Character Creation
-Generating Ability Scores-
-The Zero Level-
-Leveling Up-
Generating Ability Scores
The first step in creating a character is to generate your ability scores. Abilities in T.5 are generated using a standard 28 point buy system, with one exception—no ability score can begin higher than a 16 (before applying racial modifiers). The reason for this is that G6 characters aren’t the superhumans seen in other games, and almost no beginning adventurer has already reached the pinnacle of human capability.
All ability scores begin at 8, and may be increased by spending a number of points equal to the point cost of the desired score. The ability scores and their corresponding point cost are shown on Table 1-1: Ability Score Costs.
Table 1-1: Ability Score Costs
{table=head]
Score|
Cost
8|
0
9|
1
10|
2
11|
3
12|
4
13|
5
14|
6
15|
8
16|
10
[/table]
At the GMs discretion, the following variants may be used in place of the standard point buy:
Variable Point Buy: Like standard point buy, only your point buy is determined by 21+2d6.
Random Generation: Roll 4d6 for each ability score, eliminate the lowest result, and arrange the scores as you desire. Scores of 17+ should be re-rolled.
The Zero Level
Everyone has heard about the 6th level expert blacksmith or the 5th level town mayor. Occasionally they pop up in a campaign, and this begs an important question: since these people are tougher and more competent in combat than your typical 1st or 2nd level Player Character, why don’t they solve their problems themselves?
Additionally, where do adventurers begin? People aren’t born wizards, and don’t suddenly spring into being as fully trained marshals. Why don’t Player Characters have this transition stage?
Well, now they can. Welcome to the Zero Level, the second step in creating a G6 character. A character with no class levels is treated as being 0th level. A 0th level character has everything needed to function, but no class abilities. A character with character classes receives the benefits of being 0th level along with the benefits of his or her class.
The 0th Level Character
Hit Points: A 0th level character receives a number of Hit Points equal to her Constitution score.
Skill Points: (4 + Int Modifier) x3
*No single skill may have more than 3 ranks.
*All skills are treated as class skills for all classes.
Table 1-2: The 0th Level Character
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|+0
|+0
|+0
|+0
| Bonus Feats[/table]
Weapon and Armor Proficiency: 0th level characters are proficient with all simple weapons.
Bonus Feat: The 0th level character gains two bonus feats, provided she meets the prerequisites for each.
*****
Languages
All characters know how to speak Common. A dwarf, elf, gnome, half-elf, half-orc, or halfling also speaks a racial language, as appropriate. A character who has an Intelligence bonus at 1st level speaks other languages as well, one extra language per point of Intelligence bonus as a starting character.
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Racial Profiles
HUMANS
• Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
• Human base land speed is 30 feet.
• 3 extra skill points at 0th level and 1 extra skill point at each additional level.
• +2 racial bonus to any two skills, chosen at character creation.
• Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic).
DWARVES
• Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size.
• Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
• Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.
• Stability: A dwarf 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).
• +1 racial bonus on Fortitude saves.
• +2 racial bonus on saving throws against spells and spell-like effects.
• Automatic Languages: Common and Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
ELVES
• Medium: As Medium creatures, elves have no special bonuses or penalties due to their size.
• Elf base land speed is 30 feet.
• Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
• Superior Low-Light Vision: An elf can see four times as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
• +1 racial bonus on Reflex saves.
• +2 racial bonus on Listen, Search, and Spot checks.
• Automatic Languages: Common and Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
GNOMES
• Small: As a Small creature, a gnome gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.
• Gnome base land speed is 20 feet.
• Low-Light Vision: A gnome can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
• +1 Racial bonus on Fortitude saves and Reflex saves.
• +2 racial bonus on Listen checks.
• Automatic Languages: Common and Gnome. Bonus Languages: Draconic, Dwarven, Elven, Giant, Goblin, and Orc.
HALF-ELVES
• Medium: As Medium creatures, half-elves have no special bonuses or penalties due to their size.
• Half-elf base land speed is 30 feet.
• Immunity to sleep spells and similar magical effects, and a +2 racial bonus on saving throws against enchantment spells or effects.
• Low-Light Vision: A half-elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
• +1 racial bonus on Listen, Search, and Spot checks.
• +2 racial bonus on Diplomacy and Gather Information checks.
• Elven Blood: For all effects related to race, a half-elf is considered an elf.
• Automatic Languages: Common and Elven. Bonus Languages: Any (other than secret languages, such as Druidic).
HALF-ORCS
• Medium: As Medium creatures, half-orcs have no special bonuses or penalties due to their size.
• Half-orc base land speed is 30 feet.
• Darkvision: Half-orcs (and orcs) can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and half-orcs can function just fine with no light at all.
