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  1. - Top - End - #31
    Dwarf in the Playground
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    Default Re: Finding your Path in the Forgotten Realms Project (PEACH)

    Quote Originally Posted by Ziegander View Post
    I think this would be the ideal solution. It makes sense both flavorfully and mechanically, and more than that it allows you to give the Warlock Sorcerer at-will "invocations" with a meaningful restriction.
    The deed is done.
    Here's an example of the revised "font of magic' abilities:

    Font of Magic (1st level): At 4th level, you gain the ability to cast your 1st level bloodline spell at will. If the spell has a duration other than permanent or instantaneous, you may only have one instance of this spell active at any time. If you choose to have more than one instance of your bloodline spell active at any time, you must expend spell slots to cast as per the standard rules.
    This benefit only applies if you cast your bloodline spell. If you use your spell slots to power a feat or other ability, then you must expend spell slots to do so.

    Quote Originally Posted by Ziegander View Post
    I think the self-only restriction is too much, but I do agree with the "one copy only" restriction. So he could have Protection from Energy up on himself, or on a friend, but not both.
    Sounds like a good idea - but I did specify that doing that IS allowed, but you have to expend spell slots to do so as per normal.

  2. - Top - End - #32
    Dwarf in the Playground
    Join Date
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    Default Aarakocra

    Aarakocra
    Source: Monsters of Faerun
    Physically, they resemble a cross between a person, a parrot, and an eagle with plumage that varies from tribe to tribe but typically is bright red, orange, or yellow. Their 3-fingered hands are as dexterous as any human or elf's and their legs end in razor-sharp talons.
    They are an immigrant race from Maztica and have few colonies in Faerun, one of which was destroyed by a powerful green dragon, to which all Aarakocras have sworn revenge.
    They are typically good-natured if a bit annoying to the 'groundlings' because they regard any animal in thier territory as prey - including domestic animals.

    • -2 Strength, +2 Dexterity, +2 Wisdom: Aarakocras are lithe and exceptionally perceptive, but their light frames take away from their physical power.
    • Medium Size: Aarakocras gain no special advantages or disadvantages from their size.
    • Slow Speed: Aarakocras are slow on their feet when forced to walk.
    • Avian: Aarakocras gain a +2 racial bonus to Fly.
    • Binocular Vision: Aarakocras are able to see things at a distance far better than other creatures. The DC for perceptoin checks to see objects at a distance is +1 per 25 feet instead of +1 per 10 feet. (See page 102 of the Pathfinder RPG Core Rulebook.)
    • Evasive Training: Aarakocras have honed their defensive training against further draconic incursions intensely. Against the breath weapons of dragons, they gain the benefit of evasion. They also have a +2 dodge bonus to AC and combat maneuver defense against all attacks by dragons.
    • Flight: Inexperienced Aarakocras have the ability to glide but do not have the training they need to possess true flight. For every 5 feet they fall from a height, they are able to glide forward 25ft + 5ft per hit dice you possess if they have enough room in which to fully unfurl their wings in their 20ft wingspan. Locations where air naturally rises may allow Aarakocras to gain altitude - usually places where heat allows air to naturally rise.
      Aarakocras with 5 or more hit dice gain true flight at 30ft with clumsy maneuverability. This flight speed increases by 10ft per hit dice beyond 5 to a maximum of 90ft. Their maneuverability increases to poor at 7 hit dice and to average at 9 hit dice.
      Aarakocras must use their hands to maintain flight and cannot use them to cast spells that require somatic components or use manufactured weapons that require hands.
    • Hatred: Aarakocras gain a +1 bonus to attack rolls against dragons. After the attack upon their colony by a powerful green dragon, training against these monsters have become standard.
    • Keen Senses: Aarakocras gain a +2 racial bonus to all perception checks.
    • Natural Attacks: Aarakocras can use their beaks and talons as a natural attack. They cannot use their talons unless they are flying. Their beak is considered a primary attack that deals 1-1/2 times their strength damage unless the Aarakocra uses it in combination with other attacks, in which it would be considered a secondary attack where it would recieve a -5 on the attack roll and would deal only 1/2 the Aarakocra's strength damage.
      The talons are always considered to be secondary attacks. The bite deals 1d3 damage and the talons deal 1d4 damage.
    • Languages: (See Racial Regions)


    Regions: (See Player's Guide to Faerun)

    Starting Age: Adulthood 10 years
    • 10+1d4 years (Simple - Barbarian, Rogue, Sorcerer)
    • 10+1d6 years (Moderate - Bard, Fighter, Paladin, Ranger)
    • 10+1d8 years (Complex - Cleric, Druid, Monk, Wizard)

    Middle Age (-1 Str, Dex, Con/+1 Int, Wis, Cha): 21 Years
    Old Age (-3 Str, Dex, Con/+2 Int, Wis, Cha): 30 Years
    Venerable (-6 Str, Dex, Con/+3 Int, Wis, Cha): 42 Years
    Maximum: 42+2d10 Years
    Aarakocra, Male Height 4'3 +2d8; Weight: 50# +(2d8 x 4)
    Aarakocra, Female Height 4'5 +2d8 Weight: 55# +(2d8 x 4)

    Aarakocras
    Little is known about this avian race other than their new presence and the annoyance they bring when they hunt the domesticated animals of people in their wide territory.
    They are a highly communal species with a strong martial tradition that has existed in their culture for as long as any of them can remember. Their tribes share a massive open-roofed nest made up of woven vines with the strongest and most capable warriors on standby to protect their eggs and vulnerable young.
    They do possess a magical tradition of developing the talents of its members. They have no studious tradition of wizardry or even a priesthood. Instead, they tend to practice forms of magic that do not require intensive study, such as sorcery, but they do have a druidic tradition and Oracles that draw their power from the sky and from Aerdrie Faenya.
    They are a generally kind and considerate peoples but they not naive as they face trechery and evil from around every corner as they settle in their new continent. They value allies when they can find them and when their trust is earned, it is kept.

    Aaracokra Aventurers
    Aaracokras that become adventurers are rare among their kind, but those that do have succombed to the desire to explore the new continent though this is just as often their own personal desire as a mission from their tribal elders to garner as much information as they can about their new land and regularly return and report what they have found.
    • Alchemist Aarakocras are not traditional Alchemists, being more akin to herbalists than true alchemists, but the result is ultimately the same. Since virtually all Aarakocra tribes lack a true arcane spellcasting tradition, alchemist Aarakocra contributions to the defense of the tribe is exceedingly valuable.
    • Barbarian Aarakocras are just as often barbarians as any other type of warrior other than fighters. They typically are used in the close defense of their homes but are just as often the frontline chargers in battles far from home, typically specialising in using their talons to tear off the faces of the enemies that dare attack their homes.
    • Bard Aarakocra Bards are the scholars, oral historians, and the life of every tribe. They often lead in songs that often mistake them for sirens, luring unwanted guests into their homes. It is rare for Aarakocra bards to perform in anything other than singing. Their vocal range is often well beyond that of most other races and those especially talented with their vocals are practically otherworldly and can reach pitches that only those with particularly sensitive ears can pick up.
    • Cavalier Aarakocras almost never use mounts but Aarakocra cavaliers exist only in the rare instance that a tribesman is rendered unable to fly due to injury or birth defect. Those usually choose flying mounts.
    • Cleric Although there is a strong tradition of worship of air elemental gods and Aerdrie Faenya, there is no true priesthood amongst their numbers. Those that choose the path of the cleric have often found such priesthoods outside of their normal tribe - either from training from a friendly proletyzer visiting their nest or from a travelling Aarakocra that recieves training while visiting a neighboring nation or nearby church.
    • Druid There is a strong druidic tradition amongst the Aarakocras and the most powerful of such druids are the top advisors to their tribal elders, serving as the tribal shaman. They often become Eagle Shamans (APG p102) and take the air domain.
    • Fighter Aarakocras have a strong martial tradition, specializing in flyby attacks and using ranged weapons, thrown weapons, and their own natural weapons. They frequently use tactics that best take advantage of their flight, including flyby attacks, diving charge attacks, and even simple bombing tactics by picking up rocks and dropping it from far above.
    • Gunslinger Gunslingers are nonexistant among Aarakocras though Lantanese smokepowder weapons have very recently been discovered by their scouts and their tribes are doing what they can to stockpile such weapons and train their warrior class in their use.
    • Inquisitor Inquisitors are nonexistant amongst the Aarakocra. From an early age, the interdependance amongst one another is drilled into their heads and few, if any, are ever trecherous to such a degree that a need for an inquisitor has ever arisen, though as their presence expands in Faerun, the role may be necessary. Only adventuring Aarakocras ever become inquisitors only because their skills are necessary with dealing with the less trustworthy of their neighbors.
    • Magus Aarakocras have little in the way of an arcane spellcasting tradition outside of sorcery. Even those have difficulty in taking advantage of their magic and their flight at the same time and those that do manage to take up the occupation often require feats that allow them to cast spells without using their hands, such as still spell.
    • Monk Aarakocras' strong martial traditions do include a style of combat that takes great advantage of their natural flight, agility, and perceptiveness into a harmonious whole that, in the air, manifests itself in hit-and-run tactics and a very unique style of fast-hit tactics on the ground. They are often just as capable in the air as the ground. In their newly found draconic training regimen across all Aarakocra tribes, their specialized training styles are finding new life and renewed acceptance among their martial traditions.
    • Oracle Aarakocra oracles are made and not born, chosen by unseen powers often of nature and wind. Just as often as druids, they are often the primary tribal shamans that advise their elders on great matters. Those that choose a life of adventure aid in the protection of their allies and the interests of their tribe.
    • Paladin Since the loss of the Star Mounts colony to the ancient green dragon Elaacrimalicros, the Aarakocra tribes have made a massive drive to their remaining colonies to train the best of their warriors to fight off these powerful monsters. The call of the paladin has not passed their notice as their talents at fighting off evil forces of the world are especially trained to battle the Evil Dragons that plague their territories. Once their training is complete, they often set out into the world to seek out such evils where they find it and report possible dangers to the tribe whenever possible.
    • Ranger Rangers make up the bulk of the Aarakocra scouting teams and they primarily trained to hunt and scout for dragons but also watch for other dangers - including mountain dwelling giants and evil air and avian forces. They are also trained to watch over and combat any neighboring nations that may pose a threat.
    • Rogue Aarakocras rogues are typically diplomats with some training in spying and assassination in order to eliminate possible threats, although they never resort to the more underhanded tactics unless all other options are exhausted.
    • Sorcerer Aarakocras have a strong magical tradition in sorcery and often have arcane, elemental (air), stormborn (APG), dreamspun (APG), boreal (APG), and maestro (UM). Although they cannot cast their spells in the air, they often make use of long-duration spells before taking flight or make sure of magic or feats that allow them to remain in the air and cast spells, such as still spell, or the use of the fly or overland flight spells to free up their hands to cast spells.
    • Summoner Despite the strong tradition in Sorcerery, Aarakocras are actually more often Summoners than true sorcerers. Their eidolons often either refect their affinity for air or storm elementals or they summon eidolons more similar to themselves - powerful outsider birds of flight.
    • Witch Few Aarakocras practise witchcraft, although there is no taboo against its use among them. However, they tend to be antisocial even among their own kind and have a strangeness about their personality that few can put a finger on. Those with phobias against birds find these specimens particularly terrifying.
    • Wizard The practise of wizardry is entirely nonexistant amongst the Aarakocra tribes. Those that do learned the arts expressly from outsiders. There is no taboo against those that learn these arts as long as their talents are helpful rather than harmful. They frequently take the spell mastery feat in order to minimize the weight of their spellbooks in flight.


    Alternate Racial Traits
    The following racial traits may be selected instead of existing Aarakocra racial traits. Consult your DM before selecting any of the following options.
    • Airborne Sorcery: You have learned to cast spells while flying using your talons instead of your hands. If it is necessary, you must still take actions in order to maintain flight or hover. This ability replaces their natural attacks as their talons and beaks are trained to cast spells instead of attacking foes.
    • Artful Dodger: You have trained in a much more general form of martial arts - perfecting your ability to strike through melee combat from a flying position and exiting. You gain a +1 dodge bonus to AC and Combat Manever Defense and a +2 racial bonus to all acrobatics checks. This ability replaces Avian and Evasive Training abilities.
    • Dexterous Talons: You have trained your talons to be as dexterous as a human hand to a certain extent. You gain the ability to grab objects and manipulate them, allowing you to wield manufactured weapons, but only if they can be held with two hands. This ability replaces hatred.
    • Flying Terror: Although still not as dexterous as a human hand, you've learned to use your clawed feet to grab your opponents. You gain the ability to grapple opponents with your talons without loosing your ability to fly. You are still otherwise considered grappled, but you only take a -10 to your combat maneuver bonus if you wish to grapple an opponent without gaining the condition. You loose your hatred and avian abilities and your fly maneuverability only improves to poor.
    • High Flyer: You train well and hard for maximum flight speed. Your fly speed reaches its maximum at 100ft instead of 90ft. You do not gain the avian ability.
    • Night Hawk: You hunt in the starlight of night. Your eyes have lost their precision through specialized training but you now are able to hunt by starlight. You gain lowlight vision. You loose keen senses.
    • Songbird: You are among the cultured in your clan and your songs are rejoiced even by strangers to your tribe. You gain a +2 bonus to perform (sing). You loose your keen senses.
    • Verbal Mimicry: You gain the ability to imitate any voice or sound you have heard. You cannot produce a sound beyond the ability of a single set of vocal cords to create. For example, you can replicate the sound of a hundred humans singing, but you cannot be as loud as a hundred humans singing. This ability replaces Avian and Keen Senses.
    • Windbirds (Sp): Instead of training to fly, you gain the ability to either transform into an air elemental or summon one. You can either summon a small air or storm elemental or transform into a air or storm elemental as per the elemental body I spell) starting at 7 hit dice. At 9 hit dice, you can summon a medium air or storm elemental or transform into an air or storm elemental as per the elemental body II spell. At 11 hit dice, you gain the ability to summon a large air or storm elemental or transform into one as per the elemental body III spell. This ability lasts for a number of rounds equal to your total hit dice. These rounds need not be used consecutively and can be used for either purpose but not simultaneously. This ability improves to minutes per level at 15 hit dice. These minutes do not need to be used consecutively. This ability replaces any ability to fly above the base ability to glide and the avian ability.


    Favored Class Options
    Instead of receiving additional skill points or hit points whenever he gains a level in a favored class, an Aarakocra may instead opt to choose among a number of other bonuses, depending on his favored class.
    The following options are available to all Aarakocras who have the listed favored class and unless otherwise stated, the benefit applies whenever you gain a level in the favored class.
    • Alchemist: +1 round to the duration of any bomb they create before it explodes or needs to be thrown. They often create bombs on the ground and then hop to the air to drop on their enemies moments later from the sky.
    • Barbarian: +1/2 damage on a successful charging attack from the air.
    • Bard: +1/5th bonus to the saving throw DC of any bardic music effect. This does not stack with any feats that grant a DC bonus to bardic music.
    • Druid: +1 to the flight speed of any flying animal companion (rounded down to the nearest incriment of 5.)
    • Fighter: +1/2 damage on a successful charging attack from the air.
    • Monk: +1/5 dodge bonus to AC and CMD while flying.
    • Oracle: +1/4 damage bonus to any spell with the electricity descriptor.
    • Paladin: +1/2 bonus to damage on any smiting attack on an evil dragon.
    • Ranger: +1/5 bonus to favored enemy (Evil Dragons). If the ranger does not have a favored enemy against evil dragons, then it gains one.
    • Sorcerer: +1 temporary hit point to any summoned air elemental.
    • Summoner: +1 temporary hit point to any summoned air elemental.
    Last edited by Neoxenok; 2012-12-15 at 05:12 PM.

  3. - Top - End - #33
    Dwarf in the Playground
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    Default Aballin - CR 4

    Aballin
    Source: Monsters of Faerun
    Clear as a pristine waters and just as fluid but devoid of anything within but coins and other metal artifacts, the "water" you see beginsi to move of its own accord.
    CR 4; XP 1,200; N Large Ooze (Water); Any Terrain and Underground; Temperate Climates
    Init 1; Senses Blindsight 60ft
    ========== Defense ==========
    AC 10; Touch 10; Flat-Footed 9 (-1 Size +1 Dexterity) CMD 18 (22 Grapple)
    HP 37 (5d8 + 15)
    Fort 4 Reflex 2 Will 0
    DR 8/Bludgeoning Immune Cold, Fire, Electricity, Ooze Immunities
    Weaknesses Water Vulnerability
    Defensive Abilities Drowning Victim, Ooze Traits, Water Invisibility
    ========== Offense ==========
    Speed 20ft, 40ft Swim
    Melee Slam +5 (1d8+4+Grab/x2)
    Space 10ft Reach 15ft CMB 7 (+9 Grapple)
    Special Attacks Drown, Grab
    ========== Statistics ==========
    Str 16, Dex 13, Con 16, Int -, Wis 9, Cha 5; Base Attack 3
    Special Qualities Ooze Traits, Passive State, Water Invisibility
    ========== Ecology ==========
    Environment Any Warm and Temperate Terrain
    Organization Solitairy
    Treasure Metal Items Only
    ========== Special Abilities ==========
    Drown (Ex) - Creatures grappled by the Aballin are immeidately at risk of drowning (Pathfinder RPG Core Rulebook page 445). Its body is primarily acidic and not actually made of water, thus spells such as water breathing do not work with the Aballin but spells or magic items that make it so that the characater doesn't need to breathe allow the character to be immune to the chance of drowning.
    Unless creatures grappled and held holds its breath, it only recieves 1d20 rounds until the victim is forced to make constitution checks.
    Drowning Victim - Attacks to which the Aballin is immune or resistant are instead dealt to any victim that it is currently grappling. This includes damage negated by its energy resistances, ooze immunities, and damage reduction, for example.
    Grab - This abiity works as per the normal rules except it only recieves a -5 penalty to its CMB to maintain a grapple without being grappled itself.
    Passive State (Ex) - The Aballin can enter a state in which it is as fluid as water and is utterly indistinguishable from it. In this state, it cannot be harmed by any attack that doesn't also harm water. It cannot take any actions while in this state. It can enter and exit its passive state as a swift action.
    Water Invisibility (Ex) - The aballin is indistinguishable from normal water. When in water, the Aballin is naturally invisible as per the invisibility spell without any chance of becoming visible. If the Aballin is grappling a creature, that creature remains visible but the Aballin retains its total concealment and can attack as though invisible.
    Water Vulnerability - Aballins are affected by spells and effects that impose greater harm on water elementals just like water elementals. Further, the Control Water spell causes the Aballin to immediately release a grappled creature. Transforming yourself into a water elemental or casting water walk on yourself renders yourself immune to the creature's grapple.

    Aballins are known as "Living Water" and are highly fluidic monsters that trap and drown its victims. Its body is primarily acid like many other ooze creatures, but the acidic content is too weak to be an immediate threat. Instead, it often traps a creature within itself and carries it off to a safe location to feed off of for weeks while the victim slowly digests within its body.
    In its passive state, it resembles water so much that it is essentially indistinguishable from it - even possessing the relative fluidity of water until it comes out of its passive state and attacks. When it is in water, it is indistinguishable from its surroundings, even when active and out of its passive state.

    Aballins in Faerun
    It is rumored even amongst the historical Scholars that Aballin was once a mighty druid that resided on the banks of the Hale River whose hubris drew the ire of a mighty Netherese mage. The mage used powerful magics to curse the druid by transforming it into this new and wretched ooze that now carries the Druid's name.
    Since then, she was forced to mindlessly hunt on the bank of the river that has always been her home.
    It is believed that all current Aballins are descended from this ancient and possibily still living Aballin and they are most common still on the waters to the west of the Anarouch Desert, particularly four short rivers that flow west from the Dartsmouth Mountains, the Tesh River that flows east from Daggerdale to the Moonsea, and the Ashaba River that runs from Daggerdale South and east thruogh the Dalelands.
    Last edited by Neoxenok; 2012-04-13 at 03:37 PM.

  4. - Top - End - #34
    Dwarf in the Playground
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    Default Monk of the Long Death

    Monk of the Long Death (Monk Archeotype)
    Source: Player's Guide to Faerun
    Highly secretive and macabre, the Order of the Monks of the Long Death are scholars and warriors in the eternal search for the secrets of death. They care little of the afterlife, souls, or things of that nature. Rather, they concern themselves with the process of death itself and how it affects the victim of death.
    They are scattered all across Faerun but are strongest in Thay.

