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  1. - Top - End - #1
    Ogre in the Playground
     
    nonsi's Avatar

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    Apr 2010

    Default 3.5e Overhaul – Objective: Fixing ALL 3.5e's problems (P.E.A.C.H)

    .




    3.5e Overhaul


    Thread Ready for Evaluation & Critique






    Index


    1. Index
    2. Introduction
    3. Combat Rules
    4. Spellcasting Rules
    5. General Rules
    6. Races
    7. Skills
    8. Feats
    9. Feats (Cont.)
    10. Classes Intro

    11. - Warrior
    12. - Rogue
    13. - Priest
    14. - Mage
    15. - Druid
    16. - Warlock

    17. - Bard
    18. - Witch
    19. - Hexblade
    20. - Spellthief

    21. - Monk
    22. - Soulknife
    23. - Dragonfury Disciple
    24. - Disciple of the Weirding Ways
    25. - Time Bender

    26. Miscellaneous
    27. Miscellaneous Cont.

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    Last edited by nonsi; 2014-09-15 at 11:41 AM.

  2. - Top - End - #2
    Ogre in the Playground
     
    nonsi's Avatar

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    Apr 2010

    Default Introduction

    .

    Introduction



    We’re all here in this forum because certain aspects of our selected RPG clash with our preferences.
    Myself, I find 3.5e to be the best RPG baseline ever.
    The things that bother me most (which stem from countless reasons) are:
    - Character imbalance.
    - Constant need to min-max, with too much volume of official materials to cope with.
    - Too much gear dependency – especially magical gear.
    - A lot of game time spent not being able to contribute (due to lack of class options or not making the right daily choices).
    - Too much pre-encounter prep-time. Way way too much. This is the number one hurting factor to campaign/adventure/storyline advancement and credibility.


    The main goals of this overhaul are:
    1. Killing the "Christmas Tree" syndrome - meaning 3.Xe's intense item dependency.
    2. Dramatically increasing characters' range of options stemming from level progression alone.
    3. Significant reduction of pre-encounter prep time.
    4. Better game balance between the different classes, removing the need for DM cuddling.
    5. Multiclassing that actually works and negates the need for PrCs.
    6. Tons of options without the need to further expand the rules.
    7. Killing the need for game-mastery (minmaxers won't like this one, I guess). As in all cases, players that are more familiar with the rules would probably get more out of them, but newbies won't be left biting the dust.
    8. A far longer "work day".



    In terms of average power level, my aim is for non-casters and partial casters to be mid-high T3 and full casters to be low-mid T2.
    I value options over raw power.

    The main drive for this compendium was born from the realization that to truly make the game better, one needs to address many aspects, not just classes or feats or spells, and that the different changes will affect each other.

    This compendium will probably undergo a lot of in-motion changes in the next few months, but for the moment I have a solid notion what I want the end result to look like and that’s where I’m going… until shared insights lead me to make minor changes (or take things into different directions entirely).

    Since everything in this compendium is connected with everything, I might not apply suggestions immediately, or skip them altogether due to “knowing better” as far as how the different changes reflect on one another, but let no one be discouraged by that and anyone who feels like they have questions, suggestions, or anything to contribute – please don’t hold back.



    And a preliminary apology
    This compendium is a compilation of materials gathered and processed over several years and I long since lost track and count regarding all sources, so materials in it that are not originally mine will initially not come with proper credits to their originators.
    This by no means mean that I don’t have full appreciation to their originators or have any intention of robbing them of their glory.
    On the contrary. Crediting some and not others will be prioritizing, as I'm bound by maximum message length (50000 characters per post).
    Therefore, if someone’s offended by not being properly credited, PM me with valid links and I’ll add credit where credit is due (with posting space constraints taking precedence though).

    .
    Last edited by nonsi; 2014-08-24 at 04:59 PM.

  3. - Top - End - #3
    Ogre in the Playground
     
    nonsi's Avatar

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    Apr 2010

    Default Combat Rules

    .

    Combat Rules


    Iterative Attacks:
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    BAB +6: Full Attack as a standard action.
    BAB +6: When making a full attack as a full round action, you may take a 5'-step after each attack.
    BAB +6: Holding Your Ground: When attacking from a stand-still as a full round action, you gain +2 to all melee attacks and +2 dodge AC. This bonus increases to +3 at BAB +11, and finally to +4 at BAB +16.
    BAB +11: Single Attack at max BAB as a move action.
    BAB +16: As full round action, move up to your speed while spreading your attacks among opponents within reach as you see fit.