• +1 racial bonus on Strength checks.
• +2 racial bonus on Intimidate checks.
• Orc Blood: For all effects related to race, a half-orc is considered an orc.
• Automatic Languages: Common and Orc. Bonus Languages: Draconic, Giant, Gnoll, Goblin.
HALFLINGS
• Small: As a Small creature, a halfling 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 humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.
• Halfling base land speed is 20 feet.
• +2 racial bonus on Climb, Jump, and Move Silently checks.
• +1 racial bonus on all saving throws.
• +2 morale bonus on saving throws against fear: This bonus stacks with the halfling’s +1 bonus on saving throws in general.
• +2 racial bonus on Listen checks.
• Automatic Languages: Common and Halfling. Bonus Languages: Dwarven, Elven, Gnome, Goblin, and Orc.
*****
The Class
In T.5 there is only 1 class, it is highly generic, you use feats to costomize the class to what you see fit. Everyone ends up with the same chances, Depending on how they use their 0 level and how each level after that what feats they choose to learn. The object of this purging of class features in favor of even more powerful feats is both balance, and the give a feel of realism. So, here is the class.
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The CLASS
HP 6
{table=head]
Level|
Base Attack<br>Bonus|
Fort Save|
Ref Save|
Will Save|
Special
1st|
+0
|
+x
|
+x
|
+x
|Bonus Feat, Advance Feat Step
2nd|
+1
|
+x
|
+x
|
+x
|Bonus Feat
3rd|
+2
|
+x
|
+x
|
+x
|Advance Feat Step
4th|
+3
|
+x
|
+x
|
+x
|Bonus Feat
5th|
+3
|
+x
|
+x
|
+x
|Advance Feat Step
6th|
+4
|
+x
|
+x
|
+x
|Bonus Feat
7th|
+5
|
+x
|
+x
|
+x
|Advance Feat Step
8th|
+6/+1
|
+x
|
+x
|
+x
|Bonus Feat
9th|
+6/+1
|
+x
|
+x
|
+x
|Advance Feat Step
10th|
+7/+2
|
+x
|
+x
|
+x
|Bonus Feat
11th|
+8/+3
|
+x
|
+x
|
+x
|Advance Feat Step
12th|
+9/+4
|
+x
|
+x
|
+x
|Bonus Feat
13th|
+9/+4
|
+x
|
+x
|
+x
|Advance Feat Step
14th|
+10/+5
|
+x
|
+x
|
+x
|Bonus Feat
15th|
+11/+6/+1
|
+x
|
+x
|
+x
|Advance Feat Step
16th|
+12/+7/+2
|
+x
|
+x
|
+x
|Bonus Feat
17th|
+12/+7/+2
|
+x
|
+x
|
+x
|Advance Feat Step
18th|
+13/+8/+3
|
+x
|
+x
|
+x
|Bonus Feat
19th|
+14/+9/+4
|
+x
|
+x
|
+x
|Advance Feat Step
20th|
+15/+10/+5
|
+x
|
+x
|
+x
|Bonus Feat, Bonus Feat[/table]
Skills: You may choose 10 skills of your choice when gaining your first level.
Skills points are 4+INTx4 at first level.
Saves: Choose two good save progessions and one poor one.
As a bonus feat, you may choose any feat you meet the Prerequites for.
Advance Feat step, allows you to gain the next teir of your feats. when you gain a feat you only have Step I of that feat.
Feats:
Every feat has 4 teirs, you gain the first teir automanticly when selecting the feat. each feat you have advances a teir when you gain the Advance Feat Step class feature of your class. Some feats have describtors, this may have an effect of the abilities of the feat.
Designing a Feat
Feats follow the following formula:
[Feat Name]
Prerequisites:
I: The Stage I ability, this is gained when you take the feat. Stage I abilities are static benefits, or unlimited use abilities.
II: The Stage II ability, gained at first advancement. Stage II abilities are usable once per encounter, but usually have some power to back this limited use up.
III: The Stage III ability, gained at second advancement. Stage III abilities are static benefits, or unlimited use abilities.
IV: The Stage IV ability, gained at thrid advancement. Stage IV abilities are usable once per encounter, but are usually extremely potent.
Example Feats:
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Shield Specialization
Prerequisites: Dextery or Strength 14
Benefits:
I: The Armor Penalty on all shields you are proficient with is reduced by 3. It is impossible to reduce the Armor Penalty over 0. In addition, if you are a Fighter or a Marshal, you may select one type of shield from the following list: buckler, heavy or light. When using a shield of the appropriate type, you increase its shield bonus to AC by 1.