    • Skills: Monks of the Long Death have heal and Knowledge (Arcana) as class skills but do not have perform as a class skill.
    • The Order: Although the fascination with death isn't limited to this order nor is it limited to those of evil moral guidance, but the organization that controls the secrets to becoming a Monk of the Long Death are and ties are necessarily close. Monks of the Long Death must be Lawful Evil or Lawful Neutral.
      A Monk of the Long Death that betrays their organization and gives out their secrets or defies them are henseforth targetted by assassins of an equal effective level to the Monk of the Long Death. If that attempt fails, four other attempts are made (+1 to the effective level of the assassins per each attempt) until five attempts are made and they discontinue wasting resources on him.
    • Bleeding Touch (Su): You gain the ability to cause a creature you successfully hit in melee to bleed for 1d6 points of damage for one round per two monk levels you possess (minimum 1 round). This bleeding can be stopped with a heal check DC 10 + 1/2 your monk level + your wisdom modifier or magical healing of any kind. At 4th level and every four levels thereafter, you can apply a condition as per the normal rules of stunning fist as though the monk were four levels lower. For example, he gains the ability to stun a target for one round at 4th level, fatigued at 8th level, and so forth until he can permanently blind or deafen his target at 20th level. Just as with stunning fist, he can use this ability once per monk level per day. Addtional hits do not stack with bleeding touch but it does extend the duration of the effect.
    • Poison Use: Monks of the Long Death do not risk poisoning themselves when applying poison to a blade.
    • Deathguard (Ex): At 3rd level and every three levels thereafter, the Monk of the Long Death gains a +1 bonus to saving throws against death effects, energy drain, massive damage, and constitution checks to stabilize. This bonus improves by 1 point every three further Monk levels. This replaces maneuver training and Still Mind.
    • Stave off Death: At 4th level, you gain a bonus equal to half of your Monk of the Long Death level to your consititution score when determining the negative hit point total you need to determine when you die. This ability replaces slow fall.
    • Death Knell (Sp): At 7th level, the Monk of the Long Death can use use Death Knell as a spell-like ability. The saving throw DC equals 10 + 1/2 his monk level + his wisdom modifier and it has a caster level equal to his monk level. This requires 2 ki points to use.
    • Death Attack (Ex): At 9th level, the Monk of the Long Death gains the ability to make a death attack, similarly to an assassin. If the monk studies his victim for 3 rounds and then makes an attack while he is denied his dexterity bonus to AC with a melee weapon or unarmed strike that successfully deals damage, you have the additional effect of possibly either paralyzing or killing the target (your choice). Studying the victim is a standard action. The death attack fails if the target detects the monk or recognizes him as an enemy (although the attack might still deal normal damage plus any bonuses to hit due to the target being denied his Dexterity bonus to his Armor Class or is flanked). If the victim of such a death attack fails a Fortitude save (DC 10 + half the monk's level + the monk's wisdom modifier) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per two levels of the Monk. If the victim's saving throw succeeds, the attack is just a normal attack. Once the monk has completed the 3 rounds of study, he must make the death attack within the next 3 rounds.
      This ability replaces Improved Evasion.
    Last edited by Neoxenok; 2012-07-26 at 09:18 PM.

  5. - Top - End - #35
    Dwarf in the Playground
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    Default The Shadow Adept

    Shadow Adept (10 Levels)
    Source: Player's Guide to Faerun
    Beneath the familiar threads of magic lies a secret that has been brewing for generations. The secret of the existence of another Weave. It is a relatively untapped source of magical power free of many of the constraints of the Weave of the goddess Mystra.
    Although many merely dabble in the dark arts, there are those that specialize in tapping the shadow weave and the sort of magical energies that can be manipulated from the shadow weave.
    Many spellcasters that now use the shadow weave come from all sorts of backgrounds and moral and religious outlooks. Unknowingly given the secrets of unlocking its power from those that know the true source of the shadow weave and its true name.

    Requirements: Knowledge (Arcana) 5 Ranks; Spellcraft 5 Ranks; Shadow Weave Magic; Ability to cast 3rd level spells
    Alignment: Any
    Hit Dice: d6
    Class Skills: Craft (Int), Knowledge (Arcana) (Int), Profession (Wis), Spellcraft (Int).
    Skill Points Per Level: 2 + Intelligence Modifier
    Base Attack Bonus: Poor (1/2 Level, round down)
    Saving Throws: Will Save (+1 @ 1st level and +1 every two levels thereafter), Fortitude and Reflex Saves (+1 @ 2nd level and +1 every three levels thereafter)
    Special Abilities:
    • Spells Per Day/Spells Known: When a shadow adept level is gained, the character gains new spells per day and spells known, if applicable, as if he had also gained a level in whatever spellcasting class granted him access to 3rd level spells before he added the prestige class. The shadow adept does not, however, gain access to any other benefit he would have gained (bonus metamagic feats, bloodline spells, powers, or feats, domain powers, etc) except for an increased level of spellcasting. This essentially means that he adds the level of shadow adept to the level of whatever other spellcasting class granted him access to 3rd level spells, then determines spells per day, spells known, and caster level accordingly.
      If the character had more than one spellcasting class that granted access to 3rd level spells before he became a shadow adept, he must decide to which class he adds each level of shadow adept for the purpose of determining spells per day and spells known.
    • Greater Shadow Magic: At 1st level, you gain a +1 to the saving throw DC of all of your spells of either enchantment, illusion, or necromancy schools of magic that you don't already have a similar bonus to. This bonus does not stack with spell focus but it counts as spell focus for the purpose of qualifying for feats or other such things. Additionally, you gain a +2 to penetrate spell resistance with you selected school.
      At 6th level, you gain a third +1 DC bonus and +2 bonus to penetrate spell resistance to the remaining school, giving you bonuses to all three schools of magic indicated in the shadow magic adept feat.
    • Shadow Defense (Ex): At 2nd level, you gain a +1 bonus to all of your saving throws against spells of the enchantment, illusion, and necromancy schools. This bonus increases to +2 at 5th level and to its maximum of +3 at 8th level.
    • Shadow Secret: At level 3, you unlock one of many secrets of the shadow weave from the list below. You gain another such ability at 6th level and 9th level. In order to use any of the following powers, you must expend a spell slot or spell slots with a total of the indicated number of spell levels indicated in the ability description. Unless otherwise indicated, each ability is a standard action to activate and lasts for a number of rounds equal to your shadow adept level. These rounds need not be used consecutively.
      This means that, for example, if an ability requires the expendature of 5 spell levels, he may expend a 5th level spell slot, a 4th level spell slot and a 1st level spell slot, or any number of spell slots of levels that total the number indicated.
    • Animate the Damned (Su): You can animate the dead with the raw power of your magic, using a combination of shadow magic and negative energy. Depending on their decomposition, you can animate a single creature as either a skeleton or zombie. These skeletons and zombies, if they make a successful melee or touch attack against an opponent, grant a 1d6 penalty to strength and dexterity for one minute. The zombies and skeletons you create have a +4 enhancement bonus to strength and dexterity.
      This ability requires 5 spell levels. You can expend more spell levels for greater effect - allowing the undead you create to gain 2 additional hit dice for every spell level you expend to a maximum of the highest spell level you can currently cast per use of this ability. You cannot control more than 4 hit dice of undead per caster level you possess similiarly as animate dead.
      You can keep this ability active for as long as you wish, but you do not regain any spent spell levels until you dismiss this ability.
    • Commanding Presence (Sp): You have the power to influence others to act as your ally. Target one humanoid within 25ft + 5ft per two caster levels. This target now regards you as an ally, meaning he'll defend, help, or otherwise avoid attacking you through he's under no special compulsion to do so - he simply treats you like you're fighting with him despite what you may otherwise be doing. Attacking the target of this effect with break the effect. You must expend 2 spell levels to use this ability. If you expend 4 additional spell levels, you can target any creature and the range is extended to 100ft + 10ft per caster level. A successful will saving throw negates this power. The saving throw DC equals 10 + your primary casting stat modifier + the number of spell levels used to manifest this ability.
      This is a mind-influencing effect.
    • Deepsight (Ex): You gain the benefit of lowlight vision, darkvision out to 60ft, and blindsense out to 30ft. You must expend 4 spell levels.
    • Duplicant (Sp): You create a duplicate of yourself. It has your AC and a number of hit points equal to 10 + twice your character level. It cannot travel further than 100ft + 10ft per caster level from you at any time. At any time after its creation, it can act as a project image spell, a prying eyes spell that moves at the same rate as you, and can make attacks independant of you with shadowy versions of your melee or ranged weapons using your primary spellcasting stat (wisdom for clerics, intelligence for wizards, etc) and a base attack bonus equal to 3/4 of your caster level (rounded down). If you recieve damage, it takes half as though you are protected by shield other. If you die the duplicant can act as a clone spell in that it it merges with your body and you return to life at one hit point more than you would need to die in addition to any other penalties accrued.
      You must expend 9 spell levels in order to use this power.
    • Shadow Shield (Sp): You channel the power of shadows to protect yourself. You gain a +4 shield bonus to AC, immunity to magic missile spells, and 20% concealment. You must expend 3 spell levels. If you expend 8 spell levels, you additionally gain spell resistance 12 + your caster level.
    • Shadow Jump (Sp): You become invisible (as per invisibility) and immediately dimension door into a space with a dark shadow within 400ft + 40ft per caster level. You must expend 6 spell levels.
    • Touch of Fear (Sp): You gain a power that utterly drains the life and will from those you touch. When you successfully perform a melee touch attack, you deal 1d6 points of damage similarly to the chill touch spell, deal 1 point of charisma damage, and your opponent is shaken. You can touch someone in this manner once per round and a successful will save negates the ability damage and the shaken condition. You must expend 2 spell levels to use this power. For every two additional spell levels you expend, you deal an additional 1d6 points of damage and one additional point of charisma damage. This power cannot make a victim more fearful than shaken. The saving throw DC equals 10 + your primary casting stat modifier + the number of spell levels used to manifest this ability.
    • Bonus Feat: At level 4 and again at level 8, you can select a bonus feat from the following list: Enlarge Spell, Extend Spell, Insidious Shadow Magic, Greater Spell Focus (Enchantment, Illusion, or Necromancy), Greater Spell Penetration, Silent Spell, Spell Penetration, Tenacious Shadow Magic, Widen Spell
    • Master of the Shadow Weave (Su): At 10th level, you gain a pool of magical energy that you can use to cast spells spontaneously. In order to use this ability, you must expend a number of spell slots with spell levels totalling no more than your caster level once per day. You can retain these spell levels for a total of 12 hours and you can use them to cast any spell you know or have on your spell list of the enchantment, illusion, or necromancy schools. You must expend a number of spell levels equal to the level of the spell you wish to cast +1. This ability cannot be used to cast any evocation or transmutation spell. Prohibited schools cost twice as much to cast in this manner.
      For example, at the beginning of the day, a 5th level cleric of Shar/10th level Shadow Adept expends a number of spell slots totalling no more than 15 spell levels (a 1st, 2nd, 3rd, 4th, and 5th level spell slot) and over the next twelve hours, he can use those spell slots to cast any spell on the cleric spell list (and his selected domain spell lists). Later, he wishes to cast a 2nd level spell he hadn't prepared, so he expends 3 spell levels from his pool and casts the spell.
    Last edited by Neoxenok; 2012-04-16 at 01:29 AM.

  6. - Top - End - #36
    Dwarf in the Playground
    Join Date
    Jul 2011
    Location
    Dallas, Tx
    Gender
    Male

    Default Goblin, Dekanter - CR 1

    Goblin, Dekanter
    Source: Monster Compendium: Monsters of Faerun
    Stocky, powerfully built, and with a rhino-like horn adorned into a vicious, toothy snout, its bestial form eyes you like an angry guardian and you its interloper.
    CR 1; XP 400; LE Humanoid (Goblinoid); Mountains and Underground; Cold and Temperate
    Init 1; Senses Darkvision 60ft, Perception +3
    ========== Defense ==========
    AC 15; Touch 11; Flat-Footed 14 (+1 Dexterity +4 Natural) CMD 15
    HP 13 (2d8 + 4) Fast Healing 3
    Fort 4 Reflex 1 Will 1
    Resist Cold 5
    ========== Offense ==========
    Speed 20ft
    Melee Power Attack Gore +3 (1d6+5 +Push*/x3), 2 Power Attack Claws -2 (1d4+2/x2)
    Ranged Sling +2 (1d4+3/x2)
    Space 5ft Reach 5ft CMB 4
    Special Attacks Push (*= On a successful hit with a gore attack on a charge only)
    ========== Statistics ==========
    Str 17, Dex 12, Con 14, Int 12, Wis 13, Cha 9; Base Attack 1
    Feats Power Attack
    Skills Acrobatics +3, Climb +8, Perception +3
    Languages Goblinoid, Undercommon, Common
    ========== Ecology ==========
    Environment Cold and Temperate Mountains and Underground
    Organization Squad (3-14); Troop (21-40 & 1-2 Gargoyles)
    Treasure Standard

    Dekanter goblins bear little resemblance to their forebears both in temperment and physical appearance. They are vicious, cunning opponents with few fears and even fewer cares.
    They typically stand about 4 feet and 5 inches tall and about 4 feet wide. They have a tough, orange-red hide and wiry-black hair for a mane that extends from their head to their hunched shoulders. Its neck is almost as wide as their shoulders, and their face sports a a wicked sharp horn of varying sizes and types at the tip of their snout. Their hands end in razor-sharp claws but they are still capable of manipulating fine objects but not quite as well as a human hand.

    In combat, they are fearless and cruel. In thiis respect, despite their alignment and general disposition, they tend to take from all their goblin kin in their methods of killing. They are cunning and manipulative like the militant hobgoblins, they are merciless and cruel like hobgoblins, and they play with their prey in endless and torturous games - for their own entertainment - in which they have all the power like their goblin forebears.
    They tend to make best use of their physical assets and keen intellect in order to eviscerate their foes efficiently while making sure the entertainment value is as high as the pain and torture they inflict.

    Dekanter Goblins in Faerun
    Since the fall of Netheril in the ancient Dekanter Mines, experiments are still performed amongst the ruins to the west of the Anarouch Desert in the Greypeak Mountains.
    It is believed that a powerful Alhoon known as the "Beast Lord" has been using the ruins as a massive magical laboratory to which Dekanter Goblins are amongst.
    Since their creation, they have spread thinly outward along with their goblin kin and gargoyle allies and are becoming increasingly common and dangerous to those in the surrounding regions.
    Last edited by Neoxenok; 2012-04-29 at 10:27 PM.

  7. - Top - End - #37
    Dwarf in the Playground
    Join Date
    Jul 2011
    Location
    Dallas, Tx
    Gender
    Male

    Default Arctic Dwarf

    Dwarf, Arctic
    Source: Races of Faerun
    Enigmatic and resourceful, the cold-adapted stout folk have little in the way of recorded history but have wandered Abier-Toril for as long as anyone can remember. They are friendly and outgoing unlike the far more rigid nature of their kin. They are well adapted to cold environments and have no real arcane or divine tradition.
    They call themselves the Inugaakalikurit and are isolated inhabitants of the furthest reaches of the North. The majority of Arctic Dwarves are barbarians, rangers, or fighters. They are well equipped to deal with their greatest foes in the frozen wastelands with a strong marital backbone in their culture but do enjoy a life of leisure, self-sufficiency, storytelling, sports, and family life.

    • +2 to One Ability Score: Arctic Dwarves recieve a +2 to any one ability score of their choice to represent their varied nature.
    • Small Size: Artic Dwarves are small creatures that gain a +1 size bonus to AC and attack rolls and a +4 size bonus to stealth. They also receive a -1 size penalty to combat maneuver and combat defense.
    • Slow and Steady: Arctic Dwarves have a 20ft base speed, but their speed is never reduced by armor or encumberance.
    • Arctic Resiliance: Arctic Dwarves have resistance to cold 5 and are not required to make saves against low oxygen at high altitudes as they are considered acclimated.
    • Defensive Training: Artic Dwarves receive a +4 dodge bonus against any attack by a creatures of the giant subtype.
    • Hatred: Arctic Dwarves recieve a +1 bonus to all attack rolls against creatures of the giant subtype.
    • Hardy: Arctic Dwarves receive a +2 bonus to all saving throws agaisnt poison, spells, and spell-like effects.
    • Hunter/Gatherer: Arctic Dwarves recieve a +2 bonus to all Climb and Survival checks. They are well adapted to mountainous terrain and are capable of surviving in it well.
    • Illiterate: Arctic Dwarves are typically unable to read or write. Those with levels in 'simple' character classes or NPC classes are unable to read or write any langauage they know and regardless of their intelligence, they can only begin the game with their automatic languages and do not gain any bonus languages from a high intelligence score. If the arctic dwarf is skilled in linguistics, they become literate in all of their known languages and gain their bonus langauges from a high intelligence as well as any bonus langauges from ranks in linguistics or if they take a level in a moderate or complex class (such as a fighter or druid).
    • Oral Tradition: Arctic Dwarves pass down their knowledge through song and story. They recieve a +2 bonus to all knowledge (History) checks and can use that skill untrained.
    • Stability: Arctic Dwarves recieve a +4 to their combat maneuver defense when resisting a bull rush or trip attempt while standing on the ground.
    • Weapon Familiarity: Arctic Dwarves are automatically proficient in battleaxes, haflspears, shortbows, and shortspears and treat any exotic weapon with the word "dwarven" in the title as a martial weapon.
    • Languages: (See Racial Regions)


    Regions: (See Player's Guide to Faerun)

    Starting Age: Adulthood 40 years
    • 40+3d6 years (Simple - Barbarian, Rogue, Sorcerer)
    • 40+5d6 years (Moderate - Bard, Fighter, Paladin, Ranger)
    • 40+7d6 years (Complex - Cleric, Druid, Monk, Wizard)

    Middle Age (-1 Str, Dex, Con/+1 Int, Wis, Cha): 125 Years
    Old Age (-3 Str, Dex, Con/+2 Int, Wis, Cha): 188 Years
    Venerable (-6 Str, Dex, Con/+3 Int, Wis, Cha): 250 Years
    Maximum: 250+2d%
    Arctic Dwarf, Male Height 2'8 +2d4; Weight: 50# +(2d4 x 1d4)
    Arctic Dwarf, Female Height 2'4 +2d4 Weight: 40# +(2d4 x 1d4)

    Arctic Dwarf Aventurers
    Arctic Dwarves that become adventurers are rare among their kind, but those that do have succombed to the desire to explore the new continent though this is just as often their own personal desire as a mission from their tribal elders to garner as much information as they can about their new land and regularly return and report what they have found.
    • Alchemist Training in the partially magical and scientific pursuit of alchemy is something that arctic dwarves are ill-equipped to handle and have no tradition of it of their own. The extraordinary few that do possess the talent and means did so only after succombing to their wanderlust and coming across someone well outside an arctic dwarf with the necessray training.
    • Barbarian Calm and leisurely on the outside they pass amongst one another, but arctic dwarf barbarians break from their kindness and social attitude towards outsiders once one among them or even one they recognize as an ally is threatened. Even monsters and giants many times their size and strength fear them.
    • Bard Arctic Dwarves do not have much if any spellcasting tradition, but prominant among the tribes are the storytellers and historians. Bards aren't especially common among the arctic dwarves but they are among the most prized and honored in their community - especially those of stories to tell of the world beyond their homes and of warriors of the ancient past.
    • Cavalier Although exceedingly rare, arctic dwarf cavaliers play a role in the defense of many of their norther tribes. Traditional mounts aren't available in their regions so arctic dwarves that choose various arctic creatures, especially trained polar bears, are the most effective in overrunning, overpowering, and outmaneuvering their otherwise slow and slow-witted enemies.
    • Cleric Even amongst the divine tradition that their stout kin normally specialize in, there is little in the way of divine worship amongst the arctic dwarves. When they do, a rare few turn to the worship of Ulutiiu.
    • Druid The artic dwarf spellcasting tradition, such as there is, is strongest in the druidic traditions, typically specializing in their arctic environments and venerating Talos and Ulutiu. They tend to specialize in fire magic as many of their enemies are vulnerable and/or fearful of it.
    • Fighter Arctic Dwarves are taught from a young age onward the values of community, self-sufficiency, caring, and defense. As such, many can come to the aid of the community in times of war and calamity.
    • Gunslinger Few native Arctic Dwarves have heard of guns, much less used them in combat other than the members most removed from their tribes.
    • Inquisitor Treason is a rare thing amongst Arctic Dwarves but the Inquisitors that do exist instead dedicate themselves to protecting their communities against outside threats and even allies that may potentially threaten their communities.
    • Magus Of all the arcane casting traditions, the Magus is practiced the least as it requires a nuance that few care to learn.
    • Monk Although there is no formal martial arts school amongst arctic dwarves, some tribes do practice and pass down traditions in which the subjects learn to use their body as a weapon.
    • Oracle With the power of the Earth, Fire, and Frozen Wastelands at their disposal, Oracles are often an accidental benefit to any tribe. They often hold internal positions of power and influence rivaled only by a particular chief.
    • Paladin Unlike their stout folk kin, Paladins are virtually nonexistant amongst their tribe. Not because of a lack of morals or conviction, but they rarely have a divine call to paladinhood.
    • Ranger By far the most common amongst their kind, the ranger marries their self-made ideals, their martial traditions, and their need for the training and equipment to survive in a harsh environment against powerful enemies.
    • Rogue Dwarves that take up the mantle of the rogue often do so out of a need for scouts and experts on traps. They are very good at all these things.
    • Sorcerer Arctic Dwarf sorcerers don't happen very often but the rather open-minded society led by arctic dwarves allows them to flourish where in other dwarven communities they would be feared or ostracised. Those with the Boreal bloodline, however, are seen as little different than the arctic-focused druid.
    • Summoner Amonst the arcane casting classes, the summoner is perhaps the most common as many dwarves who happen across the necessary training use it to summon mounts, creatures that manipulate fire, or offer eternal sleepless guardians for their protection.
    • Witch The second most common arcane spellcasting tradition is also the least trusted. Arctic Dwarves that enter the arts of witchcraft are often ostracised or exiled for fear of what they'd do if left unchecked amongst their kind.
    • Wizard Although extremely few take up this profession, those that do end up specializing in fire magic or evocations in general. However, they tend to be regarded in suspicion for the same reason as witches and they often find themselves walking a fine line.


