once per day, the Pelorian Crusader can become a direct conduit for Pelor's vengeful light. Once per day, as a full round action, she may declare any creature in melee range the target of her Wrath Unending (activating this ability uses up all her Holy Strikes for the encounter). She makes a full attack against that creature, with each blow being a holy strike (subject to her Crusader Strike ability as normal), but when she runs out of normal attacks, she continues making holy strikes against that creature at her lowest base attack bonus until she misses. Once she does, the flood of energy leaves her too exhausted to continue, forcing her to pass out and sleep soundly for 1d6 hours, during which she cannot be awoken by anything less than divine intervention.
The following classes are related and will have a more extensive flavor writeup later.
Two combatants walk onto the arena floor, Kithvok the Bloody - arena champion and raging berserker - and a newcomer. The money flew as the bets mounted, the smart putting their money on the barbarian, the desperate on his opponent, a slender man in a tattered black cloak, face hidden under the hood, leaning heavily on his scythe. The match begins, and Kithvok charges, screaming wrath as the foam begins to spray from his mouth -
Only to be hurled back. The newcomer steps forward and to the side, catching the barbarian with his scythe and hurling the rager almost thirty feet. Rolling up, Kithvok comes at him again - only to be repelled by a savage swing.
The fight goes badly for the arena champion from there. Cut up, ragged, wounded, the hate dead in him, he charges one last time, and is knocked back by a blow to the chest that sprawls him on the ground.
"Pest," is the last word he hears before cold steel claims him.
Flick Reaper
Requirements:
B.A.B. +8
Skills: Craft (Weaponsmithing) 6 ranks
Feats: Weapon Focus (Scythe), Improved Critical (Scythe), Power Attack, Improved Bull Rush, Hold the Line
Special: Must handcraft their own Masterwork Scythe and present it for testing before a Master Reaper
Weapon and Armor Proficiencies: Flick Reapers gain no new weapon or armor proficiencies.
Skills: As Fighter
B.A.B. Full
Fort: Good
Reflex: Poor
Will: Poor
Hit Die: D10
Class Features
Brush Off (Ex): Keeping your opponents away is one of the primary teachings of the Flick Reaper - no sword can wound you if it cannot get close enough. Whenever you make an attack of opportunity against an opponent, the attack is also treated as a bull rush attempt, except that you do not enter the defender's square and make the attempt as part of your scythe attack, and are not pushed back five feet if you fail. You may only use Brush Off when weilding a scythe.
Bloody Blade (Ex): Starting at second level, as long as you have dealt ten or more points of slashing damage to a corporeal creature with blood or similar bodily fluid with your scythe this round, you may flick the blood off at an opponent within ten feet as a swift action that provokes attacks of opportunity. The opponent must make a Reflex save (DC 10 + class level + Dexterity modifier) or be blinded for 1d2 rounds. Creatures without eyes or other obvious visual sensory organs are immune to this ability.
At level 7, this ability no longer provokes attacks of opportunity.
Flick Away (Ex): Starting at fourth level, as a standard action, you may use your scythe to initiate a bull rush attempt - see Brush Off. You may only use Flick Away when weilding a scythe.
At 9th level, you may use Flick Away as a normal part of any melee attack with your scythe.
Reach of the Reaper (Ex): Starting at fifth level, you have learned how to use your scythe effectively without forcing yourself to be pinned next to an opponent. You may treat any scythe you weild as a 10ft reach weapon. You still threaten any foes adjacent to you.
For Whom the Bell Tolls (Ex): Fear can be a powerful weapon against the weak-willed and the weak-minded, and it is easy to inspire when one weilds Death's weapon. Sarting at sixth level, whenever you make a successful melee attack against a foe wearing Medium or Heavy armor with your scythe, a mournful, bell-like sound fills the air. The victim must make a Will save (DC 10 + Flick Reaper level + Cha modifier) or become Shaken. If they fail another Will save against one of your attacks, they become Frightened, and if they fail a third, Panicked. This is a sonic, mind-affecting ability.
Long Arm of Death (Ex): Starting at tenth level, your hard work has finally paid off, making you the unquestioned master of the battle near you. You may make an unlimited number of attacks of opportunity against foes you threaten while you weild a scythe. Furthermore, instead of using Brush Off, if you make an attack of opportunity on a foe attempting to leave your threatened space, you may make a opposed Strength check, as if you were making a bull rush attempt. If you succeed, you halt their movement and pull them five feet towards you.