    Action Breakdown:
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    - Swift actions and Immediate actions are completely separate actions - neither comes at the expense of the other, unless specifically noted or when provoking special circumstances that prevent usage.
    - 5'-step is a swift action.
    - AoO is an Immediate action.
    - A standard action can be forfeited for gaining a 2nd swift action.
    - Total Defense does not prohibit AoOs. Just like when fighting defensively, AoOs taken while in Total Defense suffer a -4 attack-roll penalty.



    Fractional BAB & Saves:
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    It's highly unreasonable that someone with 1st Monk level and 1st Rogue level (which is quite combative) would trail behind a 2nd level mage in terms of BAB. It's also unreasonable that the same character would have double the initial Ref save boost.


    Calculating fractional BAB accumulation is really easy:

    Full BAB = 1
    Average BAB = 3/4
    Poor BAB = 1/2.


    Say you take 1 Mage level and 1 Monk level.
    All you do is add 1/2 + 3/4 = 5/4 ---> +1 (rounding fractions down).
    If you know where you were in the previous level, then you know where you got to now.



    Weapons & Armors:
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    Except for the rules below, use PF’s weapons and armors:


    Omitted Weapons:
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    Dart:
    An arrow-like bolt designed for throwing – I don't remember seeing that anywhere on TV or on the big screen (or anywhere else for that matter).

    Dire Flail:
    Totally unwieldy, a problem to carry around and dangerous to the user.

    Siangham:
    No such weapon (there never was).


    Modified Weapons:
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    Halberd:
    - The halberd is a double weapon, with the back side dealing 1d6 base damage (same as quarterstaff).

    Shuriken:
    - Does 1d3 piercing damage.
    - Has 15’ range increment.
    - being a Monk weapon, Shuriken may be used in a FoB sequence.. Shuriken don't get damaged when thrown and may be retrieved.
    Special: Vs. soft materials (strings / cords / ropes / leather / cloth / targets with ZERO Armor modifier to AC), Shuriken damage also counts as Slashing.

    Trident:
    - The wielder may Skewer an opponent if the attack roll exceeds the DC by +4 or more (avoidable with a Ref save vs. DC [10 + dmg]). Removing a skewered trident causes d6 damage and requires a full round's action. Continuing to fight with the trident in place deals d3 points per round.


    New Weapons:
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    Battlestaff:
    This double weapon is a massive steel-reinforced version of the quarterstaff with studded steel tips.
    - It deals 1d8 bludgeoning damage.
    - It's durable to sundering as greatsword.
    - It is not a Monk weapon.

    Blowgun (large):
    - Has 60' range increment.
    - Deals 1d3 points of damage.

    Buckler Axe:
    This special exotic weapon functions both as a buckler and an axe
    - It deals 1d4 slashing damage.
    - Buckler Axe may function as a light offhand weapon, or a 2nd shield – both with no penalties.

    Garrote:
    A garrote is a 2H weapon – basically a sturdy 2ft cord attached to a wooden grip on each end – that's useable by making a successful grapple attempt.
    If the target is aware of your presence, you take a -5 hit penalty to your attempt to start a grapple at all and -10 to make it count as given below.
    - A garrote does [1d4 + STR-mod] bludgeoning damage and [1d6 suffocation damage] each round.
    - Prevents verbal communication or speech of any kind and renders the target slowed.
    - As long as the garrote is in place, the wielder gains a +5 circumstance bonus to its opposed grapple checks against the held target.
    - A garrote is ineffective against an opponent in heavy armor, or any armor that covers the neck (such as chainmail).

    Pounding Staff:
    This weapon (introduced in “crouching tiger, hidden dragon”) is a 4’ “cubistic” fashioned steel staff with a sword-like 2-handed handle.
    - It’s serrated throughout the entire length and does 1d8 bludgeoning & slashing damage.
    - Adds +4 to all sundering attempts.

    Sword Stick:
    This is a long, slender, rapier-like blade concealed within what appears to be a walking stick or cane.
    Those who wish to take a weapon somewhere where weapons are not allowed, mainly use this weapon.
    - The blade deals 1d4 piercing damage.