    Alternate Racial Traits
    The following racial traits may be selected instead of existing racial traits. Consult your DM before selecting any of the following options.
    • Battle Hardened: You're not terribly good at dodging blows, instead, you're more inclined to simply take it. It's easier that way anyway. You gain damage reduction 1/- and a +1 to your natural armor.
      This replaces the Hardy trait.
    • Fire Adept: Magical tradition is rare amongst your kind, but you were born with a natural talent for magic. You gain a +1 to the saving throw DC of any spell you cast with the fire descriptor. If you have a charisma of 11 or higher, you gain the ability to cast Flare, Resistance, and Produce Flame as spell-like abilities usable once per day each with a caster level equal to the arctic dwarf's total hit dice. The saving throw DCs are based off charisma.
      This ability replaces their defensive training and hatred abilities.
    • Learned Wanderer: You have left your tribe for a time and learned much of the world and its many wonders. You gain a +2 bonus to knowledge (geography) and you can use the skill untrained.
      This ability replaces oral tradition, hatred, and illiteracy.
    • Snowborne: Your skin and hair coloration grants you an uncanny ability to blend in with the snow and make yourself difficult to see in your natural environment. You gain a +4 bonus to stealth in cold and mountainous terrain. They can move at your full speed without penalty, though you still cannot attack, run, or charge. This benefit replaces hatred and the arctic dwarf's ability to move in armor without a reduction in speed.
    • Tribal Leader: You are naturally adept at leading others with strong words and a fierce heart. You gain a +2 racial bonus to perform (oratory) and diplomacy and for a number of rounds equal to half your total hit dice (minimum 1) plus your charisma modifier, you can grant allies within a 30ft radius half of any morale bonuses affecting one ability of yours (such as one skill, one ability score, one saving throw, etc) that you grant yourself (minimum 1).
      This ability replaces hunter/gatherer and oral tradition.
    • Warrior of the Tundra: You have been trained from an early age to fight against the common enemies of your people. You gain a +2 to attack and damage with any dwarven weapon you are proficient with via weapon familiarity against creatures of the cold subtype. This bonus increases to +4 against giants with the cold subtype.
      This ability replaces Defensive Training and Hatred.


    Favored Class Options
    Instead of receiving additional skill points or hit points whenever he gains a level in a favored class, an arctic dwarf may instead opt to choose among a number of other bonuses, depending on his favored class.
    The following options are available to all arctic dwarves who have the listed favored class and unless otherwise stated, the benefit applies whenever you gain a level in the favored class.
    • Barbarian: +1 bonus to your base speed while raging during a charge, rounded down to the nearest 5ft incriment.
    • Bard: +1/5 additional use of the Lore Master (Ex) ability.
    • Druid: +1/2 to the damage of all spells with the fire descriptor.
    • Fighter: +1/2 to the damage of any successful charging attack.
    • Oracle: +1ft to the area radius of any spell the oracle casts (rounded down to the nearest 5ft incriment).
    • Ranger: +1ft to the area radius of the ranger's hunter's bond with his hunting companions (rounded down to the nearest 5ft incriment).
    • Sorcerer: +1 round to the duration of any conjuration spell used to summon a fire elemental.
    • Summoner: +1 round to the duration of any conjuration spell used to summon a fire elemental.
    Last edited by Neoxenok; 2012-12-20 at 05:47 PM.

  8. - Top - End - #38
    Dwarf in the Playground
    Join Date
    Jul 2011
    Location
    Dallas, Tx
    Gender
    Male

    Default Dwarf, Urdunnir - CR 1/2 (Powerful Player Race)

    Dwarf, Urdunnir Craftsman
    Source: Monster Compendium: Monsters of Faerun
    This short but heavily muscular grey dwarf eyes you as you pass by. It doesn't seem to be particularly afraid as it molds hardened stone like clay in its fingers, preparing to dart into the stone face to escape if need be.
    CR 1/2; XP 200; N Humanoid (Dwarf); Underground; Any Climate
    Init 1; Senses Darkvision 60ft, Perception +4, Stonecunning (+2)
    ========== Defense ==========
    AC 11; Touch 11; Flat-Footed 10 (+1 Dexterity) CMD 11
    HP 8 (1d6 + 5)
    Fort 2 Reflex 1 Will 2; +4 Fort Saves vs. Disease, Poison
    Immune Petrification
    ========== Offense ==========
    Speed 30ft
    Melee Heavy Mace +0 (1d8/20x2)
    Ranged Sling +1 (1d4/20x2) 50ft Range Incriment
    Space 5ft Reach 5ft CMB 0
    ========== Statistics ==========
    Str 10, Dex 13, Con 14, Int 11, Wis 11, Cha 6; Base Attack 0
    Feats Stoneblood [B], Toughness
    Skills Appraise +4 (+6 nonmagical stones, gems, metals), Craft (Stonemasonry) +4 (+8 using gems, metal, stone), Knowledge (Dungeoneering) +4, Perception +4, Stealth +5, Survival +4
    Languages Dwarven, Undercommon
    Special Qualities Shape Metal and Stone, Stonecunning, Stonewalk
    ========== Ecology ==========
    Environment Environment
    Organization # in which they are typically found
    Treasure Treasure Type
    ========== Special Abilities ==========
    Shape Metal and Stone (Su) - (See Below)
    Stonecunning - (See Below)
    Stonewalk (Su) - (See Below)

    Urdunnir are ill-suited for battle but can virtually disappear in their natural habitant. Few if any can follow them and if it weren't for their need for air, they could literally cut themselves off from others in isolated pockets disconnected from the rest of the underdark.
    They are relatively safe from threats in thier natural habitat and have little contact with others, preferring to spend the decades perfecting their art amongst themselves. Their largest communities completing stone works that rival the castles of the dwarven gods themselves.

    Stoneblood [Regional]
    Source: Races of Faerun
    With blood like cooling lava, you are difficult to kill due to injuries.
    Prerequisites: Con 13, Urdunnir Region
    Benefit: When determining how many negative hit points you need to die, you use double your constitution score. You must make a constitution check equal to your total negative hit points in order to stabilize.
    Normal: You determine how many negative hit points you need to die by using you constitution score and you must roll a constitution check DC 10 + your negative hit points in order to stabilize.

    Dwarf, Urdunnir (Powerful Race)
    Source: Races of Faerun
    A mysterious and largely forgotten offshoot of the dwarven race, the Urdunnir, otherwise known as the orecutter dwarves, have all but become one with the earth and its ores. They are far removed from the troubles of others and have spent countless years perfecting their arts over the more martial traditions of their kin.
    • +2 Constitution, +2 Wisdom, -2 Charisma: Urdunnir dwarves are as tough and intuitive as their kin.
    • Medium: Urdunnir Dwarves recieve no special bonuses or penalties due to their size.
    • Normal Speed: Urdunnier Dwarves are quicker on their feet than their cousins with a base speed of 30ft.
    • Artistic: Urdunnier Dwarves gain a +2 bonus to all craft skills that involve stone, metal, precious metals, gemstones, or anything of that nature.
    • Darkvision: Urdunnier Dwarves can see in the dark out to 60ft.
    • Greed: Urdunnir Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
    • Shape Metal and Stone (Su): Undunnir Dwarves can manipulate 5ft cubic feet of metal and stone as though it were clay per two hit dice per day for as long as the dwarf wishes (minimum 5 cubic feet). This allows the Undunnir Dwarf to craft items (using the craft skills) involving stone, metal, and gems in hours rather than days. This ability only works for Undunnir dwarves and a molded clay metal, stone, or gem item only has these properties in the hands of an Undunnir Dwarf.
    • Solid Form: Undunnir Dwarves are immune to the effects of petrification and being transformed into stone, metal, gems, or anything similar.
    • Stonecunning: Dwarves receive a +2 on perception rolls to potentially notice unusual stonework, such as traps or hidden doors located in stone walls or floors. They receive a check to notice such features just by passing within 10ft of them, whether or not they are actively looking.
    • Stonewalk (Su): Urdunnier Dwarves have the ability to walk through stone as though it were air. They can take as much with them as they can carry (up to a heavy encumberance). They can walk through up to 10 feet per hit dice of stone per day, but they can split their total to a minimum of 10ft incriments in order to use this ability multiple times up to the maximum limit of 10ft per hit dice.
    • Toxin Resiliance: Urdunnir Dwarves recieve a +4 racial bonus on saving throws against poison.
    • Languages: See Home Region


    Regions: (See Player's Guide to Faerun)

    Starting Age: Adulthood 40 years
    • 40+3d6 years (Simple - Barbarian, Rogue, Sorcerer)
    • 40+5d6 years (Moderate - Bard, Fighter, Paladin, Ranger)
    • 40+7d6 years (Complex - Cleric, Druid, Monk, Wizard)

    Middle Age (-1 Str, Dex, Con/+1 Int, Wis, Cha): 125 Years
    Old Age (-3 Str, Dex, Con/+2 Int, Wis, Cha): 188 Years
    Venerable (-6 Str, Dex, Con/+3 Int, Wis, Cha): 250 Years
    Maximum: 250+2d%
    Urdunnir Dwarf, Male Height 4'2 +2d4; Weight: 180# +(2d4 x 2d8)
    Urdunnir Dwarf, Female Height 4'0 +2d4 Weight: 150# +(2d4 x 2d8)
    Last edited by Neoxenok; 2012-04-18 at 12:41 AM.

  9. - Top - End - #39
    Dwarf in the Playground
    Join Date
    Jul 2011
    Location
    Dallas, Tx
    Gender
    Male

    Default The Elite of Thay

    Red Wizard of Thay (Wizard Archeotype)
    The Red Wizards are the not-quite-indesputable rulers of Thay, the conquerers of that land's native Rashemi and would-be magical overlords of all of Faerun. They focus in one school of magic above and beyond that of any other specialist in all of Faerun, achieving mastery in a particular and narrow type of magic above and beyond what most mages achieve.
    They are seen as cruel tyrants with little regard to the lives and livelihoods of those around them. The problem is that for many actual Red Wizards, this is quite unfortunately true for those they have subjugated and forced into their magical research and slavery.

    • Restriction: Red Wizards are a select group that only trains humans and, as such, Red Wizards of Thay can only be human from the Thay region. The Red Wizard cannot be of good alignment.
    • Skills: Red Wizards gain intimidate as a class skill.
    • Tattoo Focus: This ability works like the scribe scroll feat with a number of exceptions. Instead of scribing on a specialized parchment, the Red Wizard instead scribes upon flesh. Items so scribed take up a magic item slot on the body in which it is inscribed.
      These tattoos need neither gesture nor word for activation but must obey all other rules for casting a spell off a scroll. Once cast, the tattoo disappears.
      Tattoos can be put upon others, but those tattoos can only activate by the thoughts of the Red Wizard that scribed that particular tattoo and then only if he is within 30ft of the recipient. A tattoo scribed upon another person can only affect the person to which it has been inscribed upon. Red Wizards typically use this to scribe beneficial spells upon favored servants and harmful spells to punish slaves.
      This ability replaces scribe scroll.
    • Enhanced Specialization: Red Wizards must specialize in a school of magic and cannot be a 'generalist' mage. He must select three prohibited schools of magic. He has one fewer 'general' spell slot (to a minimum of 0 plus any bonus spells from specialization and a high ability score) at every spell level but gains an additional specialist bonus spell slot of the chosen school of magic.
      This ability replaces arcane school.
    • Circle Leader: The Red Wizard is able to lead a host of other spellcasters in using the power of circle magic.
      When employing Thayan-style circle magic, the Circle Leader must be designated and the minimum of two and maximum of five participants must all ready actions in which to act in the same round as the leader.
      When the leader casts a spell, the participants can use their magic to enhance the spell the leader is casting with the feats and abilities that is pooled amongst the leader and all the participants.
      Each participant can add the benefit of a metamagic feat or any other feat that enhances a spell directly such as metamagic feats and feats like spell penetration and spell focus, except for the quicken spell, silent spell, and still spell metamagic feat.
      In order to enhance a spell with a feat in this manner, the participant must sacrifice a spell slot with a number of spell levels equal to the level of the spell the leader is casting plus the spell level increase of the metamagic feat plus the number of prerequisite feats for the feat being used -1. So, for example, a particpant wishing to enhance the leader's fireball spell with empower spell feat must use up a 4th level spell slot or prepared forth level spell or a number of spell slots or prepared spells totalling four spell levels. You cannot sacrifice more spell levels than the highest level spell level accessable to the leader.
      The participants need not be red wizards themselves, but must have access to spell slots or prepared spells. Spells sacrificed in this manner are used up as though having been cast.
      This ability replaces the wizard's arcane bond.
    • Spell Focus: At 5th level, the Red Wizard gains spell focus in his chosen specialized field of magic.
      This ability replaces the wizard's 5th level bonus feat.
    • Spell Defense: At 6th level, the Red Wizard gains a +1 bonus to all saving throws against spells of his chosen school of magic. This benefit stacks with other such benefits. This bonus increases by 1 point every six levels thereafter.
    • Tattoo Focus, Greater: At 10th level, your ability to scribe and control the tattoos you create is improved. You can now activate the tattoos out to a distance of 60ft and you can activate one tattoo as a swift action instead of a standard action once per day and one additional time per day every four levels thereafter.
      This ability replaces the wizard's 10th level bonus feat.
    • Circle Magic, Greater: At 13th level, the Red Wizard can use Thayan Circle Magic with much greater ability. You can now include up to nine participants and participants can now perform the following things when participating in a circle.
      When sacrificing a spell slot or prepared spell of the same level as the spell the leader is casting, you can cast the same spell exactly as the leader had cast it (it does not gain the benefits that the circle grants the leader) regardless of the school or type of magic (arcane or divine) but the participant must use his own statistics when determinging saving throw DC, caster level, and other such effects and he can determine how the spell is used.
    • Greater Spell Focus: At 15th level, the Red Wizard gains the greater spell focus feat in his chosen specialized field of magic.
      This ability replaces the wizard's 15th level bonus feat.
    • Tattoo Focus, Superior: At 20th level, your ability to scribe and control the tattoos you create is improved drastically. You can now activate the tattoos out to a distance of 120ft and you can activate three tattoos as a swift action instead of a standard action once per day.
      This ability replaces the wizard's 20th level bonus feat.
    Last edited by Neoxenok; 2012-04-22 at 11:20 PM.

  10. - Top - End - #40
    Dwarf in the Playground
    Join Date
    Jul 2011
    Location
    Dallas, Tx
    Gender
    Male

    Default Prestige Class (Divine Champion)

    Divine Champion (5 Levels)
    Source: Player's Guide to Faerun
    Each church requires more than just a strong arm or able body, many churches and religious groups employ a faithful defender to protect their patrons, guard their holy sites, and spread the word if their faith.
    Although paladins and anti-paladins follow a similar code, a divine champion represents other devout warriors who find the ethos of those classes too restricting. Instead, they are bound only to help the faith and follow the god's dogma. For this, they receive the backing of the patrons of the faith and the power of their god.

    Role: The Divine Champion is a warrior that can come from a variety of backgrounds and are additionally given powers in regard to the faith they follow.
    Alignment: Any, but must be within one step of his or her patron deity, like a cleric or druid.
    Requirements: Base Attack Bonus +7, Knowledge (Religion) 3 ranks, Skill Focus (Knowledge (Religion)), A divine champion must have a patron deity to which the divine champion serves.
    Hit Dice: d10
    Class Skills: Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (Religion) (Int), Ride (Dex), and Swim (Str).
    Skill Points Per Level: 2 + Intelligence Modifier
    Base Attack Bonus: Good (+1/Level)
    Saving Throws: +1 fortitude at 1st level and +1 every two levels thereafter; +1 reflex and will at 2nd level and +1 every three levels thereafter.
    Class Features:
    • Weapon and Armor Proficiency: Divine Champions do not gain any additional armor or shield proficiencies, but they are proficient in all simple weapons, martial weapons, and the favored weapon of his or her patron deity.
    • Divine Continuity: The Divine Champion stacks with any class levels you already possess for determining the progression of two of the following abilities (your choice): Channel Energy, Domain (Any One), Hunter's Bond, Lay on Hands, Nature's Bond, Revelations, Smite Chaos/Evil/Good/Law, Touch of Corruption, Wild Shape or any similar ability subject to DM approval. Please note that Divine Champion stacks with these powers in terms of continuing your progression both in terms of uses and when powers are gained. For example, a 4th level fighter and 4th level cleric and 5th level divine champion that selected channel energy and the death domain counts both his cleric and divine champion levels for progression, allowing him to channel energy as a 9th level cleric and he has all the domain powers granted by the death domain as though he were an 9th level cleric, allowing access to both bleeding touch and death's embrace and use them with the same intensity as an 9th level cleric.
      If you have levels as a fighter, your divine champion levels count as fighter levels for the purpose of qualifying for certain fighter feats.
      If the divine champion has no levels in any class that grants one of the above abilities, then he may select two of those abilities and counts his divine champion levels for purposes of determing when and how powerful those abiltiies are.
    • Bonus Feats: At 2nd level and again at 4th level, you gain a bonus feat from the following list: Blind Fight, Cleave, Combat Expertise, Combat Reflexes, Defensive Combat Training, Die Hard, Disruptive, Endurance, Extra Channel, Extra Lay on Hands, Extra Mercy, Improved Channel, Improved Critical (Deity's Favored Weapon), Improved Initiative, Improved Unarmed Strike, Point Blank Shot, Power Attack, Precise Shot, Quick Draw, Spellbreaker, Weapon Focus (Deity's Favored Weapon).
    • Sacred Defense (Su): At 3rd level, you gain a +1 sacred if good or profane bonus, if evil, to all of your saving throws against divine spells and the spell-like and supernatural abilities of outsiders. This bonus improves to +2 at 5th level.
    • Divine Power (Sp): At 5th level, you gain the ability to cast the spell Divine Power as a spell-like ability usable a number of rounds per day equal to your total hit dice plus your charisma modifier (minimum 0). These rounds need not be used consecutively.
    Last edited by Neoxenok; 2012-04-29 at 08:03 PM.

  11. - Top - End - #41
    Dwarf in the Playground
    Join Date
    Jul 2011
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    Dallas, Tx
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    Default Prestige Class (Divine Disciple)

    Divine Disciple (5 Levels)
    Source: Player's Guide to Faerun
    Every faith has those that channel the divine power of the god they worship and they follow the dogma and the will of their deity. Even among them, however, there are those that embody the ideals of their diety with their very soul. They are the true fantatics of their faith and just as often are those that devote their lives and livelyhoods to the cause of their faith in order to have the most personal of relationships with their deity.
    Role: While clerics and other divine casters live to serve their diety and advance the cause of their faith, those who advance as divine disciples are fanatically devoted to the principles of their faith. Depending on how they go about their lives, this can be a rewarding experience for an adventuring party or an annoyance.
    Alignment: They must have the same alignment as their patron deity.
    Requirements: Knowledge (religion) 7 ranks, the skill focus (knowledge (religion) feat, ability to cast 4th level divine spells, and a divine disciple must have a patron deity in which to serve.
    Hit Dice: d8
    Class Skills: Craft (Int), Knowledge (History), Knowledge (Planes), Knowledge (Religion) (Int), Profession (Wis), and Spellcraft (Int).
    Skill Points Per Level: 2 + Intelligence Modifier
    Base Attack Bonus: Average (3/4 Level, round down).
    Saving Throws: +1 fortitude and will at 1st level and +1 every two levels thereafter; +1 reflex at 2nd level and +1 every three levels thereafter.

    Class Features:
    • Weapon and Armor Proficiency: The Divine Disciple gains proficiency in their deity's favored weapon. If they already had proficiency in their deity's favored weapon, then no additional proficiencies are granted.
    • Spells per day/Spells known: At 1st level and every level thereafter, the divine disciple gains new spells per day and spells known (if applicable) as though they had gained a level in whatever divine spellcasting class that qualified for this prestige class other than an increased effective level of spellcasting.
      You do not, however, gain any other benefit, such as channel energy, domain powers, or wildshape advancement. This means that a 10th level cleric/5th level divine disciple has the spells per day, spells known, and effective spellcasting level of a 15th level cleric, but otherwise does not have access to other special abilities of a cleric. If more than one spellcasting class allows a character to qualify for this prestige class, then the disciple must choose one in whcih to advance for purposes of determining spells per day and spells known.
    • Divine Continuity: Levels in divine disciple stack with any class levels you already possess for determining the progression of one of the following abilities (your choice): Channel Energy, Domain (Any One), Hunter's Bond, Lay on Hands, Nature's Bond, Revelations, Smite Chaos/Evil/Good/Law, Touch of Corruption, Wild Shape or any similar ability subject to DM approval. Please note that Divine Disciple stacks with these powers in terms of continuing your progression both in terms of uses and when powers are gained. For example, a 4th level fighter and 4th level cleric and 5th level divine disciple that selected the death domain counts both his cleric and divine disciple levels for progression, allowing him to access to all the domain powers granted by the death domain as though he were an 9th level cleric, allowing access to both bleeding touch and death's embrace and use them with the same intensity as an 9th level cleric.
    • Divine Emissary (Ex): At 1st level, the Divine Disciple gains a +1 bonus to all charisma checks when interacting with believers of the same faith as the divine disciple and with outsiders of the same alignment as his or her deitiy. This bonus improves to +2 at 3rd level and +3 at 5th level.
      When interacting with outsiders that serve the disciples' patron deity, you instead gain a bonus to charisma checks equal to your divine disciple level.
    • Sacred Defense (Su): At 2nd level, you gain a +1 sacred or profane bonus (if good or evil, respectively) to all of your saving throws against divine spells and the spell-like and supernatural abilities of outsiders. This bonus increases to +2 at 4th level.
    • Faithful Servants: At 3rd level, your ability to summon allies of your faith and servants of your deity improve drastically. Whenever you summon an outsider or elemental with any summon monster or planar ally spell, the duration is doubled as though modified with the extend spell feat. This benefit does not stack with the extend spell feat.
      In addition, you gain the augment summoning feat, even if you do not otherwise qualify for it.
    • Allies of the Faith: At 5th level, when you summon an elemental or outsider using any spell within the planar ally chain, they gain the benefit of a single application of the advanced creature template or the giant creature template.
    Last edited by Neoxenok; 2012-05-06 at 02:37 AM.