II: Once per encounter, as a swift action, you can add 1/2 your DEX or STR modifier, rounded down, to the shield bonus AC. This effect lasts for a number of rounds equal to the modifier (DEX or STR) selected to increase the shield bonus + 1 and stacks with the Stage I use of the Shield Specialization feat. If you are a Fighter or a Marshal, the number of rounds is increased by 2.
III: When using a shield the shield bonus it grants to AC is increased by 2. This stacks with the Stage I use of the Shield Specialization feat. Additionally, if you hit an opponent with your shield on a Charge, you may make a Bull Rush, Disarm or Trip attack without provoking attacks of opportunity, and the defender does not get to try Disarm or Trip you in return.
IV: Once per encounter you can make two free extra attacks with your shield on a full-attack or charge. In addition to any damage caused by your shield, you add +4d4, and the target hit by at least one of the shield’s attack needs to make a Fortitude saving throw (DC 10 + 1/2 your character level + 1/2 the damage suffered from the shield 4d4 extra damage) or be Dazed for 2 rounds.
Drunken Mastery
Prerequisite: Chi Magic
Benefit:
Stage I: Your Dodge AC increases by +1 from your bobbing and weaving as if you where drunk.
Stage II: 1/encounter you may use any mundane item other then a weapon, this attack deals 4D6 subdue damage.
Stage III: You do not loose your Dex to AC even when Flat-Footed, this negates sneak attacks. Only when you unconsciousness are you deaned your dex.
Stage IV: 1/encounter you may use 1 pint of alcohol and a source of fire, to produce a breath weapon, it deals 6D6 damage. Ref save is 12+wisdom Modifier.
Iron Mountain
Prerequisite: Chi Magic
Benefit:
Stage I: You may use up to Medium armor and retain your monk abilities, you also gain profiency in both light and medium armor.
Stage II: 1/encounter you may use a move action to gain +4 to fortitude saves. This lasts till the beginning of your next turn.
Stage III: You may use fortitude save in the place of a reflex save.
Stage IV: 1/encounter you may attempt a fortitude save to take 1/2 damage. On any physical attack, this save is DC 10 + damage taken.
Jiu-Jitsu
Prerequisite: -
Benefit:
Stage I: You may attempt a grapple check without invoking an attack of opportunity. In addition, you gain a +4 bonus on grapple checks.
Stage II: 1/encounter you can 'throw' a creature you have in a grapple. This is a full-round action and pushes the target up to 20ft away. If they land in a occupied square you may attempt an attack roll with a -4, if you hit it deals 2D6 damage and leave both prone.
Stage III: When in a grapple you preform all attack normally, In addition you may take a standard action if your opponent provokes an AoO during a grapple.
Stage IV: 1/encounter you may attempt an attack while in a grapple that deals subdue damage equal three times your regular damage on an attack.
Monkey Grip
Prerequisite:
Benefit:
Stage I: You may wield a weapon one size category larger then your own without penalty. ( that is how it's worded in my house ruled game anyway)
Stage II: 1/encounter if two enemies stand next to you, you may attempt to swing at both with the same attack. This attack takes a full round action make a single attack roll and damage roll. This counts for both enemies.
Stage III: You gain +8 on all str check and skills based in str.
Stage IV: 1/encounter you may attempt a 'big swing' attack, this causes a shock wave. . The shock wave affects only creatures standing on the ground within the 20 ft. area. Creatures that fail their saves are thrown to the ground, become prone, and take 1d4 points of nonlethal damage. The ref save DC is 11 + Str Modifier. This may only be used when you are wielding a weapon at least one size category larger then yourself.
Hero’s Luck
Prerequisites: None
I: You gain a +1 bonus to all saving throws.
II: Once per encounter, as an immediate action, you may re-roll a single d20 roll. You must take the re-roll, even if it worse than the original roll.
III: Whenever you roll a natural 20, you gain a +2 luck bonus to attack rolls, damage rolls, skill checks, and saving throws until the end of the current encounter. This bonus is cumulative, and stacks with all other luck bonuses.
IV: Once per encounter, when you roll a natural 1, you may treat the result as if you had rolled a natural 20 instead.
Power Attack
Prerequisites: Base Attack Bonus +1, Str 13+
I: On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.
Special: If you attack with a two-handed weapon, or with a one-handed weapon wielded in two hands, instead add twice the number subtracted from your attack rolls. You can’t add the bonus from Power Attack to the damage dealt with a light weapon (except with unarmed strikes or natural weapon attacks), even though the penalty on attack rolls still applies. (Normally, you treat a double weapon as a one-handed weapon and a light weapon. If you choose to use a double weapon like a two-handed weapon, attacking with only one end of it in a round, you treat it as a two-handed weapon.)