    Three-Section-Staff *:
    Originally a farm implement for threshing grain, this weapon is composed of three sections of wood of equal length, joined at the ends by chain, leather, or rope.
    Three-Section-Staff functions very similar to quarterstaff, with the following exceptions:
    - Requires BAB +2, 4 ranks in Tumble skill and an exotic weapon proficiency (this weapon is very tricky to use, and monks are not automatically proficient with it).
    - May be used for either TWF (or flurry, if you're a monk) or reach attacks. Switching modes can be done either as a swift action or a move action. When used for TWF, each side counts as 1-handed weapon and both hands count as primary hand.
    - Disarming someone who's proficient with a Three-Section-Staff is extremely difficult. An opponent must disarm the wielder twice during the same attack sequence, or overcome the defender by +4 or more, in order to actually make a successful disarm.
    This weapon is totally unwieldy without proper proficiency.

    Throwing Iron:
    This weapon is a 5-6 inches long nail-like or dagger-like blade.
    It's statistically identical to Shuriken, except the damage it deals is purely piercing damage.

    Tonfa *:
    Tonfa uses the same stats as Light Mace, with the following benefits:
    - Tonfa counts as small weapon for TWF purposes and as 1-handed weapon for all other purposes (small sized weapon with superior momentum).
    - The wielder receives +1 Shield bonus to AC for each wielded Tonfa (+2 for TWF).
    - The wielder receives +2 to resist Disarm attempts.
    Tonfa is a Monk weapon, and as such, may be used in a FoB sequence.

    Turtlesting:
    This special exotic weapon functions both as a buckler and a dagger
    - It deals 1d4 piercing damage.
    - Turtlesting may function as a light offhand weapon, or a 2nd shield – both with no penalties.


    * The special benefits of this weapon are applicable only when light loaded and wearing light or no armor (and you must be proficient with the weapon, of course)



    General Notes on Weapons:
    • When wielding a two-handed melee weapon, you add twice your Str-mod to damage (not 1-1/2 times as core dictates).
    • Unless noted otherwise, all melee weapons have a range increment of 5'.
    • Except for combat in confined places, all reach weapons allow attacks against adjacent opponents.



    AC Modifiers – The Whole Story:
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    There are 4 types of AC modifiers: Armor, Shield, Dodge & Deflection.

    Armor:
    Natural and manufactured Armor bonuses to AC stack with each other.
    One cannot wear one armor over another (even if one manages it somehow, the lesser one is ignored and the wearer counts as non-proficient)
    Armor doesn’t apply to touch AC.
    Armor doesn’t apply vs. incorporeal attackers.
    Armor applies in situations where one loses his Dex-bonus to AC.


    Shield:
    Shield AC has the potential of stacking with itself, if one possesses TWF and is wielding 2 small shields.
    Shield applies to touch AC.
    Shield doesn't apply vs. incorporeal attackers.
    Shield doesn't apply in situations where one loses his Dex-bonus to AC.

    Special: A shield's AC bonus also applies to Ref saves vs. AoE attacks or rays that deal elemental damage (how often do you see a knight blocking a dragon’s breath attack with his shield in fantasy art? All the time, and it is cool).


    Dodge:
    Except for Circumstance and Morale bonuses, these are strictly limited to character abilities and they always stack.
    Dodge applies to touch AC.
    Dodge applies vs. incorporeal attackers.
    Dodge doesn't apply in situations where one loses his Dex-bonus to AC.

    Dodge AC Progression
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    Among the more puzzling facts about all D&D incarnations, the one that shines above all is the fact that there's no built in rule for characters to improve their dodging capabilities with level progression.
    I mean, a melee character battles the greatest horrors of creation throughout 20 levels advancement and learns nothing about avoiding getting hit?
    NOTHING?! Really?!

    So, to show this learning curve that characters/creatures demonstrate, for each 2 points of BAB gained by class-level advancement, a subject gains +1 to their dodge AC.
    This benefit does not apply when one loses his Dex-bonus to AC, carries more than medium load, or wears armor without proper proficiency.



    Deflection:
    Deflection bonuses to AC are exclusively magical and gained at a rate of +1 AC / odd SL (+5 max).
    Deflection applies to touch AC.
    Deflection applies vs. incorporeal attackers.
    Deflection applies in situations where one loses his Dex-bonus to AC.