  12. - Top - End - #42
    Dwarf in the Playground
    Join Date
    Jul 2011
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    Dallas, Tx
    Gender
    Male

    Default Prestige Class (Divine Seeker)

    Divine Seeker (5 Levels)
    Source: Player's Guide to Faerun
    When a god or religious organisation requires stealth, guile, secrecy, or discretion, then that faith will have access to divine seekers. They are the ones that spy on rival faiths, seek heretics, retreive holy relics, or simply keep others out from performing the same tasks against their own faith.
    Their forte is performing tasks for the church without anyone else being aware of their involvement.

    Role: Divine seekers are best able to hunt down particular objects or people and are experts at infiltration and subterfuge. They often were previously rogues, rangers, bards, ninjas, particularly subtle inquisitors, and monks.
    Requirements: Bluff 3 ranks, Disguise 3 ranks, Perception 3 ranks, Sense Motive 3 ranks, Stealth 7 ranks, either decietful or stealthy feat, and you must have a patron deity and it must be the deity to which the divine seeker serves as a divine seeker.
    Alignment: Any, but within one step of his or her patron deity's alignment, similar to a cleric or druid.
    Hit Dice: d8
    Class Skills: Acrobatics (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Knowledge (Geography) (Int), Knowledge (Local) (Int), Knowledge (Religion) (Int), Perception (Wis), Profession (Wis), Stealth (Dex), Survival (Wis), Swim (Str).
    Skill Points Per Level: 6 + Intelligence Modifier
    Base Attack Bonus: Average (3/4 Level, round down)
    Saving Throws: Reflex and Will Saves (1 + 1 per 2 Levels); Fortitude Save (+1 at 2nd level +1 per three levels)
    Class Features:
    • Weapon and Armor Proficiency: The Divine Seeker gains no additional proficiencies.
    • Sneak Attack: At 1st level, the Divine Seeker can sneak attack similarly to a rogue (Pathfinder RPG Core Rulebook page 68) and gains additional sneak attack damage every two levels beyond first.
      If the divine seeker has levels in a class that gains sneak attack, such as the rogue, assassin, or other class, then the divine seeker levels stack with the selected class for purposes of determining both the amount of sneak attack damage and when the sneak attack damage increases.
      For example, a 7th level rogue/5th level divine seeker deals 6d6 points of sneak attack damage exactly as a 12th level rogue would.
    • Power of the Faithful: Starting at 1st level, the Divine Seeker gains the use of numerous spell-like abilities granted by the seeker's god or goddess in order to fufill their purpose. At first level, the Seeker may select two of the following spells: Arcane Mark, Daze, Detect Poison, Guidance, Know Direction, Mage Hand, Message, and Purify Food and Drink. Each of the two selected spell-like abilities are usable three times per day with a caster level equal to the total hit dice of the divine seeker. Any saving throw DCs are based off of charisma.
      At 2nd level and every level thereafter, the divine seeker gains an additional spell as a spell-like ability usable once per day each. This spell-like ability can be selected from the previous list or among the following spells: Comprehend Languages, Cure Light Wounds, Detect Chaos/Evil/Good/Law, Detect Secret Doors, Detect Undead, Disguise Self, Pass without Trace, Sanctuary, and Speak with Animals.
      At 3rd level, the list expands to include the following spells: Locate Object, Undetectable Alignment, and Zone of Truth.
      At 4th level, the list expands to include the following spells: Clairaudience/Clairvoyance, Nondetection, and Obscure Object.
      At 5th level, the list expands to include the following spells: Discern Lies, Find the Path, Locate Creature, Stone Tell, and Zone of Silence.
    • Sacred Skills: At 2nd level and again at 4th level, you gain a bonus feat from among the following list of feats: Alertness, Decietful, Deft Hands, Intimidating Prowress, Persuasive, Self-Sufficient, Skill Focus, Stealthy.
    • Sacred Defense (Su): At 3rd level, you gain a +1 sacred or profane bonus (if good or evil, respectively) to all of your saving throws against divine spells and the spell-like and supernatural abilities of outsiders. This bonus increases to +2 at 5th level.

  13. - Top - End - #43
    Dwarf in the Playground
    Join Date
    Jul 2011
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    Dallas, Tx
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    Default Forest Blade (Ranger Archeotype)

    Forest Blade (Ranger Archeotype)
    Source: Unique Creation of Neoxenok
    Forest Blades are more connected to nature itself than to the divine blessing of any particular nature deity. It's an odd arrangement, but the Forest Blades instead choose to enhance their combat prowress through additional martial training and they enhance their connection to an animal companion. This alteration makes them deadly allies of nature and they are never alone.
    • Nature Bond (Ex): As a druid (Pathfinder RPG Core Rulebook page 50), but you must select an animal companion. You do not gain Track until 4th level and you take a -1 penalty to the bonus (minimum +1).
    • Bonus Feats: You gain a bonus combat feat at 4th level and every three levels thereafter until 13th level. You must qualify for the prerequisites for those feats. You do not gain ranger spells.
    • Armor Bond: At 8th level, you can wear medium armor without the penalty to your speed. All medium armor's maximum dexterity is 1 point higher for you and the armor check penalty is 1 point lower. These increase to 2 at 12th level. Your armor check penalty can never be lower than 0.
    • Tough Hide (Ex): At 16th level, you gain a +1 bonus to your natural armor and damage reduction 1/cold iron. These bonuses increase to 2 at 19th level.

  14. - Top - End - #44
    Dwarf in the Playground
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    Default Abishai - CR 5

    Abishai
    This creature appears similar to a gothic gargoyle, but it possesses a thick, scaled skin much like a dragon or reptile colored similarly to one of the five chromatic dragons and possesses large batlike wings. Its eyes seethe hatred and malace as it dives toward you with its bladed hands and whiplike stinger tail.
    CR 5; XP 1,600; LE Medium Outsider (Abishai, Evil, Lawful); Dragon Eyrie and Hell; Any Climate
    Init 1; Senses Darkvision 60ft, Perception +11, See in Darkness
    ========== Defense ==========
    AC 16; Touch 11; Flat-Footed 15 (+1 Dexterity +5 Natural Armor) CMD 17
    HP 37 (5d10 + 10) Regeneration 1 (Blessed or Holy Weapon, Holy Water)
    Fort 6 Reflex 5 Will 2
    DR 5/Magic Immune Fire, Paralysis, Poison, Sleep Resist Acid 10, Cold 10 SR 11
    Weaknesses Holy Water Vulnerability
    ========== Offense ==========
    Speed 30ft Speed, 40ft Fly (Poor)
    Melee Stinger +7 (1d6+1/x2), 2 Claws +6 (1d4+1/x2), Bite +4 (1d4/x2)
    Space 5ft Reach 5ft (10ft with Stinger) CMB 6
    ========== Statistics ==========
    Str 13, Dex 12, Con 14, Int 10, Wis 12, Cha 13; Base Attack 5
    Feats Improved Natural Armor, Multiattack, Weapon Focus (Stinger)
    Skills Bluff +9, Diplomacy +9, Disguise +9, Escape Artist +9, Intimidate +11, Perception +11; Racial Modifiers +2 Intimidate, +2 Perception
    Languages Draconic, Infernal
    Special Qualities Summon Minion of Tiamat
    ========== Spells and Spell-Like Abilities ==========
    Spell-Like Abilities (CL 5; Concentration +6)
    At-Will-- Bleed (DC 11), Charm Person (DC 12), Command (DC 12), Detect Good, Minor Image (DC 12), Resistance, Scare (DC 13).
    ========== Ecology ==========
    Environment Dragon Eyrie, The Nine Hells of Baator
    Organization Solitairy, Flight (2-5), Wail (6-12)
    Treasure Standard

    Abishais are the creation of Tiamat from the souls of the damned between her two realms in Dragon Eyrie and the Nine Hells of Baator and thus gain traits of both dragons and outsiders of the lawful evil planes. They are torturers by virtue and wardens by nature as they only pay fealty to Tiamat herself.
    The majority of Abishais are little different from one another excepting the color of their scales, which correspond to the five most prolific chromatic dragons: black, blue, green, red, and white. However, the more powerful among them have stronger ties to the type of chromatic dragon that share the color of theire scales.
    Unlike many lawful outsiders, there is little in the way of hierarchy amongst the Abishai themselves, though they still respect more powerful outsider natives of Hell and the Dragon Eyrie with the sole exception of Tiamat herself, to whom they are absolutely loyal.
    Abishais all have a long prehensile tail that ends in a wicked bladelike stinger with knifelike claws and a powerful jaw. In combat, they are ruthless and brutal, only taking time and forethought into their tactics when faced with a truely powerful foe.

    Abishai Simple Templates
    Although the typical Abishai is little different from one another other than the coloration of their scales, certain ones have a more pronounced difference with their more typical kin based upon which chromatic dragon color they resemble.

    Black Abishai CR +0
    Black Abishai have a black scale coloration as well as other features that make them vaguely resemble black dragons.
    Quick Rules: gain 20ft swim and +1d6 acid damage on each stinger attack.
    Rebuild Rules: Speed: gain 20ft swim speed. Resist: Acid 20. Attacks: Stinger deals additional +1d6 acid damage per successful attack (like a shock or flaming weapon). Spell-Like Abilities (Sp): Gain Water Breathing at will, Speak with Reptiles 3/day (like speak with animals, but strictly with reptiles), and Darkness 1/day. Loose Charm Person and Minor Image from at-will spell-like abilities. Ability Scores: -2 strength and intelligence, +2 dexterity and wisdom.

    Blue Abishai CR +0
    Blue Abishai have a blue scale coloration as well as other features that make them vaguely resemble blue dragons.
    Quick Rules: gain 20ft burrow and +1d6 electricity damage on each stinger attack.
    Rebuild Rules: Speed: gain 20ft burrow speed. Resist: Electricity 20. Attacks: Stinger deals additional +1d6 electricity damage per successful attack (like a shock or flaming weapon). Spell-Like Abilities (Sp): Gain Ventriloquism at will, Hallucinatory Terrain 3/day. Loose Charm Person and Command from at-will spell-like abilities.

    Green Abishai CR +0
    Green Abishai have a Green scale coloration as well as other features that make them vaguely resemble Green dragons.
    Quick Rules: gain 20ft swim and +1d6 acid damage on each stinger attack.
    Rebuild Rules: Speed: gain 20ft swim speed. Resist: Acid 20. Attacks: Stinger deals additional +1d6 acid damage per successful attack (like a shock or flaming weapon). Spell-Like Abilities (Sp): Gain Water Breathing at will, Entangle 3/day, and Suggestion 1/day. Loose Charm Person and Minor Image from at-will spell-like abilities.

    Red Abishai CR+0
    Red Abishai have a Red scale coloration as well as other features that make them vaguely resemble Red dragons.
    Quick Rules: gain +10ft fly speed and +1d6 fire damage on each stinger attack.
    Rebuild Rules: Speed: Fly speed improves by +10ft. Vulnerability: Cold. Attacks: Stinger deals additional +1d6 fire damage per successful attack (like a shock or flaming weapon). Spell-Like Abilities (Sp): Red Abishai loose all abishai spell-like abilities and instead gain the ability to cast sorcerer spells as a 3rd level sorcerer. The Red Abishai does not gain any sorcerer class features (such as the sorcerer's bloodline). Feats: The Red Abishai gains Eschew Materials as a bonus feat. Ability Scores: -2 dexterity, +2 charisma.

    Typical Red Abishai Sorcerer Spells:
    Sorcerer Spells Known: (Caster Level 3rd; Concentration +5)
    1st- (6/day)- Burning Hands (DC 13), Mage Armor, True Strike
    0th- (At Will)- Bleed (DC 12), Detect Magic, Flare (DC 12), Resistance, Touch of Fatigue (DC 12)

    White Abishai CR +0
    White Abishai have a white scale coloration as well as other features that make them vaguely resemble white dragons.
    Quick Rules: gain 20ft burrow and swim, +10ft to base speed and +1d6 cold damage on each stinger attack. +2 AC & Flat-footed AC. No spell-like abilities.
    Rebuild Rules: Speed: gain 20ft burrow speed and swim speed. Gain +10ft to base speed. Armor Class: Natural Armor improves by +2. Resist: Cold 20. Attacks: Stinger deals additional +1d6 cold damage per successful attack (like a shock or flaming weapon). Spell-Like Abilities (Sp): Loose all spell-like abilities. Ability Scores: +2 strength and constitution.

    Abishai, Chromatic
    Standing tall like a massive gothic gargoyle with a hateful stare and wickedly sharp blades for fingers and a sword-sized stinger at the tip of its tail. Its scales seem to shift in color between the five colors of the chromatic dragons continuously. The draconic monster looks ready to end any living and unliving creature in its wake.
    CR 9; XP 6,400; LE Large Outsider (Abishai, Extraplanar, Evil, Lawful); Dragon Eyrie, Hell; Any Climate
    Init 7; Senses Blindsense 60ft, Darkvision 120ft, Detect Magic, Detect Good, Perception +18, See in Darkness
    ========== Defense ==========
    AC 22; Touch 12; Flat-Footed 19 (-1 Size +3 Dexterity +10 Natural Armor) CMD 27
    HP 129 (9d10 + 36) Regeneration 5 (Blessed Weapons, Holy Weapons, Holy Water)
    Fort 10 Reflex 9 Will 5; Special Save Bonuses
    DR 10/Magic Immune Fire, Paralysis, Poison, Sleep Resist Acid 20, Cold 20, Electricity 20 SR 19
    Weaknesses Vulnerability to Holy Water
    Defensive Abilities Fire Aura (1d6+9 damage per successful melee attack)
    ========== Offense ==========
    Speed 40ft Speed, 30ft Burrow Speed, 50ft Fly Speed (Poor Maneuverability), 30ft Swim Speed
    Melee Stinger +13 (1d8+4+1d6 Acid/x2 plus 1d10 Acid), 2 Claws +13 (1d6+4+1d6 Electricity/x2), Bite +10 (1d6+2/x2)
    Space 10ft Reach 10ft (15ft with Stinger) CMB 14
    Special Attacks Breath Weapon (Reflex DC 18; 30ft Cone; 6d6 Cold Damage)
    ========== Statistics ==========
    Str 18, Dex 17, Con 18, Int 13, Wis 14, Cha 15; Base Attack 9
    Feats Improved Initiative, Improved Natural Armor, Multiattack, Weapon Focus (Claws), Weapon Focus (Stinger)
    Skills Bluff +16, Diplomacy +14, Disguise +14, Escape Artist +15, Intimidate +18, Knowledge (Planes) +9, Knowledge (Religion) +8, Perception +18; Racial Modifiers Bluff +2, Intimidate +4, Perception +4
    Languages Celestial, Draconic, Infernal
    Special Qualities Summon Minion of Tiamat
    ========== Spells and Spell-Like Abilities ==========
    Constant or Ongoing Effects (Caster Level 9th)--Detect Magic, Detect Good.
    Spell-Like Abilities (CL 9; Concentration +11)
    At-Will-- Bleed (DC 12), Charm Person (DC 13), Command (DC 13), Minor Image (DC14), Resistance, Scare (DC 14).
    3/day-- Darkness, Disguise Self, Entangle (DC 13), Hallucinatory Terrain (DC 13), Plant Growth, Pyrotechnics (DC 13), Suggestion (DC 15), Water Breathing, Ventriloquism
    ========== Ecology ==========
    Environment Dragon Eyrie, Nine Hells of Baator
    Organization Solitairy, Flight (2), Firework (3-12)
    Treasure Standard
    ========== Special Abilities ==========
    Breath Weapon (Su) - Using a breath weapon is a standard action that can be performed once every 1d4 rounds. It affects a 30ft cone area and all creatures caught within the cone must save (Reflex DC 18) for half damage.
    The save DC is constitution-based.
    Fire Aura (Su) - Creatures that strike the Chromatic Abishai with a melee weapon take fire damage equal to 1d6+9 per melee strike. Reach weapons and range weapons are not subject to this damage. Creatures that attempt to grapple the Chromatic Abishai take the damage each round.

    The Abishai as a whole are infernal creatures that in many ways superficially resemble the draconic children of Tiamats, but the Chromatic Abishai resembles Tiamat herself to the extent of possessing powers and abilities that represent all of the chromatic dragonkind.
    The most powerful of the Chromatic Abishai are the personal handmaidens of Tiamat herself.


    Abishai Subtype
    This subtype applies to outsiders specifically created by Tiamat or their descendants. All abishais are lawful evil outsiders created from the souls of the damned from the infernal planes with draconic traits. They all have the following special abilities:
    • Damage Reduction (Ex): Abishais all have damage reduction. The vast majority have damage reduction 5 but more powerful ones (with a CR of 10 or higher) have damage reduction 10. Magical weapons can overcome this damage reduction.
    • Immunities (Ex): Abishais are immune to fire, paralysis, poison, and sleep.
    • Resistances (Ex): Abishais have acid and cold resistance 10.
    • Regeneration (Ex): Abishais' regeneration ceases to function the round after receiving damage from blessed weapons, holy weapons, and holy water.
    • See in Darkness (Su): Abishais can see with perfect clarity in darkness of any kind, even those created through supernatural or spell-like powers.
    • Spell-like Abilities (Sp): At-Will-- Bleed, Charm Person, Command, Detect Good, Minor Image, Resistance, Scare. All effects from an Abishai's spell-like abilities are charisma-based (such as concentration and saving throw DCs.)
    • Spell Resistance (Ex): All Abishais have at least spell resistance 6 plus their challenge rating.
    • Summon Minion of Tiamat (Sp): Once per day, an abishai can summon 8 Lemures or 1 standard Abishai. A chromatic Abishai can summon 8 Abishais or 1 chromatic Abishais.
    • Telepathy (Su): Abishais can communicate telepathically with any creature with a language out to 100ft.
    • Vulnerability to Holy Water (Ex): Holy water is severely damaging to Abishais. A flask deals 1d6 points of holy damage to them or 1 point of splash damage. Greater exposure causes more damage to an Abishai - similarly to acid except that the damage caused to an Abishai is holy damage and not actually acid damage.

    Abishais in Faerun
    Tiamat rarely frequently sends her Abishais to her clerics through the planar ally spells. Regardless of the source, they are often considered to be a blessing of Tiamat by her faithful and even non-believers in Unther due to the recent history after the Time of Troubles there.
    Abishais that become trapped or summoned into the Material plane tend to prefer to live in Unther. A group of thirteen such Abishai currently lair seporately in the underdark near Unthalass and hope that Tiamat doesn't notice their absence in her planar domain so they dare not use their summoning ability.
    Most of those resent the relatively powerful Red Abishai and remain solitairy and hidden. Given the choice, however, they would rather terrorize the locals. However, a local Priest of Tiamat is currently bribing a few of them into doing his bidding on the threat of exposing their absence to Tiamat if they refuse his orders. It is a dangerous game indeed.
    Last edited by Neoxenok; 2012-08-04 at 05:36 PM.

  15. - Top - End - #45
    Dwarf in the Playground
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    Jul 2011
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    Default Magic of Faerun Feats

    Attune Gem [Item Creation]
    Source: Magic of Faerun
    Prerequisite: Craft (Gemcutting) 3 ranks, ability to cast arcane spells or spell-like abilities.
    Benefit: You can store a spell in a gem to be triggered later. The spell must affect a creature, a target, an object, or an area. If the spell targets a creature, target, or object, it must be in physical contact with the object to be affected. If it affects an area, the area must be centered on the gem itself.
    Gems have the same crafting costs as potions (50gp X Caster Level X Spell Level) but unlike potions, the affected gem must have a predetermined trigger condition that cannot be based upon class, hit dice, or character level but can be based upon race, alignment, appearance, incriments of time that must pass, and similar effects. Decisions that must be made at the moment of casting the spell (such as who or what the target effects and spell-based determinations, such as what creature a summon monster spell summons or the energy type you're protected from with the resist energy spell.
    Gems that are worn for beneficial effect to a creature must take up an item slot. For example, a creature that creates a gem with the protection from energy spell can choose to wear it like an amulet or necklace until it is triggered and he cannot benefit from another amulet and the gem at the same time.
    The gem's creator can touch the gem safely unless he specifically chooses to allow it to affect him. Gems can only hold spells of up to 3rd level - exactly like potions - and must be placed in gems equal to the creation cost of the gem magic'd gem (subsuming the entire cost of creating the gem).
    Unlike potions, gems can be created in this manner in one hour per 100gp market value of the gem.

    Improved Spell Tenacity
    Source: Unique Creation by Neoxenok based upon Spell Tenacity
    You have learned techniques of body and mind that make magical effects cast upon you far harder to dispel.
    Prerequisite: Spell Tenacity, Spellcraft 9 ranks
    Benefit: All spells or psionic powers active on your person, whether they originate from you, another spellcaster, a magic item, or another source, have a dispel DC equal to 15 + your hit dice.
    Normal: Spells and psoinic powers have a dispel DC equal to the caster level of the caster or magic item from which they originate.
    Formerly Spell Girding

    Spell Tenacity
    Source: Magic of Faerun
    You have learned techniques of body and mind that make magical effects cast upon you far harder to dispel.
    Prerequisite: Spellcraft 3 ranks
    Benefit: All spells or psionic powers active on your person, whether they originate from you, another spellcaster, a magic item, or another source, have a dispel DC equal to 11 + your hit dice.
    Normal: Spells and psoinic powers have a dispel DC equal to the caster level of the caster or magic item from which they originate.
    Formerly Spell Girding

    Spell Thematics
    Source: Magic of Faerun
    You have the ability to shape and alter your magic at your whims both to fufill an artistic fire within yourself and confound opponents with certain expectations on what spells are supposed to be.
    Prerequisite: Ability to cast spells or psionic powers, Bluff 1 rank, Spellcraft 1 rank.
    Benefit: You can shape the components and appearance of a spell to suit your whims. Many casters use this technique to make their spells unique and distinct from the traditional appearance of the spell - both in terms of casting the spell, in terms of the forming magics of the spell, and sometimes the end result.
    You cannot use this feat to alter the effect of the spell or the components required to cast the spell. You can use this feat to fool others into misidentifying the spell being cast or force them to fail to recognize which spell is being cast at all. At your option, you can force spellcasters who attempt to identify the spell you are casting into making a spellcraft check against a DC of 10 + your bluff modifier + the level of the spell. If the spellcaster fails the check, he remains unable to identify the spell being cast.
    If you wish to fool someone into believing that you're casting another spell entirely (which must be the same level or lower than what you're actually casting), then you must make a bluff check with a DC equal to 10 + your opponent's spellcraft modifier + the level of the spell being cast.