II: Once per encounter, when wielding a melee weapon, you may take a standard action to deliver a crippling blow to your opponent. Make an attack against a single opponent. If the attack is successful your opponent must make a Fortitude save (DC 10 + ½ your character level + your Strength modifier) or be shaken until the end of the encounter.
III: If you deal a creature enough damage to make it drop (typically by dropping it to below 0 hit points or killing it), you get an immediate, extra melee attack against another creature within reach. You cannot take a 5-foot step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. You can use this ability once per round.
IV: Once per encounter, when wielding a melee weapon, you may take a standard action to hideously wound your opponent. Make an attack against a single opponent. If the attack is successful your opponent must make a Fortitude save (DC 10 + ½ your character level + your Strength modifier) or take 2d4 points of Constitution damage. A successful save reduces this to 1d4 points of Constitution damage.
Powerful Charge
Prerequisites: None
I: You deal an additional +1d8 points of damage whenever you make a charge attack. Additionally, you gain a +4 bonus to Strength checks involved in Bull Rush attempts and no longer draw attacks of opportunity for initiating Bull Rushes.
II: Once per encounter, as a standard action, you may make a charge attack against a single opponent. If the attack is successful, your opponent must make a Fortitude save (DC 10 + ½ your class level + your Strength modifier) or be stunned for 1 round.
III: You deal an additional +1d10 points of damage whenever you make a charge attack. This overrides the additional damage from the stage I ability. Additionally, you gain an additional +2 bonus to your attack roll when you make a charge attack.
IV: Once per encounter, as a full round action, you may make a charge attack against a single opponent. If the attack is successful, you may choose to initiate a Bull Rush as a free action. You may push them as far as you would normally be allowed, so long as your movement does not exceed twice your land speed.
Precise Shot
Prerequisites: None
I: You gain a +1 bonus to attack rolls and damage rolls when making ranged attacks against targets within 30ft. Additionally, you no longer take the -4 penalty for shooting into melee.
II: Once per encounter, as a standard action, you may make a single ranged attack against an opponent within sight. You take no penalty on this attack roll, regardless of the distance to the target.
III: You ignore all Cover bonuses to Armor Class with the exception of Total Cover. Additionally, the range increment for any ranged weapon you wield increases by 50%.
IV: Once per encounter, as a full round action, you may make a single ranged attack against an opponent within sight. If the attack is successful you deal an additional 10 points of damage.
Quick Draw
Prerequisites: None
I: You may draw a weapon as a free action. You may draw a hidden weapon as a move action. Additionally, you gain a +1 bonus to Reflex saves.
II: Once per encounter, as a standard action, you may draw a weapon and make a single melee attack. Your opponent is considered flat-footed against this attack.
III: You deal an additional 2 points of damage against flat-footed opponents. Additionally, you gain a +1 bonus to Initiative.
IV: Once per encounter, as a standard action, you may draw a weapon and make a single melee attack. Add your Initiative modifier to damage on this attack.
Weapon Focus
Prerequisites: None
I: Choose a specific weapon. You gain a +1 bonus to attack rolls when wielding that weapon. If that weapon is an exotic weapon, you gain proficiency in it. Additionally, you gain a +1 weapon bonus to you Armor Class when wielding your chosen weapon.
II: Once per encounter, as a standard action, you may make a single attack with your chosen weapon. This attack deals an additional 5 points of damage.
III: When wielding your chosen weapon, your critical threat range increases by 1. Additionally, you deal an additional 2 points of damage when wielding your chosen weapon.
IV: Once per encounter, when you score a critical threat with your chosen weapon, you may automatically confirm the critical. You must choose to use this ability before you roll the confirmation roll.
Skill Focus
Prerequisites: Any two skills 1 rank
I: Choose two skill you have at least one rank in. You gain a +2 bonus to all checks with both of those skills.
II: Once per encounter, you may take 10 on a skill check involving one of the selected skills, even if under stress.
III: The bonus to your skill checks improves to +4.
IV: Once per encounter, you may reroll a skill check involving one of the selected skills and take the better of the two results.
Backstabber
Prerequisites: Reflex Save +2
Stage I - You gain +1D6 damage every three charitor levels, this applys only when your foe is denyed their dex against you, or is flanked.
Stage II - Once per encounter, when making rolling your backstab extra damage in melee, you may double the extra damage dice you roll.
Stage III - You gain a +2 cover bonus to armor class on any round in which you make a attack while flanking and do not move from the square that you made the attack in.
IV - Once per encounter, instead of extra damage, you may elect to strike a death blow. The victim must make a Fortitude save (DC 10 + 1/2 class level + intelligence modifier) or die. A successful save negates this ability.