    Deflection bonuses to AC always overlap. If one carries 2 rings of protection, a magical armor and a magical shield, only the most powerful AC modifier applies, rendering all the others moot.
    Deflection is the only type of magical AC enhancement, regardless of whether it is applied to garments, armor, shield or person. Magical effects might make an armor or shield more durable, but they never make an armor grant a better AC modifier. The only exception to this rule is polymorph, when natural armor is gained according to the assumed form.

    That’s right people. This means that the party’s over. No more abusing the system.
    Lighting up with magical gear like a Christmas tree can’t make one’s AC shoot to the stratosphere anymore.




    Note: Circumstantial AC bonuses (e.g. Cover, Prone) have the same status as Deflection bonuses.
    They cannot be circumvented by either the attacker's or the defender's status (flatfooted, touch AC etc).




    Basically, it all boils down to this table:

    Applied To / Applied When
    Source
    Touch AC Vs. Incorporeal No Dex-bonus to AC
    Armor (and Nat. Armor)
    N
    N
    Y
    Shield
    Y
    N
    N
    Dodge (+ 1/2 BAB)
    Y
    Y
    N
    Deflection / Circumstance
    Y
    Y
    Y





    Combat Hustle, Definition:
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    You may move up to twice your speed as a standard action.
    When hustling, you lose your Dex-bonus to AC.
    Note: This definition will also have use in the redefinition of AoOs.



    Flanking Tweak:
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    "When in doubt about whether two friendly characters flank an opponent in the middle, trace an imaginary line between the two friendly characters’ centers. If the line passes through opposite borders of the opponent’s space (including corners of those borders), then the opponent is flanked."

    Reason: According to the core rules:
    If C is your character and E1, E2, E3 & E4 are your enemies
    Then C is not flanked.
    E2 E3
    E1 C
    E4

    Common sense dictates that your character most definitely is.
    This proposal makes:
    - E1 flank with E3 & E4.
    - E4 flank with E1 & E2.

    It leads to some edge-cases with large+ creatures, but those are rather insignificant and don't break suspension of disbelief.
    This is the result of squares not properly modeling circular proximity.
    It's a relatively small price to pay for an overall better modeling of combat proximity.
    It's a non-issue when using hex-grid.



    Attacks of Opportunity (AoOs):
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    You can provoke AoOs in two ways:

    Being Defenseless
    Whenever you take an action, if you are unable to defend yourself at any point during the action, you provoke an AoO.
    You can be defenseless for several reasons. Some examples are given below.
    - If you are not wielding a melee weapon or shield (unless you possess natural weapons or the Improved Unarmed Strike feat).
    - If you can't use a weapon or shield to defend yourself, you are defenseless. This can happen if you are trying to wield a heavy weapon in one hand, or if you aren't proficient with your only weapon.
    - If you are busy doing something else that requires your full attention (such as casting a spell), you are defenseless.

    Moving Recklessly in the Battlefield
    Movement-based AoOs are provoked in either of the following cases:
    - You hustle or run within an opponent's threatened area – regardless of where you're coming from or where you're going to.
    - You move into or out of or through a square that would render you flanked. You provoke vs. anyone who's flanking you. Taking a 5'-step, is the exception to this rule.



    Forced Movement:
    You do not provoke AoOs for movement you didn't take intentionally, such as from a shove.


    Taking Attacks of Opportunity:
    If a creature within your threatened area provokes AoOs, you can immediately make a single melee attack against that creature.
    The AoO ''interrupts'' anything else the creature has been doing.
    The creature can continue its turn after your AoO is resolved.


    How Many Attacks of Opportunity?
    You can make a number of AoOs each round equal to your iterative attacks:
    - 1 at BAB +5 or less
    - 2 at BAB +6 - +10
    - 3 at BAB +11 - +15
    - 4 at BAB +16 and on
    You can never take more than a single AoO per round against a particular opponent.



    Natural 1s and natural 20s:
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    There is no more auto-success or auto-failure.
    When you roll 1, if your modified attack roll does not score a hit against your target, you fumble (optional rule - see below).
    When you roll 20, don't roll your attack's damage dice - automatically count the dice rolled as scoring their maximum result.

    This rule extends to all d20 rolls and overrides automatic success/hit & automatic failure/miss of all sorts.