    Spellfire Talent
    Formerly Spellfire Wielder
    Source: Magic of Faerun
    You are among the rare few who possess the innate talent of controlling raw magic in the form of spellfire.
    Benefit: You gain the ability to store spell energy directed at you upon a successful saving throw. When you succeed on a saving throw, you can immediately use the energy from that spell to gain a number of temporary hit points equal to twice the spell level of the spell used against you or immediately regain a spent spell slot two spell levels lower than the spell you saved against. Spells of 2nd level or lower do not allow you to regain spell slots. Spellcasters that prepare spells regain a spell slot that they can later use to prepare a spell as though through rest (as opposed to being similar to using a pearl of power.
    Special: If you are considered to be a spellfire wielding class, you instead can stack your non-spellfire wielding class levels and hit dice with your spellfire wielder class levels for determining the effects of your spellfire powers that you have.
    You can also store 3 additional spell points into your spell point pool if you have this feat and you possess levels in a spellfire wielding class, such as the spellfire wielder sorcerer and spellthief.
    Last edited by Neoxenok; 2012-09-03 at 03:44 AM.

  16. - Top - End - #46
    Dwarf in the Playground
    Join Date
    Jul 2011
    Location
    Dallas, Tx
    Gender
    Male

    Default Spellthief

    Spellthief (Rogue Archeotype)
    Source: Complete Adventurer
    Spellthieves are an exceptionally rare bunch with a very special talent. Although they possess little in the way of actual magic, they have the power to manipulate spellfire and use it to their advantage.
    Where the typical spellfire talent must be a target of an opponent's magical attacks, the spellthief instead simply uses their power to steal the magic right out of their opponent through their ability to sneak attack.

    • Steal Spell (Su): You gain the ability to steal an opponent's magic through a successful sneak attack. Upon a successful sneak attack, you can steal a number of spell levels worth of spells equal to the number of sneak attack dice subtracted from the sneak attack (to a minimum of +0 additional damage). Performing this action requires a standard action that can be performed as a part of a charge.
      The opponent must then make a will save DC 10 + half your spellthief level + y our charisma modifier or loose the indicated number of spell levels worth of spell slots. If the will save is failed, the opponent must remove a number of prepared spells, spell slots, or limited-use spell-like ability uses that total in spell level equal to the number of spell levels the rogue subtracted from his sneak attack dice. The spellthief cannot steal 0-level spells in this manner. A successful will save negates the attempt.
      The spellthief then gains a number of spell levels equal to the amount stolen from the target which gets added into a pool of spell levels that can be used for other purposes. The spellthief can store a total number of spell levels equal to his class level + his constitution modifier for 1 minutes per class level.
      This ability replaces trapfinding.
    • Spellgrace (Su): At 2nd level, whenever the spellthief succeeds on a fortitude saving throw or a will saving throw agianst a spell, he completely negates the effect, if any, and gains a number of spell points equal to the spell level of the attacking spell.
      Spells that do not offer a saving throw does not benefit the spellthief.
      Zero level spells do not offer any benefit to the spellthief with this ability. This power replaces evasion. If the spellthief would later gain improved evasion (such as through the advanced rogue talent), the spellthief can instead gain a number of spell levels equal to the level of the attacking spell upon a successful saving throw of any type (fort, reflex, or will).
    • Spell Knowledge Aborption (Su): At 3rd level, the spellthief can retain knowledge of any spell that has affected the rogue in any manner or another and can retain that knowledge for one minute per class level.
      Within that time, the spellthief can cast the spell himself by using a number of spell points equal to the level of the spell being cast +1. Spells cast in this manner use his spellthief class level as the spell's caster level and the spellthief's charisma modifier to determine the spell's saving throw DC. Spells are cast like spell-like abilities for all intents and purposes.
      The ability replaces trap sense and all later improvements.
    • Steal Spell, Advanced (Su): At 6th level, the spellthief can choose to forgo stealing spell slots or prepared spells during a sneak attack and instead target spells already cast upon the target.
      The rogue can gain the knowledge OR benefit of a single spell of a level equal to the number of sneak attack dice subtracted from the sneak attack. Upon a successful sneak attack, the target must make a will save as per normal but instead looses an active spell to the spellthief, who immediately gains the benefits of the spell as though the target had cast the spell on the spellthief.
      The spellthief cannot benefit from a spell that cannot legally target the spellthief due to race or similar problem. For example, a halfling spellthief cannot benefit from a spell that can only affect animals.
      In addition to the above benefit, the spellthief can acquire the 'knowledge" of any stolen spell as per the spell knowledge absorption ability.


    Complimentary Rogue Talents: Major Magic, Minor Magic, Surprise Attack.
    Complimentary Advanced Rogue Talents: Dispelling Attack, Improved Evasion, Hunter's Surprise (APG page 132).

    Note: The spellthief is considered to be a spellfire wielding class for purposes of feats and other powers. Powers and abilities from this archeotype that depend upon class level stack with class levels from other spellfire wielding classes for determining class level-based determinations, such as the spell point pool total.
    Last edited by Neoxenok; 2012-08-04 at 06:10 PM.

  17. - Top - End - #47
    Dwarf in the Playground
    Join Date
    Jul 2011
    Location
    Dallas, Tx
    Gender
    Male

    Default Gold Dwarf

    Dwarf, Gold
    Source: The Forgotten Realms Campaign Setting
    They still control a vast empire in the Great Rift. They have seen the rise and fall of numerous empires past of elves and men. They hold tradition and honor very close to their hearts. They are confident, secure, and traditional, valuing wealth, station, and family.
    • -2 Dexterity, +2 Constitution, +2 Wisdom: Gold dwarves are more charismatic than their other kin, but they're slower to react to the varying dangers of the outside world away from their previously hidden and isolated homes.
    • Medium Size: Gold Dwarves recieve no special bonuses or penalties for their size.
    • Slow and Steady: Gold Dwarves have a 20ft base speed but it is not reduced by armor or encumberance.
    • Abberation Hunter: You gain a +1 bonus to all attack rolls against a creature of the abberation type and a +2 dodge bonus to armor class and combat maneuver defense against attacks and grapple attempts from abberations.
    • Armor Familiarity: Gold Dwarves can wear armor almost like a second skin. They do not become fatigued if they sleep in medium armor. A gold dwarf is still fatigued if they sleep in heavy armor. This effect stacks with the endurance feat, so that a gold dwarf that takes the endurance feat can sleep in armor of any type without becoming fatigued.
    • Darkvision: Gold Dwarves can see in the dark out to 60ft.
    • Greed: Gold Dwarves recieve a +2 to the appraise skill to determine the price of nonmagical goods that contain precious metals or gemstones.
    • Hardy: Gold Dwarves recieve a +2 to all saving throws against poison, spells, and spell-like effects.
    • Stability: Gold Dwarves recieve a +4 to their combat maneuver defense when resisting a bull rush or trip attempt while standing on the ground.
    • Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
    • Weapon Familiarity: Gold Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
    • Languages: (See Racial Regions)


    Regions: (See Player's Guide to Faerun)

    Starting Age: Adulthood 40 years
    • 40+3d6 years (Simple - Barbarian, Rogue, Sorcerer)
    • 40+5d6 years (Moderate - Bard, Fighter, Paladin, Ranger)
    • 40+7d6 years (Complex - Cleric, Druid, Monk, Wizard)

    Middle Age (-1 Str, Dex, Con/+1 Int, Wis, Cha): 125 Years
    Old Age (-3 Str, Dex, Con/+2 Int, Wis, Cha): 188 Years
    Venerable (-6 Str, Dex, Con/+3 Int, Wis, Cha): 250 Years
    Maximum: 250+2d%
    Gold Dwarf, Male Height 3'9 +2d4; Weight: 50# +(2d4 x 7)
    Gold Dwarf, Female Height 3'7 +2d4 Weight: 40# +(2d4 x 7)

    Gold Dwarf Adventurers
    Gold Dwarves strongly value honor, wealth, station, and tradition above all else. They have spent the better part of several generations amongst themselves until recent events and the Thunder Blessing have brought them back into the forefront of facing life on the surface.
    Alchemist: Gold dwarves have a rather unique approach to alchemy in that where most classical alchemists are trained in various chemicals and extracts, Gold Dwarves have developped methods using gems, stones, metals, and extremes of temperatures to create the same effects that typical alchemists use. Although they still employ a number of liquid combinations, many thieves have been surprised to learn that a gold dwarf's gem pouch isn't always the best thing to steal.
    Barbarian: Unlike other barbarians, who exist typically as a result of informal training in more barbariac socieities, Gold Dwarf barbarians are a part of a long tradition of Dwarven martial traditions, though much less commonly than fighters, cavaliers, and paladins. Still, many barbarians in Gold Dwarf society are prized where they exist and are sung as heroes and legends in their folklore.
    Bard: Gold Dwarves prize little if not their traditions, folklore, and honor. Those experts in song and story are among the most prized members of their society outside of their martial traditions in the military. Unlike many others in their society, even those born of a low station in their society can be elevated with the right words, songs, and stories at the right time to the right people.
    Cavalier: Most Cavaliers are trained to ride griffons and other exotic mounts, especially flying mounts. The gold dwarf realms are ancient and they employ many such cavaliers to carry the banner of the Deep Realm, their Clan, or other important group to which they are loyal to.
    Cleric: Dwarves have an exceptionally strong divine spellcasting tradition to the various good dwarven gods, particularly Moradin and Berronar. They tend to prize spells and powers that grant them advantages in battle, smithing, or making money. Centuries of isolation, however, have weakened their religious nature compared to their Shield Dwarf cousins.
    Druid: Gold Dwarf society has little in the way of a druidic tradition. Most who have taken up the mantle have done so on their own, but their dedication and loyalty to their homeland and family still runs through their veins. As a result, even without direction from their elders, they take up station and locations important to keeping them near their homes and protecting their homeland from intrusion.
    Fighter: Gold Dwarf martial traditions runs through the heart of every dwarf. They are trained young and most join the military or local militia as soon as they come of age and they rarely deviate from that path.
    Inquisitor: Centuries of isolation and security have weakened their resolve in their faith. As a result, there are some who have corrupted their worship, but this is rare. More often, inquisitors are tasked to protect their kingdom both internally and externally from threats too small for the military at large but too big to be handled by local poilce.
    Magus: Dwarves have never had a strong arcane spellcasting tradition and tend to be rather suspicious of practitioners of such magic. Because martial training is so engrained into Dwarven culture, many see dwarven maguses as a corruption or bastardization of an otherwise honorable and long-standing racial tradition.
    Monk: Although not as common as other warriors, gold dwarves have a strong tradition in this form of combat as well, with monestaries and individual trainers scattered about in most dwarven cities.
    Oracle: Considered to be blessed by the Morndinsamman, Gold Dwarf oracles are considered to be chosen servants much like Paladins, who tend to be chosen by the gods rather than having chose to serve them as clerics and druids do. Most layfolk, however, usually don't discern the three but are considered blessed all the same.
    Paladin: Gold dwarf paladins are among the most honored among the clans and often enjoy high status among the stout folk regardless of their family, clan, or caste status.
    Ranger: Although not a traditional dwarven career path, rangers are an invaluable resource in gold dwarf society for scouting and hunting down the mortal enemies of their clans and people. Such individuals often form the first line of defense against enemies both on the surface and in the underdark.
    Rogue: Similarly to rangers, rogues enjoy a less-often travelled path for dwarves despite the necessity of their position as scouts for their homelands but also for their ability to construct and navigate traps. Such dwarves tend to be among the best among the various races because of their cultural and environmental familiarity with stone and metal items.
    Sorcerer: Gold dwarves are rarely arcane casters, but their society is ancient and possess records and bloodlines both mundane and strange. Gold Dwarf sorcerers typically possess earth or fire bloodlines, though others exist as well.
    Summoner: Gold Dwarf summoners are among the most accepted arcanists in dwarven society. Those in a high position typically use their eidolons to protect important figures and politicians or fight alongside the berserkers and other warriors.
    Witch: Such dwarves are nearly unheared of and those few that do exist are not trusted and are usually excommunicated from their family, friends, and society.
    Wizard: Wizardry isn't as trusted as the divine practices and Dwarven wizards are relatively rare compared to the divine traditions. Still, records are long and libraries are filled with tomes concerning its practice. Despite their aversion to arcane magic, there exists a long tradition of it simply because of how well the records are kept. Practising wizards must work a bit harder than others in order to garner respect but those who do earn a great deal of it. Their ability and general propensity to create magic items (especially weapons and armor) is also deserving of respect within dwarven society.

    Alternate Racial Traits
    The following racial traits may be selected instead of existing racial traits. Consult your DM before selecting any of the following options.
    • Ancestral Weapon: Select one weapon that you are proficient with. You can enhance that weapon as though you possess the craft magic arms and armor feat. Any relevant skill checks required can be replaced with a check equal to your hit dice + your intelligence modifier +2 if the weapon is principally made of metal or stone. If you do not possess the stonecunning ability, then you do not gain the +2 bonus.
      This ability replaces abberation hunter and greed.
    • Armor of the Earth: You are proficient in light armor and suffer no arcane spell failure while you are on the ground. This ability replaces armor familiarity.
    • Battle Hardened: You're not terribly good at dodging blows, instead, you're more inclined to simply take it. It's easier that way anyway. You gain damage reduction 1/- and a +1 to your natural armor.
      This replaces the Hardy trait.
    • Caste Noble: Born to a higher caste than most dwarves, you've enjoyed a privilaged and honored status amongst your kinfolk because your family has a noble lineage, you have a high or possibly royal station, or your deeds for the dwarven people have elevated you into a similar status. You gain a +2 bonus to all knowledge (history) and knowledge (nobility) checks. You are considered trained in those skills and are not limited to DC 10 checks or lower. In addition, you recieve a +2 bonus on all charisma checks when dealing with dwarves.
      This ability replaces stonecunning.
    • Eyes of the Guardian: Whether stationed to defend the great rift or you act as a guardian of the great deep cities of your bretheren, your eyes have been trained to see farther than your other kin to spot enemies near and far. Your darkvision is extended to 120ft and the DC of the perception check to spot an object is +1 per 15ft (instead of +1/10ft.)
      This ability replaces greed.
    • Superior Dwarven Weapon Familiarity: Gold Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon. Any of the above weapons also recieve a +1 bonus to attack as per the weapon focus feat. This ability counts as having the weapon focus feat for purposes of qualifying for other feats and abilities.
      This ability replaces weapon familiarity and aberration hunter.


    Favored Class Options
    Instead of receiving additional skill points or hit points whenever he gains a level in a favored class, an arctic dwarf may instead opt to choose among a number of other bonuses, depending on his favored class.
    The following options are available to all arctic dwarves who have the listed favored class and unless otherwise stated, the benefit applies whenever you gain a level in the favored class.
    • Cavalier: +1/4 bonus to your mount's natural armor.
    • Cleric: +1/6 damage reduction/adamantine when wearing medium or heavy metal or stone armor.
    • Fighter: +1/6 bonus feat. Bonus feat must be a weapon focus, weapon specialization, or improved critical feat for any of the following weapons: battleaxes, heavy picks, warhammers, and weapons with the word 'dwarven' in its name.
    • Paladin: +5ft to the paladin mount's total speed when charging, running, or withdrawing.
    • Ranger: Ignore 5ft of difficult terrain every round.
    • Rogue: +1/4 weapon or armor proficiency feat (each +1/4 reduces a weapon proficiency nonproficiency penalty by 1 point until it is 0 and the feat is fully gained.)
    Last edited by Neoxenok; 2012-08-05 at 09:23 PM.

  18. - Top - End - #48
    Dwarf in the Playground
    Join Date
    Jul 2011
    Location
    Dallas, Tx
    Gender
    Male

    Default Elf, Star (Mithral Elves)

    Elf, Star (Mithral Elves)
    Source: Unapproachable East
    In the darkest depths of the ancient and mysterious Yuirwood lies a secret long forgotten by people beyond the borders of the isolated Aglarond and known by very few even within. The secret of the entryways into a massive hidden city of elves long forgotten by the world and hidden away in a realm beyond faerun itself. It was and still is a refuge of elves named Sildeyuir where the forgotten elves have remained hidden for thousands of years away from their ancient ruins and forgotten, powerful, and ancient magics of the Yuirwood.
    They have kept themselves apart from Faerun for millenia, but their isolation is coming to an end. Although their realm has remained apart from Faerun for all this time, they have recently been beseiged by an insidious power from well beyond the circles of the world and face the possibility of being driven out of their extraplanar home altogether.

    • +2 Dexterity, +2 Charisma, -2 Constitution: Star elves are graceful but frail.
    • Medium Star Elves receive neither bonus nor penalty due to their size.
    • Lowlight Vision Star Elves can see twice as far as humans in conditions of dim light.
    • Elven Immunities Star Elves are immune to magic sleep effects and receive a +2 to will saves against enchantment spells and effects.
    • Extraplanar Star Elves are not native to the material plane and thus gain the extraplanar subtype when on the material plane. They are thus subject to spells and effects that affect extraplanar creatures. Their home plane is that of Sildeyuir.
    • Hated Extraplanar Foes Star Elves receive a +1 bonus to all attack rolls and saving throw DCs of spells that can banish extraplanar creatures against outsiders and creatures of the incorporeal subtype.
    • Keen Senses Star Elves receive a +2 to all Perception checks.
    • Otherworldly Grace Star Elves can add their charisma modifier to their armor class against incorporeal touch attacks. This bonus is considered to be a deflection bonus (minimum +0). As a swift action, a star elf can also confer magical energy to any melee attack, allowing the attack to be considered a magical weapon for the purposes of damaging an incorporeal creature. The star elf adds his or her charisma modifier to any damage done to an incorporeal creature using this ability.
    • Perfect Pitch Star Elves have a highly keen sense of sound and music and gain a +2 racial bonus to perform (keyboard instruments), perform (percussion instruments), perform (string instruments), perform (wind instruments), and perform (sing).
    • Star Elf Magic Star Elves receive a +2 racial bonus on all caster level checks to overcome spell resistance and a +1 to the saving throw DCs of spells and abilities with the language and/or sonic descripter as well as bardic musical effects when using perform (keyboard instruments), perform (percussion instruments), perform (string instruments), perform (wind instruments), or perform (sing).


    Regions: See Player's Guide to Faerun

    Starting Age: Adulthood 110 years
    • 110+4d6 years (Simple - Barbarian, Rogue, Sorcerer)
    • 110+6d6 years (Moderate - Bard, Fighter, Paladin, Ranger)
    • 110+10d6 years (Complex - Cleric, Druid, Monk, Wizard)

    Middle Age (-1 Str, Dex, Con/+1 Int, Wis, Cha): 175 Years
    Old Age (-3 Str, Dex, Con/+2 Int, Wis, Cha): 263 Years
    Venerable (-6 Str, Dex, Con/+3 Int, Wis, Cha): 350 Years
    Maximum: 350+4d%
    Star Elf, Male Height 5'4 +2d8; Weight: 100# +(2d8 x 3)
    Star Elf, Female Height 5'4 +2d6 Weight: 90# +(2d6 x 3)

    Star Elf Aventurers
    Star Elves have been isolated for over two millenia and have only recently returned to the material plane. Already a vast influx of information has come into their society from the outside world.
    Often, a star elf will come into adventuring in order to simply see the broader and vastly unknown world ahead of them. Others may be looking for more pragmatic solutions to the internal problems of Sildeyuir, seeking allies and trading partners as well as reconnecting with their elven bretheren at large.
    They know little of the world around them or those that inhabit it but it doesn't necessarily stop them from diving headfirst into it in order to discover its bountiful riches.
    • Alchemist Star Elves, like their elven bretheren, tend to prefer the more classical magical disciplines over the pseudoscience of alchemy. Unlike their elven bretheren, they do have a better attitude toward it than other elves and tend to see it with curious and inventive eyes as just another sort of magical discipline.
    • Barbarian Star Elf barbarians are surprisingly common, but then to frequently multiclass as bards in order to become grand warrior-poets whose intense passion and rage can incite legends.
    • Bard Star Elves live and breathe song and sorcery as a part of daily life. The greatest generals of their armies are educated scalds trained to understand the art of war and the many stories of legend of battles past.
    • Cavalier Star Elves that have lived amongst the Aglarond people have taken up the banner to protect their land as much as any of those people, but few from Sildeyuir become cavaliers as there is little opportunity or place in which it would be advantageous.
    • Cleric Star Elves are not a devout people, but the practice of divine magic is a long and laborious tradition. Corellon Larethian is the most commonly worshipped diety, but any of those of the Seldarine can be venerated within the Star Elf communities with little reprocussion.
    • Druid Star Elves that live in the Yuirwood forest itself are often the first line of defense against interlopers on the material plane. They were among the first to escape the isolation and reconnect with the natural world of Faerun.
    • Fighter Star Elf fighters are graceful and delicate but kill with high precision and graceful moves. They are frequently trained in the history and art of war and are typically very knowledgable.
    • Gunslinger Star Elves have had little to no contact with anyone with any knowledge of smokepowder or the ability to manufacture these weapons or use them properly. Star Elf Gunslingers have typically been in the material plane for some time and were trained by a talented teacher who has that knowledge.
    • Inquisitor Since coming out of isolation, the need for and subsequently the number of inquisitors have increased drastically. Although they are not adored by Star Elves, they are highly respected as they work dilligently to protect the elven people and their long standing traditions against their enemies.
    • Magus Highly respected, Star Elf Magi are among the most common professions of military-minded star elves and come with a wide variety of training.
    • Monk Star Elves, though flighty and creative, can be highly focused and disciplined. Star Elf monks are graceful and immeasurably quick. Their talents are exceptionally valuable against their extraplanar foes, but few are willing to receive the necessary training.
    • Oracle Although fairly rare in previous centuries, the recent wars and the break in their isolation has found numerous oracles appearing amongst their peoples. They are highly respected and provide an important voice in their communities.
    • Paladin Star Elf paladins are at the forefront in the defense of their homeland against the most evil beings in the multiverse and often specialize in fighting evil outsiders.
    • Ranger Rangers are among the most valauble warriors amongst the Star Elf people as they are often on the forefront of their battles against their extraplanar enemies and scouting the world to which they are slowly returning.
    • Rogue Star Elf rogues are frequently scouts and infiltrators but lately have been the ambassadors to the outside world in various ways.
    • Sorcerer Star Elf sorcerers are often the purest embodiment of magic and song and are often Maestros or purely arcane, though numerous extraplanar bloodlines exist.
    • Summoner Alliances and wars with extraplanar creatures has become too ingrained with Star Elf society of late. Those that specialize in combating them, including the summoning of allies and a connection to otherworldly powers is immensely valuable.
    • Witch Like the druid, the inscrutable connection to nature was among the first acheivements since returning to Faerun from their isolation. The mix of the arcane with the ties of nature give them a perspective that few have.
    • Wizard The tradition of arcane magic runs still deep within a star elf's soul. Lately, many have specialized in abjurations and banishments for their purposes but wizards exist in all levels of society filling any number of functions.