Chi Magic
Prerequisite: Stunning Fist 1/encounter
Benefits:
Stage I: You gain a +10 enhancement bonus to your speed. And, anytime you would take falling damage you take 1D6 less, as long as you have a surface to slow your fall with.
Stage II: 1/encounter you may ignite your fists or other natural weapon aflame, this deals 1D6 fire damage, and has a chance to catch the opponent on fire, Ref save (DC 12+wis modifier) to avoid catching on fire. This effect lasts till the beginning of your next round.
Stage III: You may spend a full-round action to gain SR equal to your monk level + 5. This effect lasts 1 round per wisdom modifier.
Stage IV: 1/encounter you may throw a ball of fire from your palms, this effect deals 1D6 damage per monk level. It counts as a unarmed strike for all purposes.
Opportunist
Prerequisites: None
Stage I:m You gain an additional number of attacks of opportunity per round equal to your dexterity modifier. You cannot use more than one attack of opportunity per provocation.
Stage II: Once per encounter, you may make an attack of opportunity against one foe within reach that has just been struck in melee.
Stage III: Victims of your attacks of opportunity are considered flat-footed until the beginning of their next action.
Stage IV: Once per encounter, you may enter a zenlike state of combat reaction. For a number of rounds equal to your dexterity modifier, any melee attack against you provokes attacks of opportunity.
Iron Will
Prerequisites: None
Stage I: You gain immunity to fear effects. Additionally, you gain a +1 bonus to Will saves.
Stage II: Once per encounter, you may add your Wisdom modifier as an insight bonus to any single attack roll, skill check, saving throw, or ability check.
Stage III: You no longer fall unconcious when reduced below 0 hit points and may continue fighting without penalty until slain.
Stage IV: Once per encounter, you may make a single melee attack using your wis in place of your str, for both attack roll and damage.
Lightning Reflexes
Prerequisites: None
Stage I: You gain a +1 Dodge bonus to Armor Class and a +4 Circumstance bonus to Armor Class against attacks of opportunity. Additionally, you gain a +1 bonus to Reflex saves.
Stage II: Once per encounter, you may make a single attack roll as an immediate action. Otherwise it had more uses than I'd like to see in a feat.
Stage III: You gain a +4 bonus to Initiative.
Stage IV: Once per encounter, you may take a full round action as an immediate action. Doing so is physically tiring, leaving you fatigued for the rest of the encounter.
Male
Default Re: G6: Re-Imagining E6 and D&D
Quote:
Originally Posted by Lord_Gareth View Post
I made a crapload of feats yesterday. They're ALIIIIIVE!
Opportunist
Prerequisites: None
Stage I:m You gain an additional number of attacks of opportunity per round equal to your dexterity modifier. You cannot use more than one attack of opportunity per provocation.
Stage II: Once per encounter, you may make an attack of opportunity against one foe within reach that has just been struck in melee.
Stage III: Victims of your attacks of opportunity are considered flat-footed until the beginning of their next action.
Stage IV: Once per encounter, you may enter a zenlike state of combat reaction. For a number of rounds equal to your dexterity modifier, any melee attack against you provokes attacks of opportunity.
Natural Talent
Prerequisites: Any one skill 1 rank
I: Choose one skill. Whenever you roll a skill check against that skill, roll 2d20 and take the best roll.
II: Once per encounter, you can choose add 1/2 of the unused die to your skill roll (round down). You may choose to activate this power after your dice have rolled.
III: Your use of the skill is sped up. Skill checks that where swift actions can now be used twice from a single swift action. Skill checks that usually take a full a round or less are now swift actions. Skill checks that take 5 rounds or less are now Standard actions. Skill checks that usually take a minute or less are now Full Round actions. Longer skill checks are 10 times faster.
IV: Once per encounter, you can "take 30" at your skill.
Iron Will
Prerequisites: None
Stage I: You gain a +2 bonus on Will saves. You gain immunity to fear effects. Additionally, you gain a +1 bonus to Will saves. Since it's only 6 levels, I'd like to avoid +2 boosts to saves.
Stage II: Once per encounter, you may add your Wisdom modifier as an insight bonus to any single attack roll, skill check, saving throw, or ability check.
Stage III: You no longer fall unconcious when reduced below 0 hit points and may continue fighting without penalty until slain.
Stage IV: Once per encounter, when you would otherwise be slain, you may continue fighting without penalty or death for a number of rounds equal to your Wisdom modifier, after which you die. This ability is to close to the Stage III ability. We need something different...I'll have to think on this.
Lightning Reflexes
Prerequisites: None
Stage I: You gain a +2 bonus on Reflex saves. You gain a +1 Dodge bonus to Armor Class and a +4 Circumstance bonus to Armor Class against attacks of opportunity. Additionally, you gain a +1 bonus to Reflex saves.