    Fumbles (Optional Rule)
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    Note: Many D&D groups practice fumble rules (I've entered 2 groups that did - both oblivious to the other). Problem with most Fumble rules is that they're cumbersome and tedious. My goal here is to present something simple enough that will not force one to "get back to the pages" to figure out the results........ and yet feel somewhat realistic.

    When scoring a natural 1 on a melee attack (1-2 for non proficient), unless you actually score a hit (some targets are just too easy), you fumble.
    Roll d6.
    - On a result of 1 or 2, have the attacker roll an additional attack against a square adjacent to the target that's within his reach (including self, for self inflicted injury). The target of such an attack always loses its Dex-bonus to AC. If no target is available, the attacker simply missed stylishly. This option is discarded in case of a reoccurring fumble (you never fumble a fumble).
    - On 3 or 4 the attacker drops his weapon.
    - On 5 or 6 the attacker is rendered prone.

    Special: When fumbling, one provokes AoOs.
    Special: When fumbling, if the result is becoming Prone or Disarmed, a successful Ref save vs. DC 15 negates the effect, and prevents provoking AoOs (and since rolling 1 is not an auto-fail, then with all sorts of modifiers, there will come a time when one becomes immune to getting himself prone/disarmed).




    Feats turned into combat options available for all:
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    PA: As per PF
    Weapon Finesse: Applicable automatically to all light & finesseable weapons you're proficient with.
    Combat Expertise: As per PF. You may also do the exact opposite – which is to fight recklessly and trade AC for better hit chances.



    Hit Points:
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    All creatures (including monsters) gain max HP for their racial HD (either as given in the relevant Monster Manual or character races' HD).
    HD gained from level progression are averaged, with fractions rounded up (e.g. 6 HP for d10).
    Every level also adds Con-mod.
    Note: This would grant 9HP to a 1st level halfling Mage with Con 10, but a formidable Half Orc Warrior with Con 20 would have as many as 26HP (requiring some serious damage to take out of the equation with a single strike). For further details, see the “Races” entry below.

    Resting & Recovering Damage
    The following rule is based on the notion that HP are an abstraction.
    You get 4 rests per day: two short 10-minute ones, one 1-hour one, and one 8-hours of sleep (except for elves).
    Every time you take a short rest, you regain your HD worth of HP.
    Full Night's Rest recovers more HP: 2xHD or 1/2 remaining damage – whichever's higher.

    Dropping below 0 HP:
    Disabled state: Up to the creature's HD in negative HP value. Disabled creatures automatically stabilize.
    Dying: Any negative value between HD + 1 and HD + Con-score (consciousness is lost after 1 round per positive Con-mod).
    Death: Anything beyond "dying".

    Documentation Note: to keep things simple, I will continue to regard HD throughout this thread in the traditional manner. HP are to be extrapolated out of HD as given here.



    Crit Substitution:
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    There are no longer Critical Hits. You no longer roll extra dice to calculate critical damage.


    Instead of crit threat/confirmation and damage-multipliers:

    1. A successful attack would deal extra damage according to how much it was successful beyond the to-hit DC (zero extra damage when attack-roll = AC). To prevent True Strike abuse and other loopholes, this value cannot exceed the highest of attacker's BAB.

    2. Officially noted modifiers to crit threat/multiplier are ignored for all weapons.

    3. Keen property doubles the extra damage and Vorpal triples it (reducing "Vorpal" to a 3rd level effect). To balance things out for bludgeoning weapons, 2 new enhancements are intruduced: “Crushing” and ”Shattering”.

    4. Rolling a natural 20 automatically maximizes the weapon's base damage without rolling the dice.



    Note for #1 & #2: Some feats allow circumstantial damage multipliers. Under these rules, the added damage counts as base damage, so it is also multiplied on those special circumstances.



    That’s basically all there is to say about attack rolls and enhanced damage.


    So, for instance, a 5th level bard attacking with a Keen Rapier and scoring an attack roll of 18 vs. AC 15 would result in damage as follows:

    Step 1:
    Calculate damage normally – as you did in the past (1d6 + Str-mod + extra from feats + magical enhancements).

    Step 2:
    The extra damage = 3 (18 - 15).
    Since the Rapier is Keen, the overall damage addition is +6.



    So the total damage equals 1d6 + 6 + Str-mod + extra from feats + magical enhancements.

    That same, attack made with a regular quarterstaff, would leave that extra damage at 3 (1d6 + 3 + . . .)