    Alternate Racial Traits
    The following racial traits may be selected instead of existing racial traits. Consult your DM before selecting any of the following options.
    • Body of Sildeyuir You have trained your body and mind to effectively operate outside of Sildeyuir without as much fear of being sent back unexpectedly. Effects that would forcibly send you back to your home plane, such as banishment or dismissal, forces you to make a will saving throw against the normal DC of the spell. If you fail, you are instead nausiated for a number of rounds equal to the attacking spell's spell level.
      Bonuses to saving throws against nausia apply but immunity does not. If you are immune to nausia, the duration of your nausia is halved.
      This ability replaces extraplanar.
    • Connection to Nature Your connection to nature acclimates you to the material plane better than others of your kind. You gain the ability to cast endure elements and speak with animals each once per day as a spell like ability with a caster level equal to your total hit dice.
      You do not gain the extraplanar or otherworldly grace traits.
    • Fluid Warrior You are fast and hit hard against your opponents - trained to be as quick as an arrow and just as damaging. You gain a +5ft bonus to your speed and a +2 racial bonus to initiative checks.
      You do not gain otherworldly grace.
    • Musical Proclivity (Su) You gain the ability to use bardic performance as a first level bard and can make use of all the songs available to a first level bard. You must select perform (keyboard instruments), perform (percussion instruments), perform (string instruments), perform (wind instruments), or perform (sing). You gain a +2 racial bonus to the selected perform skill. You must use the selected skill in order to use bardic performance. You can use this ability for 6 rounds each day. You do not need to use these rounds consecutively.
      If you possess or later gain bardic performance as a class feature, you instead gain 4 additional rounds of use of bardic performance and your bardic performances gain a +2 to the saving throw DC.
      This ability replaces perfect pitch and star elf magic.
    • Remnant You never followed your kin into their new extraplanar home, opting to remain behind outside of the safe place they had created. Instead, you are a lone survivor with mixed human parentage. Until recently, you would have been lucky to find another star elf in your lifetime.
      You gain a +2 racial bonus to stealth, survival, and initiative checks. You additionally gain a +1 dodge bonus to armor class and combat maneuver defense. You do not gain the extraplanar, hated extraplanar foes, and otherworldly grace traits.
    • Voice of the Stars You gain an otherworldly understanding of the magic of language and can intuitively speak in foreign tongues. You gain one additional bonus language upon character creation, a +2 racial bonus to the linguistics skill and when you are exposed to a language you don't understand, you gain an instinctive understanding of that language. After at least ten minutes of studying a particular language, you can understand the language at a very basic level - allowing you to understand and primatively communicate basic ideas but not nuanced ideas - preventing the use of most communication-based skills when communication is necessary. You can cast message twice per day and comprehend langauges twice per day as spell-like abilities with a caster level equal to your total hit dice.
      This ability replaces star elf magic.
    • Voidwalker You have delved further into the extraplanar extremes than any and it has touched your mind. You have an understanding and adaptations to the planes greater than others of your kind. You gain a +2 racial bonus to knowledge (planes). You can use this skill untrained.
      You gain 60ft darkvision and creatures you summon gain a +1 to all attacks and the saving throw DCs of all special abilities they may possess.
      This ability replaces lowlight vision, hated extraplanar foes, and otherworldly grace.


    Favored Class Options
    Instead of receiving additional skill points or hit points whenever he gains a level in a favored class, a star elf may instead opt to choose among a number of other bonuses, depending on his favored class.
    The following options are available to all star elves who have the listed favored class and unless otherwise stated, the benefit applies whenever you gain a level in the favored class.
    • Bard +1/6th of a bardic masterpiece (Complete Magic p21)
    • Druid +1/2 level to any damaging spell when used against an outsider or creature with the extraplanar subtype.
    • Magus +1 bard spell to your spell list (you do not gain the spell, but can later scribe it.) You must select a spell one level lower than the highest spell level you can cast and that spell is one level higher on your spell list.
    • Monk +1/5 Dodge bonus to AC
    • Paladin +1/level to channel energy when harming an extraplanar creature or outsider.
    • Ranger +1/5 Favored Enemy (Outsider - any one subtype) or Favored Enemy (Any Creature w/ Extraplanar Subtype). Adding this favored enemy does not increase the bonus of other favored enemies you may possess.
    • Sorcerer +1/6 saving throw DC of spell or spell-like ability against an outsider or creature with the extraplanar subtype.
    • Summoner +1 hit point to the summoner's eidolon
    • Witch +1 hit point for the witch's familiar
    • Wizard+1/6 saving throw DC of spell or spell-like ability against an outsider or creature with the extraplanar subtype.
    Last edited by Neoxenok; 2012-08-20 at 06:49 PM.

  19. - Top - End - #49
    Dwarf in the Playground
    Join Date
    Jul 2011
    Location
    Dallas, Tx
    Gender
    Male

    Default The Lesser Orb Spells

    Orb of Acid, Lesser
    Source: Dungeons and Dragons: Spell Compendium
    School Conjuration (Creation) [Acid]; Level Alchemist 1, Magus 1, Sorcerer/Wizard 1, Summoner 1
    Casting Time: 1 Standard Action
    Components: V, S, M (Glass Vial)
    Range: (See Text)
    Effect: One Vial of Acid
    Duration: 1 Round per Level (see text)
    Saving Throw Fortitude partial
    Spell Resistance No

    You conjure a small amount of magically potent acid into a prepared vial that you can use to throw at your enemies.

    You create a vial of acid that you can use as a splash weapon with a 10ft radius and a 10ft range increment. You do not need to throw the orb immediately and can hold on to the attack for the duration of the spell, however, once used, the effect is instantaneous. If you hit an opponent directly, he receives 1d6 points of acid damage and is sickened for one round. Opponents in the splash radius or otherwise hit indirectly take 1 point of acid damage and is sickened for 1 round.
    If the opponents succeed on their fortitude save, then they only take 1 point of acid damage and are not sickened. On the round following the attack, affected opponents that failed their fortitude save take an additional point of acid damage.
    At 4th level, the damage from this spell increases to 2d6, splash and additional damage increases to 2 points and the duration of the sickening effect increases to 2 rounds.
    At 8th level, the damage from this spell increases to 3d6 and the duration of the sickening effect and the acid splash damage and second round damage increases to 3.

    Orb of Cold, Lesser
    Source: Dungeons and Dragons: Spell Compendium
    School Evocation [Cold]; Level Magus 1, Sorcerer/Wizard 1
    Casting Time: 1 Standard Action
    Components: V, S
    Range: Close (25ft + 5ft/2 Levels)
    Effect: An Orb of Cold
    Duration: 1 round per level (see text)
    Saving Throw Fortitude Parital; Spell Resistance Yes

    You draw energy out of the air itself, creating not a ball of energy but a ball of vastly less energy than the surroundings that you keep contained with magical power. When you choose to release this energy, all will feel its sting.

    You create a small ball of cold that you can hold for the one round per level and throw as a ranged touch attack at any time during the spell's duration. When you choose to use it, the duration becomes instantaneous.
    When you hit an opponent, they take 1d6 points of cold damage plus 1d6 per two levels (maximum 5d6). Half of this damage is nonlethal and half of this damage is lethal damage. A successful fortitude save negates the lethal cold damage of this spell. If the opponent that you directly strike is wearing a significant amount of metal armor (medium or heavy metal armor) then that oppponent must make an additional fortitude save or become fatigued for 1 round if that opponent does not successfully make that saving throw.
    Opponents within 10ft take 1d4 points of cold splash damage per die of damage the spell does. This damage is nonlethal and is negated upon a successful fortitude saving throw.

    Orb of Electricity, Lesser
    Source: Dungeons and Dragons: Spell Compendium
    School Evocation [Electricity]; Level Magus 1, Sorcerer/Wizard 1
    Casting Time: 1 Standard Action
    Components: V, S, M (Vial of Water filled with Copper Shavings)
    Range: Close (25ft + 5ft/2 Levels)
    Effect: Orb of Electricity
    Duration: 1 Round per Level (see text)
    Saving Throw Fortitude Partial; Spell Resistance Yes

    You draw out very pure, raw electrical power condensed into a ball. Sparks pop and wiz around it as it seems to become less stable with each passing moment.

    You create a small ball of pure electrical energy that you can hold for one round per level or toss at a single opponent to discharge its effect instantaneously.
    You can throw this powerful orb at an opponent within range as a ranged touch attack. If you successfully hit that opponent, that opponent takes 1d4 points of electricity damage and has a chance of being staggered for one round. All opponents within 10ft of the primary target take 1 point of splash electricity damage unless they succeed on a reflex saving throw against a DC of 11 to negate the damage.
    A successful fortitude saving throw reduces the damage to 1 point and negates the staggered effect.
    At 4th level, the damage of this spell increases to 2d4 and 1d4 points of splash damage. The reflex DC increases to 12.
    At 7th level, the damage of this spell increases to 4d4 and 2d4 points of splash damage. The reflex DC increases to 14.

    Orb of Fire, Lesser
    Source: Dungeons and Dragons: Spell Compendium
    School Evocation [Fire]; Level Magus 1, Sorcerer/Wizard 1
    Casting Time: 1 Standard Action
    Components: V, S, M (A bit of Ash)
    Range: Close (25ft + 5ft/2 Levels)
    Effect: Orb of Fire
    Duration: 1 Round per Level (see text)
    Saving Throw Fortitude partial; Spell Resistance Yes

    You use your magical power to light a small but intense fire that you contain using your magical energies. If released, it can be exceptionally destructive.

    You create a small ball of pure fire that you can hold for one round per level or toss at a single opponent to discharge its effect instantaneously.
    If you throw the ball at a single opponent, he takes 1d8 points of fire if he is unarmored. If that opponent is wearing armor or using a shield, then he only takes 1d4 points of fire damage and must make a fortitude saving throw or his armor and/or shield gains the fragile quality and its hardness is reduced by 1 point (minimum 0) for one round.
    Opponents within 10ft of the target take fire splash damage equal to 1d4 points unless they make a reflex save DC 11 to negate the damage.
    At 4th level, the fire damage increases to 2d4 armored and splash/2d8 unarmored and the hardness of the armor and/or shield is reduced by 2 points (minimum 0) for 2 rounds.
    At 7th level, the fire damage increases to 3d4 armored and splash/3d8 unarmored and the hardness of the armor and/or shield is reduced by 3 points (minimum 0) for 5 rounds.
    Last edited by Neoxenok; 2012-08-24 at 03:02 PM.

  20. - Top - End - #50
    Dwarf in the Playground
    Join Date
    Jul 2011
    Location
    Dallas, Tx
    Gender
    Male

    Default Player's Guide to Faerun Feats 1

    Arcane Preparation
    Source: Player's Guide to Faerun
    You are more studied than others of your craft, learning to prepare spells as a wizard whilst retaining your normal flexibility.
    Prerequisites: Ability to Cast Arcane Spells without Preparation
    Benefit: Each day, you can prepare spells from a spell book similarly to a wizard or other preparation-based spellcaster.
    You may prepare a number of spells whose total spell level does not exceed half the caster level of the class used to qualify for this feat. You can only use the benefit of this feat with one selected spontaneous casting class.
    Zero level spells count as half a spell level for the purposes of this ability. Preparing spells requires a spell slot equal to the spell's level.
    The spells you prepare must be from the selected class' own spell list.
    Special: You can select this feat multilpe times. Each time you select this feat, you can prepare spells totalling two additional spell levels higher than normal.

    Daylight Adaptation
    Source: Player's Guide to Faerun
    The intense light of the sun is something you've grown accustomed to. Although it still burns your eyes with its intense light, you are adapted to it and can work within it without penalty.
    Prerequisites: Harmed or otherwise affected by sunlight.
    Benefit: If you receive a penalty from sunlight or temporary condition from sunlight (such as blindness, stagger, or dazzle), then sunlight no longer affects you.
    If sunlight damages you or limits the use of your powers then that effect is negated for 1 round per hit dice you possess. After that time, then you may make a fortitude saving throw DC 10 + 1 per additional minute spent in sunlight for each minute spent in sunlight in order to negate the damaging effect and maintain the use of your abilities.
    If sunlight causes death or permanent destruction, then you may make a fortitude save DC 15 + 5 per additional round spent in sunlight in order to negate this effect.
    This feat grants you a +4 to your saving throws against spells with the light descriptor. This feat offers no benefit against light spells that offer no saving throw.

    Reactive Counterspell
    Source: Player's Guide to Faerun
    You are exceptionally vigilant to danger and are always prepared to counterstrike magic with your own magic.
    Prerequisites: Alertness or Skill Focus (Perception), Improved Initiative.
    Benefit: As an immediate action, you can counterspell a spell without readying an action to do so. In addition to the immediate action to activate this ability, you must still expend the necessary time to cast the counterspell, so if the spell you cast requires a standard action to cast, then you must expend a standard action from your next turn in order to cast the spell as though you had readied an action.
    Swift action spells are consumed as a part of the immediate action and do not use up your standard or move action.
    You cannot use this ability when you are flat-footed.
    Last edited by Neoxenok; 2012-09-02 at 12:39 AM.

  21. - Top - End - #51
    Dwarf in the Playground
    Join Date
    Jul 2011
    Location
    Dallas, Tx
    Gender
    Male

    Default The Warblade

    NOTE: This entry is incomplete and is still being worked on.

    Warblade
    Source: The Book of Nine Swords
    The warblade was born for conflict. Swift, strong, enduring, and utterly confident in his martial skills, he seeks to test himself against worthy foes. Battle is beautiful to him -- a perfect moment in which life hangs suspended on the bright edge of a sword. Sheer combat skill is important to a warblade, so he trains intensely with his chosen weapons. But even more important are his athleticism, endurance, daring, recklessness, and joy in the hour of danger. Warblades, often called sword princes, live for the chance to test themselves in battle -- the stronger the foe, the greater the glory once an enemy is defeated.
    Role: The Warblade is a frontline warrior, trained in numerous techniques and combat styles with a particular set of weaponry and techniques using those weapons.
    Alignment: Any
    Hit Dice: d10
    Class Skills: Climb (Str), Craft (Int), Intimidate (Cha), Knowledge (History) (Int), Knowledge (Local) (Int), Profession (Wis), and Swim (Str).
    Skill Points Per Level: 4 + Intelligence Modifier
    Base Attack Bonus: Good (1/Level)
    Saving Throws: Fortitude Save (2 + 1/2 Level round down), Reflex and Will Saving Throws (1/3 level round down)
    Class Features:
    • Weapon and Armor Proficiency: You are proficient in all simple weapons as well as light and medium armor. You are proficient in all shields except tower shields.
    • Discipline (Ex): At 1st level, you can select a primary discipline. Selecting a discipline gives you a selection of class skills, selectable bonus feats, weapon and armor proficiencies, and it allows you to choose maneuvers and stances of up to ascendant level. You also gain the primary bonuses available to your primary discilpline. At 4th level and every four levels thereafter until 16th level, you gain secondary benefits outlined in the discipline's description and the discipline mastery ability at 20th level.
      At 3rd level, you can select a secondary discipline, gaining access to maneuvers and stances of up to one level lower than your current highest maneuver proficiency level. You gain access to any primary bonuses outlined in the discipline's description as well as any proficiencies but not to bonus feats, skills, or secondary bonuses. You also gain a new maneuver or stance known.
      At 5th level, you can select any stance or maneuver from any discipline other than your primary and secondary disciplines of up to two levels lower than your highest proficiency level. You do not gain access to anything else of any other discpline. You also gain a new maneuver or stance known.
    • Maneuvers and Stances At 1st level, you gain the ability to know and employ both stances and maneuvers. You begin the game knowing any two manevers or stances plus one per two warblade levels.
      At 4th level and every two levels thereafater (until 18th level), you gain access to a higher level of maneuvers and stances. This gives you access to more powerful maneuvers and stances as well as the ability to immediately retrain a lower level maneuver or stance into another of equal or lower level.
      Of your known maneuvers, you can have one readied maneuver and one stance readied at any time. You can ready an additional manever at 3rd level and every three levels thereafter. You can ready a number of stances equal to half the number of maneuvers you can ready to a minimum of one.
      A full round action is required to ready any number of maneuvers or stances and once readied, they can be used. Unless stated otherwise, a maneuver can be performed as a part of an attack action and a stance can be performed as an immediate action that lasts until the beginning of your following turn.
      You cannot use maneuvers or stances that you have not readied. You can use any readied maneuvers and stances as often as you can.
    • Bonus Feats: You can select a bonus feat at 2nd level. You can select this bonus feat from the list of bonus feats available to your primary discipline. You gain an additional bonus feat at 7th level and every four levels thereafter.


    Special Abilities
    1. Primary Discipline, Proficient Manuevers/Stances
    2. Bonus Feat
    3. Secondary Discipline
    4. Trained Manuevers/Stances, Secondary Ability
    5. Any Stance or Maneuver
    6. Competant Maneuvers/Stances
    7. Bonus Feat
    8. Secondary Ability, Skilled Maneuvers/Stances
    9. -
    10. Superior Maneuvers/Stances
    11. Bonus Feat
    12. Mastery Maneuvers/Stances, Secondary Ability
    13. -
    14. Legendary Maneuvers/Stances
    15. Bonus Feat,
    16. Pinnacle Maneuvers, Stances, Secondary Ability
    17. -
    18. Ascendant Maneuvers/Stances
    19. Bonus Feat,
    20. Discipline Mastery


    Warblade Disciplines Part 1
    Warblade Disciplines Part 2
    Last edited by Neoxenok; 2012-09-30 at 01:55 AM.

  22. - Top - End - #52
    Dwarf in the Playground
    Join Date
    Jul 2011
    Location
    Dallas, Tx
    Gender
    Male

    Default Warblade Disciplines Part 1

    Warblade Disciplines, Maneuvers, and Stances Part 1

    Disciplines
    Below is a selection of the most well known disciplines available to warblades, however, this is not a comprehensive list and there may be other unique traditions.

    Dragon's Strike
    Your discipline is all about breaking through your enemy's defenses with sheer power. Your discipline teaches you to land telling blows in order to defeat an opponent. Although some could argue that that is essentially the discipline of every warrior, your technique is as much an art as any other Warblade discipline.
    Class Skills: Acrobatics (Dex), Handle Animal (Cha), Ride (Dex), and Survival (Wis).
    Proficiencies: You gain proficiency in all martial weapons.
    Primary Abilities: You gain either the deadly aim feat or the power attack feat. In addition, you can deal maximum damage with your attack when you use deadly aim or power attack. You can use this ability once per day per two warblade levels (minimum 1).
    This applies to any bonus damage a weapon possesses, such as the shocking ability, but to spells or other magical attacks.
    Secondary Abilities: At 4th level, you can enter a combat trance that turns you into a pinnacle of fighting form. When you initiate this ability, you gain a +2 to attack and damage with all attacks melee and ranged attacks. The duration of this ability is 2 rounds + twice your warblade level + your constitution modifier. You can initiate this ability as a swift action and can end it at any time. The duration need not be consecutive and you can end it at any time in incriments of one round.
    This ability improves by +1 every four levels thereafter to a maximum of +5 at 16th level.
    Discipline Mastery: Once per day, you can make one melee or ranged attack and resolve it as a touch or ranged touch attack. This attack negates any concealment except total concealment as well as damage reduction.
    Bonus Feat List: Any Combat Feat.
    Proficient Maneuvers/Stances
    • Defender's Folly (M) Whenever you take a full-round action to attack, you negate half an oppononent's bonuses from combat expertise or fighting defensively. This does not apply to total defense.
    • Painful Mistake, Least (S) You can take an attack action against an opponent that charges you as soon as it is within range in any attack you can make. This counts against your attacks of opportunity.
    • Punishment Strike, Lesser (M) Whenever you attack an opponent that lacks armor, natural armor, or a shield, you deal an additional +1d6 points of damage. Spells that grant those bonuses count as possessing bonuses of those types.
    • Reckless Riposte (S) When an opponent fails to hit you with an attack of opportunity, you can take a retaliatory strike, dealing +1d6 points of damage with a successful attack and 1 bleed damage (for 5 rounds).
    • Unmagical Strike, Lesser (M) You can make a single attack as a full-round action that grants a +4 bonus if your opponent has any spell-based bonuses to their armor class. Said bonuses must come directly from spells like mage armor or shield of faith and not from a permanent magic item like bracers of armor or rings of protection.