Stage II: Once per encounter, you may make a single attack roll as an immediate action. Otherwise it had more uses than I'd like to see in a feat.
Stage III: You gain a +2 Dodge bonus to your Armor Class. You gain a +4 bonus to Initiative.
Stage IV: Once per encounter, you may take a full attack full round action as an immediate action. Doing so is physically tiring, leaving you fatigued for the rest of the encounter.
Murderer
Prerequisites: None
Stage I: You may make coup-de-grace attacks as a move action instead of a full-round action.
Stage II: Once per encounter, you may strike a crippling blow that deals weapon damage plus two points of strength or dexterity damage to your victim. Creatures immune to critical hits are immune to this ability. You must declare that you are using this ability before you roll your attack, and a missed attack wastes the use.
Stage III: Your coup-de-grace attacks do not provoke attacks of oppotunity
Stage IV: Once per encounter, you may strike a vicious blow that deals weapon damage, plus an amount of strength and dexterity damage equal to your intelligence modifier. Creatures immune to critical hits are also immune to this ability. You must declare the use of this ability before you roll your attack, and a miss wastes the use.
Great Fortitude
Prerequisites: None
Stage I: You gain 2 hp plus an additional 1 hp for every Hit Die you possess, both past and future. Additionally, you gain a +1 bonus to Fortitude saves.
Stage II: Once per encounter, you may roll a Fortitude save in place of a Reflex save.
Stage III: You may add your Constitution modifier to your Armor Class in place of your Dexterity modifier.
Stage IV: Once per encounter, you can enter a state where you feel no pain and shrug off even the fiercest of blows with ease. For a number of rounds equal to your Constitution modifier, you gain DR 5/- and immunity to physical ability score damage. This lasts for 1/round per point of constution bonus.
Arcane Feats:
Arcane feats have the Arcane Describtor, and give magical ability, most of them require a Relevent Casting ability to be high, when you take your first Arcane Feat, you must choose a Casting Ability, it can by any mental ability you wish but it cannot change.
Spoiler
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Magical Aptitude (Arcane)
Prerequisites:
I: You may treat spellcraft, knowledge (arcana), and Use Magical Device as class skills.
II: You may 1/encounter gain spell resistance 15+class levels, this may be used as an immediate action, and lasts till the beginning of your next turn.
III: You may make a Knowlage (Arcana) check DC 10+caster level of the item. If you succeed on this check you get the same effect on the item as Identify.
IV: You may 1/encounter produce a burst of pure destructive power, dealing 6D8 damage to anyone within 30ft. This effect can disregard 1 person per class level, but if you do not choose yourself, you will be hit with it also. Anyone caught is entitled a Reflex save (DC 10+class levels+Highest Mental Ability) to half the damage.
Step Through Space (Arcane)
Prerequisites: Magical Aptitude, Relevant Casting Ability 14+
Stage I - As a standard action you can teleport to any unoccupied square within 10ft.
Stage II - Once per encounter, as a swift action, you can teleport to any unoccupied square within 50ft.
Stage III - As a standard action you can teleport yourself or an adjacent ally to any unoccupied square within 15ft.
Stage IV - Once per encounter, as a standard action, you can switch locations with any creature within 50ft. Unwilling creatures are entitled to a Will save to negate this effect (DC 10+1/2 your character level+your revelent casting ability modifier).
Soul of Fire (Arcane)
Prerequisites: Magical Aptitude, Relevant Casting Ability 14+
Stage I - As a standard action you can cause an opponent within 30ft to burst into flames. Your target takes 1d6 points of fire damage and must succeed on a Reflex save or catch fire (DC 10+1/2 your character level+your revelent casting ability modifier).
Stage II - Once per encounter, as a standard action, you may launch a sheet of flame from your hands. All opponents within a 20ft cone take damage as if struck by your Stage I ability.
Stage III - Your stage I ability now deals 3d6 points of fire damage.
Stage IV - Once per encounter, as a full-round action, you can create a terrible explosion of flame. All creatures within 15ft of a point in space no more than 100ft away take 6d6 points of damage and catch on fire (A successful Reflex save halves the damage and negates the catching on fire).
Abjuration (arcane)
Prerequisites: Magical Aptitude, Relevant Casting Ability 14+
I: The abjurer can magically protect himself with a magic field. The protection grants him +4 to AC. He can suppress and reactivate it as a free action.
II: Once per encounter, the abjurer can shield anyone with a powerful protection as a swift action. The protection grants DR 7/magic and lasts 3+int mod rounds. Alternately, the abjurer can keep the shield up if he stands still and takes no action but holding the shield.