    Special: When attacking objects or opponents with no discernible anatomies, remove the extra damage once, still applying it for the Keen/Vorpal/Crushing/Shattering properties (meaning no extra damage for non-enhanced weapon).


    If that same 5th level bard would score 19 or more on his attack roll, the extra damage, being capped by the bard's +3 BAB, is calculated as if scoring 18 on the d20 roll.
    If he rolls a natural 20, the damage calculation = 6 + 6 + Str-mod + extra from feats + magical enhancements (maximizing the d6 roll).



    Fiery/Icy/Shocking Burst weapons
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    Burst effect is set as a swift action and is triggered upon the next successful strike to come before the beginning of the character's next combat turn.
    After Burst effect is triggered (or if not set in the first place), the weapon functions like a regular Flaming/Frost/Shock weapon.




    Saving-Throws Modifiers – Redefined:
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    Fort: Use the better of Str (power) / Con (toughness)
    Ref: Use the better of Dex (speed) / Int (wit)
    Will: Use the better of Wis (insight) / Cha (force of personality)

    The reason behind this rule is to make dump ability scores less of a dump-stat and count for more.

    Since encounters are usually pre-designed, replacing Con/Dex/Wis with Str/Int/Cha for monster saving throws is trivial.
    I'm ok with it making some monsters hardier on certain aspects, and the difference is usually not that significant.



    Gaze Attacks:
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    Gaze attacks require eye-to-eye contact in order to be applicable.
    When one recognizes an opponent (usually a monster) as having a gaze attack, he can avoid meeting its gaze. Avoiding a creature's gaze grants it partial concealment (20%) against you, while you also take -2 to dodge AC and to all opposed rolls against it.
    Once a target of a gaze attack makes the save, it automatically recognizes the opponent as a threat and may react accordingly.



    Magic Projectiles & Magical Pluses:
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    Magic projectile weapons stacked their enhancement bonuses with those of their ammunition (the weapon guides your hand while the projectiles "home-in" on the target).
    Now archers and such are no longer less effective than melee combatants and there's actually value in having magical ammo.



    Massive Damage:
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    Massive Damage is redefined as 50% of maximum health HP.
    When subject to massive damage, a target needs to make a Fort save vs. DC = 10 +1/2 damage dealt.
    - If the Save fails, the target is nauseated from the pain for 1d4 rounds.
    - If the save succeeds, the target is sickened for 1d4 rounds.



    Ability Scores & Speed Increase:
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    For each cumulative +5 total modifier to both Str & Dex a creature gains above its racial average (+0 for all character races), its speed increases by +5'.
    This increase is capped by 1/2 extra Dex modifier.






    Combat Actions – (N)ew / (R)edified / More (O)ptions:
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    Aim (N)
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    You can aim a ranged weapon attack, and do so vs. targets within [twice the weapon's range multiplier].
    You can aim a melee weapon attack, but only when targeting an immobile object.

    By taking a full round action to line up and execute an attack, you get a +1 bonus to your attack roll.
    At BAB +6/+11/+16, this bonus increases by +1, and you add your weapon's base damage once over (e.g. +1d8 for a longbow). This added damage doesn't count as damage multiplier, but it does count as precision damage.
    Starting at BAB +8, you can Aim as a standard action.
    Example: A 16th level warrior, making an aim with a longbow, rolls to hit as follows: [d20 + 16 + 4 + <ATTACK MODIFIERS>]. If he hits, he deals [4d8 + 4 + <DAMAGE MODIFIERS>].

    While aiming, you're flat-footed. If you're struck or distracted in any way before your attack, you must make a Concentration Check vs. DC 15+damage dealt or lose your attack.

    You can aim ranged powers, but only as a full round action (regardless of your BAB), and you still only add a single damage die at BAB +6/+11/+16, no matter how many damage dice are dealt by the power you wield.
    Exception to the rule: if you wield a power that deals multiple dice per CL (e.g. disintegrate), you add that many dice at BAB +6/+11/+16.



    Block Line of Effect (N)
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    A character/creature that is not flatfooted may spend an immediate action to block any line of effect that pass through their space or threatened space.
    Any effect blocked in this manner affects the blocker as if they were targeted at them instead.
    To make a successful block, you must match or exceed the attacker’s attack roll
    Blocking line of effect must be declared before an attack roll is calculated vs. the actual target.