    Trained Maneuvers/Stances
    • Assaulting Blow (M) If you successfully hit an opponent with deadly aim or power attack, that opponent must make a fortitude saving throw DC 12 + your strength modifier or become dazed for one round. This can only affect a single opponent once regardless of success or failure.
    • Cobra Strike (S) You can attack a creature that takes a 5ft step through or into a threatened area of yours. This does not count against your attacks of opportunities.
    • Forward Momentum (M) You can add +1d6 damage to any attack whenever you move 10 or more feet in a round. If you successfully hit an opponent, you can make a free combat maneuver check against them. If successful, they can make a reflex saving throw DC 12 + your strength modifier or fall prone.
    • Just You and I, Lesser (S) You gain a +1 morale bonus to attack and your combat manevuer bonus against one combatant you select as a swift action in combat. Against all other opponents, you gain a +2 dodge bonus to your armor class. Once activated, this ability lasts until one enemy remains standing. You cannot use this ability against only one opponent.

    Competent Manuevers/Stances
    • Clanging Strike (M) When you hit an opponent with metal armor or a metal shield, you create a loud clang that deafens those around it. The target of your attack takes +1d6 sonic damage and must make a fortitude saving throw DC 13 + your strength modifier or become deafened for 1d4+1 rounds. All creatures within 10ft of your target must also make a fortitude saving throw or take 1 point of sonic splash damage or become deafened for 1d4 rounds.
    • Painful Mistake, Lesser (S) You can take an attack action against an opponent that charges you as soon as it is within range in any attack you can make. If you're using a ranged weapon or a weapon that can be set against a charge, you gain a +2d6 to damage and the opponent must make a fortitude save DC 13 + your strength modifier or be sickened for 2d6 rounds. This counts as an attack of opportunity.
    • Unmagical Strike (M) You can make a single attack as a full-round action that grants a +4 bonus if your opponent has any spell-based bonuses to their defenses. Said defenses must come directly from spells like mage armor, displacement, or invisibility and not from a permanent magic item like bracers of armor or rings of protection. On a successful hit, you can break an opponent's spell by rolling your combat maneuver bonus against the dispel DC of the spell. On a successful roll, you can dispel one of your opponent's spells that add to its armor class, combat maneuver defense, or if it grants damage reduction, fast healing, or any concealment bonuses.

    Skilled Manuevers/Stances
    • Cutting Defense (S) Whenever you take an attack of opportuntiy, you gain a +2 to attack bonuses to hit that opponent. When you successfully hit that opponent, you can add an additional +2d6 points of damage and 2 points of bleed damage in the following rounds. The bleed damage does not stack with itself.
    • Punishment Strike (M) Whenever you attack an opponent that lacks armor, natural armor, or a shield, you deal an additional cumulative +1d6 points of damage for each one of those bonuses the opponent lacks. Spells that grant those bonuses count as possessing bonuses of those types.
    • Tiring Blow (M) You use all your strength to make one powerful attack.You can only perform this as a full-round action to make a single powerful blow. You can make this attack with a +2 to attack and +2d6 to damage. If you successfully hit your opponent, you can make a combat maneuver check that if you win can knock your opponent back 10 feet and prone. Your opponent can make a reflex saving throw DC 14 plus your strength modifier to avoid falling prone and will only be knocked back 5 feet. Whenever you attempt this maneuver you must make a DC 10 fortitude save or become fatigued.

    Superior Maneuvers/Stances
    • Break Defense (S) Whenever an opponent uses combat expertise or the fighting defensively option, you can take an attack of opportunity. If the attack hits, you deal an additional +2d6 points of damage and you break their defense, disallowing them from using either combat expertise or fighting defensively until the beginning of your next turn.
    • Crack Attack, Lesser (M) As a full round attack action, you may make one attack with a -2 to your attack bonus. If your attack hits, you deal the normal damage of your attack plus 1d4+1 constitution damage. Your opponent can make a fortitude saving throw DC 15 + your strength modifier to negate the constitution damage.
    • Just You and I (S) You gain a +2 morale bonus to attack rolls, damage rolls, skill checks, ability checks, saving throws, and your combat manevuer bonus against one combatant you select as a swift action in combat. Against all other opponents, you gain a +4 dodge bonus to your armor class. Once activated, this ability lasts until one enemy remains standing. You cannot use this ability against only one opponent.

    Mastery Manuevers/Stances
    • Armor Piercing Blow (M) When you make a single attack as a full-round attack action, you can deal your weapon's damage to your opponent and half of that damage to their armor and shield.
    • Painful Mistake (S) You can take an attack action against an opponent that charges you as soon as it is within range in any attack you can make. If you're using a ranged weapon or a weapon that can be set against a charge, you gain a +5d6 to damage and the opponent must make a fortitude save DC 16 + your strength modifier or take 2 points of dexterity damage and be nausiated for 1d6+1 rounds. A successful fortitude save negates the strength damage and becomes sickened instead of nausiated. This counts as an attack of opportunity.
    • Unmagical Strike (M) You can make a single attack as a full-round action that grants a +4 bonus if your opponent has any spell-based bonuses to their defenses. Said defenses must come directly from spells like mage armor, displacement, or invisibility and not from a permanent magic item like bracers of armor or rings of protection. On a successful hit, you can break an opponent's spells by rolling your combat maneuver bonus against the dispel DC of the spell. On a successful roll, you can dispel one of your opponent's beneficial spells of any kind per four warblade levels you possess.

    Legendary Maneuvers/Stances
    • Bladed Defense (S) When an opponent attempts to grab or grapple you, you gain a +4 dodge bonus to your combat maneuver defense. If the opponent succeeds to grapple you anyway, then you can not only keep whatever weapon you were holding at hand, but deal your weapon damage to your grappler every round. You must be holding a weapon or an object that can be used as a weapon to use this ability. It must be a slashing or piercing weapon. A ranged weapon's ammunition counts as a weapon as long as it is a valid damage type.
    • Crack Attack (M) As a full round attack action, you may make one attack with a -2 to your attack bonus. If your attack hits, you deal the normal damage of your attack plus 1d4+1 constitution damage and your opponent is nausiated for 1d4+1 rounds. Your opponent can make a fortitude saving throw DC 17 + your strength modifier to negate the constitution damage and reduces the duration of the nausia to 1 round.
    • Tiring Blow, Greater (M) You use all your strength to make one powerful attack. You can only perform this as a full-round action to make a single powerful blow. You can make this attack with a +3 to attack and +15d6 to damage. If you successfully hit your opponent, you can make a combat maneuver check that if you win can knock your opponent back 20 feet and fall prone. Your opponent can make a reflex saving throw DC 17 plus your strength modifier to avoid falling prone and will only be knocked back 10 feet. Whenever you attempt this maneuver you must make a DC 20 fortitude save or become fatigued.

    Pinnacle Manuevers/Stances
    • Forward Momentum, Greater (M) You can add +10d6 damage to any attack whenever you move 10 or more feet in a round. If you successfully hit an opponent, you can make a free combat maneuver check against them. If successful, they can make a reflex saving throw DC 18 + your strength modifier or fall prone.
    • Overhead Blow (M) As a full-round attack action that leaves you open to an attack of opportunity with a -2 to your armor class until the beginning of your next turn, you may make one attack. If that attack connects, you deal an additional +20d6 points of damage, 5 points of bleed damage, and 2d6 points of constitution damage. If your opponent successfully hits you with their attack of opportunity, then the attempt is foiled but you still inflict 10d6 points of damage. The bleed damage does not stack with itself.
    • Painful Mistake, Greater (S) You can take an attack action against an opponent that charges you as soon as it is within range in any attack you can make. If you're using a ranged weapon or a weapon that can be set against a charge, you gain a +10d6 to damage and the opponent must make a fortitude save DC 18 + your strength modifier or take 2 points of strength and dexterity damage and be nausiated for 2d6 rounds. A successful fortitude save negates the strength and dexterity damage and becomes sickened instead of nausiated. This counts as an attack of opportunity.
    • Tear Strike (M) Whenever you make more than one attack against a single opponent, you get a cumulative +1d6 points of damage against that opponent (+1d6 on the second successful attack, +2d6 on the third, +3d6 on the forth, etc). If you are using your deadly aim or power attack feat against that opponent, then once per round, they can make a fortitude saving throw DC 18 + your strength modifier or take a -4 penalty to their natural armor bonus for 1d6 + 1 minutes.

    Ascendant Manuevers/Stances
    • Deathstroke (M) As a full-round attack action, you can make one attack that forces a fortitude saving throw upon your opponent if it connects DC 19 + your strength modifier. If the save is failed, then that opponent takes 10 points of damage per warblade level you possess. Opponents without a constitution score or that are immune to critical hits are immune to this attack.
    • Punishment Strike, Greater (M) Whenever you attack an opponent that lacks armor, concealment, damage reduction, deflection bonus to AC, dodge bonus to armor class, fast healing, natural armor, or a shield, you deal an additional cumulative +3d6 points of damage for each one of those bonuses the opponent lacks. Spells that grant those bonuses count as possessing bonuses of those types.
    • Reflecting Attack (S) When you take the total defense action, you can reflect any and all attacks made against you back at your attacker. This can include any melee, ranged, or magical attacks, but you can only reflect attacks that specifically target you (meaning the attack must specifically have you as a target and only you and/or the attack has an attack roll against you.)


    Iron Wall
    This discipline focuses on defensive maneuvers and techniques that prevent the oppoonent from ever doing enough damage to you before you effectively subdue them. This can come from the effective use of armor, deflecting blows through maneuvering your body, or simply toughening your body enough to shrug off otherwise lethal attacks.
    Class Skills: Escape Artist (Dex), Heal (Wis), Knowledge (Dungeoneering) (Int), and Knowledge (Engineering) (Int).
    Proficiencies: You gain heavy armor proficiency, tower shield proficiency, and proficiency in one martial weapon.
    Primary Abilities: You gain either combat expertise or dodge as a bonus feat. In addition, you gain a +1 dodge bonus to your armor class and combat maneuver defense whenever you fight defensively and a +2 dodge bonus to your armor class and combat maneuver defense whenever you use the total defense option.
    Secondary Abilities: When wearing no armor, you gain a +1 dodge bonus to your armor class. When wearing light armor, your armor bonus improves by +1. When wearing medium armor, your armor bonus improves by +2. When wearing heavy armor, your armor bonus improves by +3. Each time you gain a secondary ability, these bonuses improve by +1. At 8th level, you gain uncanny dodge and at 16th level, you gain improved uncanny dodge.
    Discipline Mastery: Whenever you use the total defense action, you can retaliate against any attack that failed to hit your armor class with a +4 bonus to your attack roll. Whenever you use the fighting defensively option, the -4 penalty only applies to the first attack you make in any round and not any subsequent attacks. Your selected secondary ability also improves by the amount indicated in the entry.
    Bonus Feat List: Combat Reflexes, Die Hard, Dodge, Endurance, Great Fortitude, Iron Will, Lightning Reflexes, Lightning Stance, Mobility, Shield Focus, Stand Still, Strike Back, Toughness, Wind Stance
    Proficient Maneuvers/Stances
    • Careful Strike (M) If you take a -4 to your attack, you can attempt a combat maneuver without provoking an attack of opportunity.
    • Defensive Movements, Least (S) Whenever you move at least 10ft in a single round, you gain a +2 dodge bonus to your armor class. This ability is activated whenever the warblade takes a move action and lasts until the beginning of his or her next turn.
    • Disrupting Strike, Least (M) When you successfully hit an opponent, that opponent receives a -1 to attack rolls against your allies, but not you. This ability lasts until the beginning of your next turn.
    • Escape (S) When you take a withdraw action, you gain a +10ft bonus to your base movement and you do not provoke attacks of opportunity until the beginning of your next turn.
    • Parrying Attack (M) If you successfully attack an opponent, that opponent takes a -2 to any attempt to disarm, grapple, sunder, and trip attempts for one round.
    • Strong Resolve (S) You gain a +4 bonus to all saving throws against fear, nausia, and the sickened condition. This ability lasts until the beginning of your next turn.

    Trained Maneuvers/Stances
    • Assault from All Sides (S) You gain an attack of opportunity to the first opponent that would gain a flanking bonus against you. You deal +3d6 points of damage against any such opponents you successfully attack and negate any flanking bonuses or benefits they may recieve. This ability lasts until the beginning of your next turn.
    • Fighting Defense, Lesser (M) Whenever you fight defensively, use the combat expertise feat, or use the total defense option, you gain 5 temporary hit points. This benefit lasts until the beginning of your next turn.
    • Plant Your Feet (S) You gain a +2 morale bonus to your combat maneuver defense against all bull rush, grapple, and overrun attempts until the beginning of your next turn. If someone attempts to perform a bull rush, grapple, or overrun attempts against you, you can foil the attempt as though you had readied an action.
    • Protect Ally, Lesser (M) Adjacent allies gain a +2 cover bonus to their armor class and a +1 cover bonus to their reflex saving throws whenever you make an attack action against an enemy within your threat range.
    • Resiliance (S) When you take enough damage to have negative hit points, you can remain concious and continue fighting. While in this stance, you will not bleed out when taking a strenuous action but you remain staggered. If you have the die hard feat, you will not be staggered and you will gain 5 temporary hit points every time this ability is activated that will last as long as the ability remains active. This ability lasts until the beginning of your next turn. If you keep activating this ability, you can continue on uninterrupted but only during combat or a similarly stressful situation.

    Competent Manuevers/Stances
    • Absorb Punishment, Lesser (S) You gain energy resistance 5 against acid, cold, electricity, fire, or sonic damage (select one) and damage reduction 5/magic until the beginning of your next turn.
    • Disrupting Strike, Lesser (M) When you successfully hit an opponent, that opponent receives a -1 to attack rolls, damage rolls, and combat manevuer checks against your allies, but not you. This ability lasts until the beginning of your next turn.
    • Mage Foil (S) Gain a +4 bonus to your touch AC until the beginning of your next turn.

    Skilled Manuevers/Stances
    • Defensive Movements, Lesser (S) Whenever you move at least 10ft in a single round, you gain a +3 dodge bonus to your armor class and reflex saving throws. This ability is activated whenever the warblade takes a move action and lasts until the beginning of his or her next turn.
    • Fighting Defense (M) Whenever you fight defensively, use the combat expertise feat, or use the total defense option, you gain 20 temporary hit points and a +2 morale bonus to reflex and will saving throws. This benefit lasts until the beginning of your next turn.

    Superior Maneuvers/Stances
    • Absorb Punishment (S) You gain energy resistance 10 against acid, cold, electricity, fire, or sonic damage (select one) and damage reduction 10/magic until the beginning of your next turn.
    • Disrupting Strike (M) When you successfully hit an opponent, that opponent receives a -2 to attack rolls, damage rolls, and combat manevuer checks against your allies, but not you. This ability lasts until the beginning of your next turn.
    • Plant Your Feet, Improved (S) You gain a +4 morale bonus to your combat maneuver defense against all bull rush, grapple, and overrun attempts until the beginning of your next turn. If someone attempts to perform a bull rush, grapple, or overrun attempts against you, you can foil the attempt as though you had readied an action to do so. If this involves an attack, that attack recieves a +2 to attack and +4d6 points of damage that forces that opponent into the prone position. If the opponent succeeds a reflex DC 15 + your dexterity modifier, then he is not forced into the prone position.
    • Mage Foil, Improved (S) Gain a +8 bonus to your touch AC until the beginning of your next turn.
    • Strong Resolve, Greater (S) You gain immunity to fear, nausia, and the sickened condition. You gain a +1 morale bonus to all other saving throws and 5 temporary hit points. This ability lasts until the beginning of your next turn.

    Mastery Manuevers/Stances
    • Defensive Movements (S) Whenever you move at least 10ft in a single round, you gain a +4 dodge bonus to your armor class and reflex saving throws. During your movment, you provoke no attacks of opportunity as long as you do not make attacks on any opponents during your movement. This ability is activated whenever the warblade takes a move action and lasts until the beginning of his or her next turn.
    • Protect Ally (M) Adjacent allies gain a +4 cover bonus to their armor class and a +2 cover bonus to reflex saving throws whenever you make an attack action against an enemy within your threat range.

    Legendary Maneuvers/Stances
    • Absorb Punishment, Greater (S) You gain energy resistance 20 against acid, cold, electricity, fire, or sonic damage (select one) and damage reduction 20/magic until the beginning of your next turn.
    • Disrupting Strike, Greater (M) When you successfully hit an opponent, that opponent receives a -3 to attack rolls, damage rolls, ability checks, skill checks, and combat manevuer checks against your allies, but not you. This ability lasts until the beginning of your next turn.
    • Cage Opponent (M) Briefly throw an opponent off-guard to get in and throw them down. Whenever you make a successful attack against a foe, you can get in a grapple check with the attack.

    Pinnacle Manuevers/Stances
    • Defensive Movements, Greater (S) Whenever you move at least 10ft in a single round, you gain a +4 dodge bonus to your armor class and reflex saving throws. During your movment, you provoke no attacks of opportunity as long as you do not make attacks on any opponents during your movement and you are effectively invisible until or unless you attack an opponent. This ability is activated whenever the warblade takes a move action and lasts until the beginning of his or her next turn.
    • Fighting Defense, Greater (M) Whenever you fight defensively, use the combat expertise feat, or use the total defense option, you gain 50 temporary hit points and a +3 morale bonus to reflex and will saving throws. This benefit lasts until the beginning of your next turn.
    • Parry Spell (S) When fighting defensively, using combat expertise, or using the total defense action and a spellcaster casts an attack spell at you, you can reflect the spell back at the spellcaster as long as you are the primary target (must be a ranged touch attack or otherwise has you as its target). In order to do this, you must win an opposed roll against the spellcaster's concentration check against your combat maneuver check.

    Ascendant Manuevers/Stances
    • Absorb Punishment, Greater (S) You gain energy immunity against acid, cold, electricity, fire, or sonic damage (select one) and damage reduction 10/adamantine until the beginning of your next turn.
    • Disrupting Strike, Superior (M) When you successfully hit an opponent, that opponent receives a -5 to attack rolls, damage rolls, and combat manevuer checks against your allies, but not you. In addition, that opponent must make a fortitude saving throw DC 19 + your strength modifier or become staggered. The staggered effect only applies once per opponent regardless of success or failure of the attack. This ability lasts until the beginning of your next turn.
    • Last Bastion (S) You gain 100 Temporary Hit Points, Damage Reduction 20/Magic and Adamantine, a +4 morale bonus to all saving throws, immunity to fear, the sickened condition, nausia, death effects, negative levels, ability damage, ability drain, and critical hits. You are considered to be taking the total defense action and likewise gain the +4 dodge bonus to armor class. However, until the end of your next turn, you cannot move other than a 5ft step and you can not make any other actions.
    • Protect Ally, Greater (M) Adjacent allies gain a +8 cover bonus to their armor class and a +4 cover bonus to reflex saving throws whenever you make an attack action against an enemy within your threat range.


    Legion's Lore
    The Discipline of the Mind is not one of physical power or toughness. This discipline focuses on the power of knowledge, foresight, and your own combat sense. You fight using your wits and the best aspects of your knowledge to take advantages of your opponent's weaknesses and negate their strengths to the best of your ability.
    Class Skills: Appraise (Int), Disable Device (Dex), Knowledge (All) (Int), Linguistics (Int), Perception (Wis), Sense Motive (Wis), and Spellcraft (Int).
    Proficiencies: You gain proficiency in one martial weapon of your choice.
    Primary Abilities: You gain improved initiative and alertness as a bonus feat. In addition, you are considered to be trained in all knowledge skills and are not limited to DC 10 checks in knowledge skills.
    Secondary Abilities: At 4th level, you gain a +2 bonus to all knowledge skills as well as perception and sense motive. This bonus improves by +1 every time you gain a secondary ability. At 8th level, you gain uncanny dodge and a +1 insight bonus to armor class and reflex saving throws. These bonuses improve to +2 at 16th level. At 12th level, you gain evasion, lowlight vision, and 60ft darkvision (or your lowlight vision improves to 3x better and darkvision improves by +60ft.) At 16th level, you gain improved uncanny dodge.
    Discipline Mastery: You gain 30ft blindsense and you become immune to surprise. You always roll a natural 20 on initiative checks.
    Bonus Feat List: Blind-Fight, Catch Off-Guard, Combat Reflexes, Deadly Aim, Far Shot, Greater Vital Strike, Improved Precise Shot, Improved Vital Strike, Improvised Weapon Mastery, Iron Will, Pinpoint Targetting, Point Blank Shot, Precise Shot, Skill Focus (Any One Knowledge Skill), Skill Focus (Perception), Skill Focus (Sense Motive), Strike Back, Throw Anything, Vital Strike
    Proficient Maneuvers/Stances
    • Ascertain Hostility (S) You get a strong sense of hidden hostility but only shortly before actions on that hostility are about to be taken. If an opponent wins initiative against you but you are aware of their presence, you can take an attack of opportunity upon them. If you successfully hit that opponent, then it foils the attempted attack.
    • Discern Opening (S) By making a check equal to your warblade level plus your wisdom modifier against your opponent's base attack bonus plus their wisdom modifier, you can show either an ally or yourself an opponent's opening and catch them flat-footed immediately. This ability consumes an attack of opportunity.
    • Insightful Strike (M) You can make a full-round attack action to make one attack. This attack is made with a +1 insight bonus to your attack roll and you can add +1d6 points of damage to your attack. Creatures immune to critical hits and sneak attack are immune to this extra damage.
    • Learning Curve, Least (M) Each combat round following either an attack or use of your combat maneuver bonus to execute a special maneuver (such as sundering or tripping), you gain a +1 insight bonus to the attempt the same action the following round regardless of success or failure.
    • Proactive Coordination (M) When you flank with an ally, your flanking bonus and the flanking bonus of your flanking buddy improve to +4.