III: The abjurer can alter the magical properties of a large area (up to a radius of 50 feet per level). He may opt to dampen a certain type magic (10+level+int mod SR vs all abilities from a base magic feat) or strengthen a certain type of magic (increase DCs/bigger damage die/increase bonus by half...). The area of effect is spherical, and applies to abjurer as well as other MUs. Creating such an area is a draining process that takes four hours which fatigues the abjurer. Only one such area may be maintained, it instantly dissipates if abjurer starts creating another area or is incapacitated.
IV: Once per encounter, the abjurer can ward himself against extreme hostility. He gains +8 AC, +2 all saves, DR 15/-, immunity to mind effecting spells and his wards reflect melee damage upon his attackers. The effect lasts 2+int mod rounds.
Conjuration (Arcane)
Prerequisites: Magical Aptitude, Relevant Casting Ability 14+
I: The conjurer can summon summon a sapient, tiny sized outsider animal (such as reptiles, ferrets or birds) at will as a full round action. Such animals will not endanger themselves on behalf of the caster (no combat application), but are otherwise willing to serve as servitors, helpers, scouts or spies. Only one may be present at a time. Outsider animals can be kept on Prime for many hours. Conjurer can dismiss the creature as a free action.
II: Once per encounter, the conjurer can summon an outsider (as Summon Monster II) to fight for him as a full round action. The summon will vanish if its HP is depleted or within a few minutes. If used out of combat, the summon can perform some other task if doesn't think it's too demeaning.
III: The conjurer can permenantly bind an outsider (about as powerful as him, but not equal) to himself. The outsider acts as a servant and advisor, and will fight on conjurer's behalf. It's effectively a cohort NPC. If it's reduced to 0 HP, it's banished and can't be summoned again for many years.
IV: Once per encounter, the conjurer can summon a powerful outsider to aid him in combat. Such outsiders will expect a price. The outsider will resent having to perform for free, but will do so if no reward is offered. However, this will gain their enmity and they won't fight to the best of their abilities.
Divination (Arcane)
Prerequisites: Magical Aptitude, Relevant Casting Ability 14+
I: The diviner can see all magical auras and understand all written and spoken languages. (note that a diviner automatically detects though not necessarily sees through all illusions)
II: Once per encounter, the diviner can see into immediate future to achieve one of the following as a swift action: increase AC by 20 for a round, get +20 to hit for a single attack, increase initiative by 5 or maximize one damage die.
III: The diviner can enter a trance and extend his sight OR hearing out of his body at will. His extended sense travels at a speed of 240, can pass ordinary barriers and can stay out of him indefinitely. Diviner must sit or lie without doing anything else during his trance. He can still perceive his surroundings but any movement or action instantly ends the trance.
IV: Once per encounter, the diviner can maximize all dice he rolls for 3 rounds.
Enchantment (Arcane)
Prerequisites: Magical Aptitude, Relevant Casting Ability 14+
I: The enchanter has increased presence for all who can perceive him. He gains either +4 to any one of bluff, diplomacy, gather info, intimidate or perform skills; or a +4 to charisma as a free action. The effect is nullified if he's incapatitated.
II: Once per encounter, the enchanter can charm an opponent (will save negates) as a standard action.
III: The enchanter can hypnotize others with a glance (will save negates and grants immunity for a day). Hypnotized people will do as commanded to the best of their abilities, though the effect instantly wears off if they are wounded (HP reduced less than half).
IV: Once per encounter, the enchanter can dominate an opponent (will save negates). Dominated people are fully under the enchanter's control but will get additional saves every time they take damage or are forced to act against their interests. The effect will wear out in a few hours.
Evocation (Arcane)
Prerequisites: Magical Aptitude, Relevant Casting Ability 14+
I: The evoker can create a magic missile at will as a standard action.
II: Once per encounter, the evoker can create a fireball that does 5d6 damage as a full round action.
III: The evoker's control over magic allows him to choose what sort of damage his attacks do (magic, fire, cold, electricity, acid, sonic, physical).
IV: Once per encounter, the evoker can blast an area into oblivion. Everything within a 20 foot radius sphere of target point (including the ground) will take 10d6 damage (ignores all DR). Any unattended item or creature reduced to 0 HP is disintegrated.
Illusion (Arcane)
Prerequisites: Magical Aptitude, Relevant Casting Ability 14+
I: The illusionist can magically disguise himself as a free action. He may change his clothes, face, voice, height, weight, gender and race as long as his size category doesn't change. The change doesn't include smell or touch.
II: Once per encounter, the illusionist (and everything he holds) can become invisible. Invisibility can be maintained for quite a while, but anyone illusionist gets close (within a 5 foot step) can detect him with a spot check. Attacking doesn't cancel the ability, but will give a +10 spot bonus to defender.