    Trained Maneuvers/Stances
    • Discern Vulnerability (M) If you examine your enemy as a standard action, you can make a warblade level check and add your intelligence modifier (or an appropriate knowledge check of your enemy) against a DC of 10 + the opponent's hit dice if a creature without class levels or DC 10 + the opponent's hit dice + wisdom modifier if the target has class levels. A successful check allows you to gain knowledge of the target's vulnerabilities and defenses.
    • Grounded in Reality (S) You gain a +2 bonus to will saves against spells and effects of the illusion school of magic until the beginning of your next turn.
    • Sense Presence (M) As a move action, you can detect the presence or absense of a known individual or creature within 60ft. You do not detect the location unless you succeed on a warblade level + your wisdom modifier check against a DC of 10 + your opponent's hit dice + your opponent's wisdom modifier, which gives you the target's approximate location.
    • Strong Sense of Self (S) You gain a +2 bonus to will saves against enchantment spells and effects until the beginning of your next turn.

    Competent Manuevers/Stances
    • Deadeye Shot (M) Once per round, you can roll the damage from one successful attack twice and take the better result. If you threaten a critical hit, you can instead opt to reroll your confirmation roll upon seeing the results but only before you know if the attempt is successful or not. You must accept the second roll, even if it is worse than your previous roll.
    • Learning Curve, Lesser (M) Each combat round following either an attack or use of your combat maneuver bonus to execute a special maneuver (such as sundering or tripping), you gain a +2 insight bonus to the attempt the the same action following round regardless of success or failure.
    • Masterful Teamwork (S) Until the beginning of your next turn, you are aware of the general health of all allies within line of sight. If someone needs your help, you can immediately take a full round action in order to aid that ally as though you had readied an action to do so.

    Skilled Manuevers/Stances
    • Recall Knowledge (M) As a swift action, you can identify a creature using a knowledge skill with a +5 bonus. If you succeed, you gain a +2 to attack and +2d6 to damage against that specific creature until you dismiss the effect or that creature is dead. This benefit only applies to one specific creature and not a whole species or creature type. Each time the warblade wishes to gain this bonus against a new creature, he must make a new check. You can only make the check once per day against a single creature.
    • Pinpoint Location (M) As a swift action, you can pinpoint the location of an invisible creature within a 30ft radius of your location. This ability does not actually defeat the invisibility effect itself, but just allows the warblade to determine his immediate location as if he had succeeded on the perception check to spot an invisible creature.
    • Precision Attack (M) Your attack negates cover, concealment, and any bonuses from being prone.

    Superior Maneuvers/Stances
    • Fortify Mind (S) You gain a +4 bonus to all will saves against enchantment and illusion spells and effects until the beginning of your next turn.
    • Know Role (M) As a swift action, you can make an warblade level plus intelligence modifier check against a single opponent DC 10 + the opponent's hit dice + the opponent's charisma modifier or 10 + the opponent's bluff modifier - whichever is higher. If successful, you have a general idea of an individual's skills, personality, areas of expertise, and level of expertise.
    • Learning Curve (M) Each combat round following either an attack or use of your combat maneuver bonus to execute a special maneuver (such as sundering or tripping), you gain a +3 insight bonus to the attempt the same action the following round regardless of success or failure.

    Mastery Manuevers/Stances
    • Advanced Warning (S) You can act in a surprise round, even if you failed to otherwise see the threat before it transpired, however, you must go last in initiative order.
    • Magician's Insight (M) As a swift action, you gain sudden knowledge of how to work a spell trigger item, such as a scroll or wand. You can operate a spell-trigger magic item as though you were a spellcaster with a caster level equal to your warblade level and a spell list containing the spell trigger spell. This benefit lasts until the beginning of your next turn.
    • Shot from Afar (M) Range incriment penalties are halved for your attacks.

    Legendary Maneuvers/Stances
    • Learning Curve, Greater (M) Each combat round following either an attack or use of your combat maneuver bonus to execute a special maneuver (such as sundering or tripping), you gain a +5 insight bonus to the attempt the same action the following round regardless of success or failure.
    • See Magic (S) You can immediately identify any spell or spells being cast as though you had succeeded on a spellcraft check to identify the spell or spells being cast. You can also identify any active spells on a particular individual or other target. The benefit of this ability is always active.

    Pinnacle Manuevers/Stances
    • Advanced Senses (M) As a swift action, you gain blindsense and tremorsense out to 30ft. This benefit lasts until the beginning of your next turn.
    • On Guard, Greater (S) You stand ready to guard your vital areas from assault. You gain 50% immunity to critical hits, a +8 to AC against confirmation rolls for critical hits, and a +2 dodge bonus to all reflex saving throws. This benefit lasts until the beginning of your next turn.
    • Step Aside (S) You gain a +5 dodge bonus and damage reduction 10/- against charging opponents.

    Ascendant Manuevers/Stances
    • Learning Curve, Supreme (M) Each combat round following either an attack or use of your combat maneuver bonus to execute a special maneuver (such as sundering or tripping), you gain a +8 insight bonus to the attempt the same action the following round regardless of success or failure.
    • Recall Knowledge, Greater (M) As a swift action, you can identify a creature using a knowledge skill. If you succeed, you gain a +2 to attack and +2d6 to damage against that specific creature until you dismiss the effect or that creature is dead. Your attacks also penetrate the creature's damage reduction and natural armor bonuses. You gain a +2 morale bonus to all saving throws, armor class, and combat maneuver defenses against this creature. This benefit only applies to one specific creature and not a whole species or creature type. Each time the warblade wishes to gain this bonus against a new creature, he must make a new check. You can only make the check once per day against a single creature.


    Tornado's Wind
    This discipline masters the art of movement in combat. You train to be faster than your opponents and strike with deadly efficiency. You train to avoid hits and maneuver in and around your opponents like the wind and strike like a scorpion's tail.
    Class Skills: Acrobatics (Dex), Escape Artist (Dex), and Fly (Dex).
    Proficiencies: You gain proficiency in all light martial weapons and martial weapons in which you can apply the weapon finesse feat.
    Primary Abilities: You gain weapon finesse as a bonus feat. In addition, you gain a +1 bonus to reflex saving throws, a +1 dodge bonus to armor class and combat maneuver defense, and a +5ft bonus to your base speed.
    Secondary Abilities: You gain the ability to sneak attack, dealing +1d6 points of damage upon a successful hit. Unlike normal sneak attack, you can only apply this damage after moving at least 10ft. Each time you gain a secondary ability, your sneak attack damage improves by +1d6.
    In addition, your bonus to reflex saving throws improves by +1 each time you gain a secondary ability.
    Discipline Mastery: You gain improved evasion. In addition, once per round, whenever an opponent hits you with an attack, you can choose to make a reflex saving throw against a DC equal to the attack roll of the attack to negate the attack.
    Touch attacks and ranged touch attacks add +5 to the DC.
    Using this ability is physically exhausting, however, so each time you attempt to negate an attack with this ability, you must make a constitution check against a DC of 15 + 1 per each attempt at this ability otherwise you become fatigued. You can still use this ability while fatigued, but failing this check again makes you exhausted and you can no longer use the ability at that pont.
    The DC resets if you are not fatigued or exhausted and you have had at least five minutes of rest.
    Bonus Feat List: Acrobatic, Acrobatic Steps, Blind-Fight, Combat Expertise, Combat Reflexes, Deadly Aim, Dodge, Far Shot, Fleet, Greater Vital Strike, Improved Bull Rush, Improved Disarm, Improved Lightning Reflexes, Improved Overrun, Improved Precise Shot, Improved Trip, Improved Vital Strike, Lightning Reflexes, Lightning Stance, Lunge, Mobility, Nimble Moves, Pinpoint Targetting, Point Blank Shot, Power Attack, Precise Shot, Quick Draw, Rapid Reload, Run, Shot on the Run, Spring Attack, Step Up, Strike Back, Vital Strike, Whirlwind Attack, Wind Stance
    Proficient Maneuvers/Stances
    • Dodging Assault (M) You gain a +1 dodge bonus to your AC when you make an attack.
    • Fast Moves (S) Opponents take a +2 to the DC to tumble through your threatened areas, bull rush you, overrun, or trample you. Opponents take a +5 to the DC to tumble through your square.
    • Flurry Attack (M) You can make an additional attack at your highest attack bonus. All of your attacks during the round you use this ability gain a -2 penalty until the beginning of your next turn.
    • Hurried Assault (M) You can make a secondary attack as a part of a standard attack, applying all the normal two weapon fighting penalties if you use your move action to move in the same round.
    • Light Feet (S) You ignore difficult terrain and gain a +5ft bonus to your speed.
    • Starry-Eyed (M) When your opponent is flat-footed and has a number of hit dice equal to or less than your warblade level, that opponent must make a saving throw DC 11 + your charisma modifier or become dazed until the beginning of your next turn. Regardless of success or failure, you can only use this ability once per opponent.

    Trained Maneuvers/Stances
    • Blurred Attack (M) You gain a 20% miss chance whenever you make an attack. This benefit lasts until an opponent makes an attack against you or until the beginning of your next turn.
    • Hamper Movement (M) Against a flat-footed opponent, a successful attack against your opponent forces a fortitude saving throw DC 12 + your charisma modifier. Your opponent's speed is halved and he or she takes 1 point of dexterity damage unless your opponent succeeds on their save. The effect lasts until the beginning of your next turn.
    • Leaping Attack, Least (M) If you perform a successful vertical jump or attack an opponent after falling from an elevated position, you can deal an amount of damage equal to 1d6 points of damage if you clear five feet on a vertical jump or have at least 5 feet of altitude from an elevated position. If you would take falling damage, you can add this damage to your attack equal to one point per dice of falling damage (maximum +5).
    • Skittish Jump (S) You gain a +2 bonus to resist being feinted. Additionally, if you are surprised during a surprise round, you can still roll initiative, but the only action you can take is a move action. This ability is always active.
    • Skittish Nerves (S) You gain a +4 bonus to all initiative checks and a +2 bonus to reflex saving throws. This ability is always active.

    Competent Manuevers/Stances
    • Abrupt Jaunt (S) When fighting defensively, using the total defense option, or using the combat expertise feat and an opponent makes an attack against you, you gain a 50% miss chance against that attack and after the attack is resolved, you can take a 5ft step.
    • Evading Sprint (S) When you make a reflex saving throw against any spell or effect and succeed, you can move outside of the area of effect or the closest space to the outside of the area up to half of your movement speed. If you were using the total defense action during the same round, you gain a +3 dodge bonus to your reflex saving throw and you can move your full movement speed.
    • Evasive Walk (M) When you take a move action, you can ignore difficult terrain and you do not provoke an attack of opportunity if you move through the threatened squares of opponents. This does not benefit you if you move through an opponent's square, however.
    • Fast Escape (M) When using the run action, you can run up to 5 times your normal movement. If you already possess the run feat, you can run up to 7 times your normal movement. This ability is exhausting, however, and each round you use this ability, you take 1d6 points of nonlethal damage. After a number of rounds equal to half of your constitution score, you become fatigued. If you possess the endurance feat, the nonlethal damage is minimized and after one minute, you can make a fortitude save DC 10 +2 per round you spent running since being forced to make saves to avoid becoming fatigued.
    • Rapid Assault (M) You can make an additional attack that round at your highest attack bonus. This ability does not stack with the similar benefit from haste or a weapon with the speed quality. However, if you are already hasted or use a weapon with the speed quality, you also gain a +2 dodge bonus to AC, a +2 dodge bonus to reflex saving throws, and your movement speed is increased by +40ft (this is an enhancement bonus to speed). This benefits lasts until the beginning of your next turn. These benefits do not stack with the haste spell or speed weapon quality or similar effects.

    Skilled Manuevers/Stances
    • Blurred Attack, Greater (M) You gain a 50% miss chance whenever you make an attack and you can take a 5ft step even if you've already moved that round. Taking a 5ft step still counts as a swift action. This benefit lasts until an opponent makes an attack against you or until the beginning of your next turn.
    • Leaping Attack, Lesser (M) If you perform a successful vertical jump or attack an opponent after falling from an elevated position, you can deal an amount of damage equal to 2d6 points of damage if you clear at least five feet on a vertical jump or have at least 5 feet of altitude from an elevated position. If you would take falling damage, you can add this damage to your attack equal to one point per dice of falling damage.
    • Swift Step (M) You can move half your speed as a swift action. You still provoke attacks of opportunity if you move through an opponent's threatened area but you gain a +4 dodge bonus to your armor class against that attack of opportunity.

    Superior Maneuvers/Stances
    • Maintain Distance (S) Creatures that have reach are considered to be 5ft shorter reach than normal in order to hit you. This benefit lasts until the beginning of your next turn.
    • Reckless Charge (M) When you charge an opponent, you can move three times your movement instead of the normal two and you gain a +3 to attack and a -3 to your AC instead of the usual bonuses for charging.
    • Unbound Momentum (M) When performing a charge action, you can ignore allies but enemies can either make a reflex saving throw DC 15 + your strength modifier to get out of the way (into the nearest 5ft square) or make an attack. If the attack connects, then your charge attempt is foiled. However, you do not gain the usual -2 to AC against these attacks.

    Mastery Manuevers/Stances
    • Exchange (S) You can exchange places with an ally that is within the slower of the two's movment speed in distance from one another. Activating this ability requires an immediate action and a move action from each participant. If you or the select ally hasn't acted in that round yet, then the necessary actions from their next turn are expended.
    • Deflate Momentum (S) You can negate the additional damage from power attack against one opponent.
    • Move with Your Opponent (M) You can make a single attack as a full-round action that negates any dexterity and dodge bonuses to their armor class. This does not count as catching them flat-footed.

    Legendary Maneuvers/Stances
    • Leaping Attack (M) If you perform a successful vertical jump or attack an opponent after falling from an elevated position, you can deal an amount of damage equal to 2d6 points of damage if you clear five feet on a vertical jump or have at least 5 feet of altitude from an elevated position. If you would take falling damage, you can add this damage to your attack.
    • Ultimate Mobility, Lesser (S) As a swift action, you can move as though under the effects of a freedom of movement spell. This benefit lasts until the beginning of your next turn. This is not a magical effect and is not supressed in an anti-magic field.

    Pinnacle Manuevers/Stances
    • Hampering Maneuvers (S) As a swift action, you can force all opponents within your reach to be unable to move at all without provoking an attack of opportunity unless they succeed in a reflex saving throw DC 18 + your dexterity modifier. Those that succeed against the save are slowed.
    • Swift Step, Greater (M) You can move your speed as a swift action. You still provoke attacks of opportunity if you move through an opponent's threatened area but you gain a +4 dodge bonus to your armor class against that attack of opportunity.

    Ascendant Manuevers/Stances
    • Everywhere and Nowhere (M) As a full round action, you can attack anyone within line of sight and attack a target as though it were within your threatened range. The target must be within line of sight and there can not be any obstructions between you and the target, even if he is otherwise visible. You receive a -1 to your attack roll for every 30ft of distance the target is from you if you are using a melee weapon. If you are using a ranged weapon, then your distance penalties are halved and you have no maximum range increment.
    • Ultimate Mobility (S) You can move as though under the effects of a freedom of movement spell. This is not a magical effect and is not supressed in an anti-magic field. This ability is active as long as it is prepared.


    Warblade Disciplines Part 2
    Last edited by Neoxenok; 2012-12-22 at 04:12 PM.

  23. - Top - End - #53
    Dwarf in the Playground
    Join Date
    Jul 2011
    Location
    Dallas, Tx
    Gender
    Male

    Default Warblade Disciplines Part 2

    Warblade Disciplines, Maneuvers, and Stances Part 2
    (INCOMPLETE AND STILL BEING WORKED ON)

    Adder's Venom
    This discipline emphasizes the warblade's skill in disabling, hampering, and even focusing on outright lethal blows on an opponent.
    Class Skills: Appraise (Int), Heal (Wis), Sense Motive (Wis), Perception (Wis), and Sleight of Hand (Dex).
    Proficiencies: All martial weapons.
    Primary Abilities:
    Secondary Abilities:
    Discipline Mastery:
    Bonus Feat List:
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    Body's Perfection
    Warblades that focus on the art of body's perfection develop their natural toughness, strength, and speed above all else.
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    Trickster's Cunning
    Your discipline focuses on misdirection and guile to fool your opponents into doing something they normally wouldn't. Your techniques leave opponents confounded as to your intentions and looking in another direction before receiving the business end of your weapon.
    Class Skills: Bluff (Cha), Disable Device (Dex), Disguise (Cha), Knowledge (Dungeoneering) (Int), Knowledge (Geography) (Int), Knowledge (Nature) (Int), Perception (Wis), Sense Motive (Wis), and Stealth (Dex).
    Proficiencies: One Martial Weapon Proficiency.
    Primary Abilities: You gain improved feint as a bonus feat and can feint as a swift action. You gain a bonus equal to half your warblade level to feint.
    Secondary Abilities: Whenever you use the fighting defensively option, you gain 20% concealment in addition to the usual benefits. This benefit improves by 10% each time you gain a secondary ability (to a maximum of 50%).
    Discipline Mastery: You gain the ability to automatically confirm any critical hit against a flat-footed opponent. If you successfully damage a flat-footed opponent, they are forced to make a saving throw DC 10 + half your warblade level + your intelligence modifier or become confused for 1 round per four warblade levels.
    Bonus Feat List: Combat Expertise, Deceitful, Dodge, Greater Feint, Improved Disarm, Improved Trip, Iron Will, Lightning Stance, Mobility, Quick Draw, Rapid Reload, Wind Stance
    Proficient Maneuvers/Stances
    • Blank Stare (M) When you make an attack action, you can force your opponent to make a will save DC 11 + your intelligence modifier. If your opponent fails the saving throw, it is dazed for one round. A single opponent can only be affected once per twenty-four hours regardless if the save is successful or not. This is a mind-affecting effect.
    • Distraction (S) As an immediate action, you can fool your opponent into attacking another nearby creature, whether that creature is friend or foe to you. The affected opponent must be within reach and that opponent must be able to reach an alternative target. A successful will saving throw DC 11 + your intelligence modifier resists this effect. You can only affect an opponent once per twenty four hours with this ability regardless if the saving throw is successful or not. This is a mind-affecting effect.
    • Follow Me (M) As a part of a move action, you can trick your opponent to follow you. You can only move 5 feet using this maneuver and you must make an attack action in the same round. When you move, your opponent must make a will save DC 11 + your intelligence modifier or he must move with you (he expends no actions from his following turn to do so.) A successful saving throw negates the effect. You can only affect an opponent once per twenty four hours with this ability regardless if the saving throw is successful or not. This is a mind-influencing effect.
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    Unfocused Mind
    The discipline of the unfocused mind specializes in psychological warfare, utilizing everything he or she can to instill fear and sap an enemy's morale. In actual combat, a warblade of the unfocused mind discipline might know tactics that utilize in-your-face intimidating to drawing out a combat and delivering precision strikes in such a way as to instill fear and demoralize an enemy before going in for the kill.
    Class Skills: Bluff (Cha), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Sense Motive (Wis), Stealth (Dex), and Survival (Wis).
    Proficiencies: Any one martial weapon.
    Primary Abilities: As a swift action, you can make an intimidate check to demoralize an opponent with a bonus equal to half your warblade level. In addition, whenever you successfully strike a creature that is shaken, frightened, or panicked, they must make a will saving throw (DC 10 + half your hit dice + your charisma modifier) as you inflict pain upon them, giving them the sickened condition on a failed saving throw once per round for one round per level you possess.
    If the opponent does not possess a fear condition, then you cannot use this ability upon them.
    Secondary Abilities: You gain the ability to trash talk your opponent, goading them into a mindless and directionless anger that can leave them vulnerable to a more cunning opponent. As a swift action each round, you can make a check against your opponent equal to your base attack bonus plus your charisma modifier against a DC equal to 10 + your opponent's hit dice + your opponent's wisdom modifier.
    Each success on your part grants your opponent a cumulative -1 morale penalty to attack rolls and a +1 bonus to their damage rolls in addition to a flat -2 penalty to armor class and combat maneuver defense against everything except bull rush, grapple, and overrun attempts.
    Each time you gain a secondary ability, the morale penalty increases by -1.
    Further, when you have two secondary abilities and two successful trash talk attempts, the affected opponent can become confused if they fail a will save (DC 10 + half your warblade level + your charisma modifier) for one round per four warblade levels you possess (minimum 1).
    When you have three secondary abilities, you can cause nausia instead of the sickened condition when you use your primary ability.
    Discipline Mastery: You gain a fear aura out to a 20ft radius. Whenever you have your weapon drawn and become threatening, all opponents within that radius must make a will save DC 10 + half your warblade level + your charisma modifier or become shaken for one round per warblade level you possess.
    Bonus Feat List: Combat Expertise, Dazzling Display, Deceitful, Greater Disarm, Greater Feint, Greater Sunder, Greater Trip, Improved Disarm, Improved Feint, Improved Sunder, Improved Trip, Intimidating Prowress, Iron Will, Persuasive, Power Attack, Shatter Defenses, Skill Focus (Intimidate), Weapon Focus
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    Warblade Disciplines Part 1
    Last edited by Neoxenok; 2013-01-12 at 05:34 PM.

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