III: The illusionist can create an illusionary creature of large or smaller size. It must be of something he has seen closely. The illusion is either controlled directly, or programmed at its creation to do specific things (go there, do that, come back). If programmed, it will perform as it was instructed with no heed to anything unless illusionist mentally changes its instructions. It can touch and be touched by living beings, but can't move objects. Any damage dispels it. Crafting an image takes an hour. More than one can be created but only one can be controlled at one time.
IV: Once per encounter, the illusionist can create up to 10 identical illusionary creatures (he must be familiar with the creatures). These creatures will fight on caster's behalf. Their attacks inflict real damage, but they have 1 HP. (he may, of course, create illusions of himself and run while enemies are busy)
Necromancy (Arcane)
Prerequisites: Magical Aptitude, Relevant Casting Ability 14+
I: The necromancer can drain living beings' life. As a full round action, he can deal 1d6 damage to any living being up to 80 feet away and heal himself the same amount. His HP can't exceed the maximum.
II: Once per encounter, a necromancer can temporarily create a zombie or skeleton under his total control as a swift action, if a corpse is available. After some minutes, the undead reverts back to a corpse.
III: The necromancer can create undead (skeletons, zombies, ghouls, ghasts) from humanoid corpses. He can create as many as he likes, but can only control a number of them equal to his level. Ghouls and ghasts aren't mindless and hate their creator. Every time he creates an undead that exceeds his number of control, randomly one of the others go free. Skeletons and zombies usually wander off while ghouls and ghasts usually turn on their creator.
IV: Once per encounter, a necromancer can completely drain the life of a living creature. As a full round action, he can deal 3d6 con damage (fort save for half, but it's still crippling) to any living being up to 80 feet away and completely heal himself (or any other living creature he touches). If a creature is killed in this manner, its soul is absorbed by the necromancer (or whatever creature caster healed with the stolen life force).
Transmutation (Arcane)
Prerequisites: Magical Aptitude, Relevant Casting Ability 14+
I: The transmuter can, at will, alter the body of any living creature (including himself) with a touch. He can increase/decrease a physical stat by 4 or increase one by 6 while decreasing another by 4 as a standard action. Unwilling targets need a touch attack and get a fort save to negate. Decreases can't bring an ability lower than 1. The effect lasts as long as transmuter wills. Unwilling targets get a fort save each round to end the effect.
II: Once per encounter, the transmuter can turn himself into a medium sized, normal animal that he's familiar with. He gains physical stats and speed of the animal. Transformation lasts about a few minutes, and transmuter must rest for half an hour between transformations.
III: The transmuter can increase his physical stats by a total of +8 points. At will, he can rearrange these bonus points as a full round action (he may opt not to have any bonus). He may also use stage I ability on top of this but they overlap, don't stack. This is a magical effect and is nullified if the transmuter is incapacitated. (note that an abjurer's area powers influence this)
IV: Once per encounter, the transmuter can turn any large or smaller sized creature into a little harmless animal (typically a toad). Victim gets fort saves to save himself only after 10 rounds.
Studious Magic
Prerequisite Magical Aptitude, 14 casting stat.
Benefit:
Stage I: At will, you may create the effects of prestidigitation . In addition, you gain +2 on Knowledge (arcane), Spellcraft, and Use Magical Device.
Stage II: 1/encounter you may use a scroll without expending the magic of that scroll. This ability can only be used on a particular scroll once.
Stage III: You may take a 10 on any Knowledge (Arcane), Spellcraft, or Use Magical Device check, even if you under pressure. In addition, you may use detect magic and read magic at will.
Stage IV: You may craft a magical staff this staff has up to 3 levels worth of spells in it. (0 level spells are 1/2 a spell level for this purpose). You may activate this one spell from this staff 1/encounter.
Blood-Born Magic
Prerequisite Magical Aptitude, 14 casting stat.
Benefit:
Stage I: Any weapon you wield gains an extra 1D6 of either acid, fire, cold, sonic, or electricity. This will be the energy type of your aura.
Stage II: 1/encounter you can shoot a ray, this ray deals the same type of damage as your aura, and deals 1D4 damage per class level.
Stage III: You are surrounded by an aura of arcane power. You radiate magic as a cleric of good radiates good. In addition, when you take damage in melee by a non-reach weapon the person who struck you takes 1D4 damage this damage deals either acid, fire, cold, sonic, or electricity.
Stage IV: Choose 3 levels worth of spells, these are now spell-like abilities you may use one of them 1/encounter. If they have a energy discribtor, it's discribtor becomes the same as your aura.