    Bull Rush (O)
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    When successfully Bullrushing, the attacker may attempt to "shove" his target just outside its reach without completing its move with the target.



    Charging (O)
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    When determining the line on which you charge, you do not have to take the shortest route to your opponent. Instead, you may charge in any straight line on which you would threaten your opponent. You must make your attack when you enter the first square in which you threaten your opponent.



    Climbing Your Enemy's Back (N)
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    There aren't many reasons for climbing an opponent in combat, but sometimes it's just what you need to do (e.g. sneak-attack a storm giant, or remove a crown he's wearing).
    Doing so is extremely difficult. There are many reasons why such an attempt would fail, but sometimes it is doable.

    You: Initiating a climb uses the mechanics of initiating a Grapple. Then you make a Climb check (DC = [opponent's HD + Str-mod]) to climb over your opponent instead of an opposed Grapple check. Attempting to climb an opponent provokes AoOs. If you're hit, you fail to climb.
    Your Opponent: assuming you were not hit, your Climb check is also evaluated vs. your opponent's Escape Artist check.

    During each round after you succeed for the first time, your opponent may either attack you or make an Escape Artist check (but not both). Success in either, makes you automatically fail your Climb check.
    Hanging on to your current position, without further climbing, grants a +5 bonus to your Climb check.
    While hanging on and not climbing, you can attack it with a one handed weapon, but all attacks or power checks take a -4 penalty.
    While hanging on and not climbing, you are in its space and move with it.



    Coup-de-Grace (O)
    Spoiler
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    Getting into Coup de Grace position takes a move action - execution is a standard action.
    Maintaining the threat requires you to ready an action, which needs to be repeated each round you wish to maintain the threat.
    This allows on-the-fly hostage scenarios.

    You can choose to sever/demolish extremities, blind, deafen, or otherwise maim with 1d4 points of Con drain for a small body part (hand/foot) and 2d4 points of Con drain for a large body part (arm/leg), instead of attempting to kill a helpless target.
    A severed/demolished body part is lost, so the victim is unable to take any actions that would require the use of that body part.



    Delay In-Turn (N)
    Spoiler
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    It is possible to delay after starting your turn, at the expense of a move action.
    If you just make a swift action, you still have a standard action available.
    If you already made a standard or move action, then this ends your turn.



    Feint (R)
    Spoiler
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    Feinting is BAB-derived, not Bluff-derived, and it goes like this:
    - Aggressor's score = d20 + BAB + Cha-mod + Sleight of Hand synergy
    - Defender's score = d20 + BAB + Wis-mod + Sense Motive synergy



    Grapple (R)
    Spoiler
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    The cumbersome 3.5e Grapple rules cause many gaming tables to use hand-waving when dealing with grappling situations (or bar it altogether).

    What's the problem here? Why are so many people leery of the grappling rules?

    The rules for actually initiating a grapple are relatively simply (being largely similar to the rules for Bull Rushing, disarming, and the like). The problem is that, once you're in a grapple, there's a whole slew of new rules to determine what you can and cannot do in the grapple.
    - Sometimes you can't attempt the action.
    - Sometimes you make an opposed grapple check in addition to (or instead of) the normal check.
    - Sometimes the scope of the action is limited (attack, but only with a light weapon; cast a spell, but only if the action is no more than 1 standard action).
    - Sometimes the rules aren't changed at all.
    - And then, on top of all that, there's pinning... which introduces a completely different set of conditional rules.

    This set of optional rules tries to fix that problem by applying a simple, consistent rule to actions attempted in grappling.

    Starting a Grapple
    First, make a touch attack (provokes AoOs) – if successful, make an opposed Grapple check.
    The winner has its opponent held (or can break the hold).

    IN A GRAPPLE:
    • You do not threaten opponents that are not grappling.
    • You lose your Dex-bonus to AC (if any) against opponents that are not grappling.
    • "You take a -4 penalty to attack rolls made with weapons that are not light".
    • "You must use a free hand (or equivalent limbs) to grapple, preventing you from taking any actions which would require having two free hands. If you cannot free a hand, you suffer a -10 penalty to all attack rolls, including grapple attacks, until you have a free hand.
    • When attempting any melee combat action (including the use of tossed objects) or movement, a character in a grapple must first succeed at an opposed grapple check against everyone else in the grapple (in case of multiple grapplers). This check is a free action (Note: When making a full attack you must make an opposed grapple check before each attack)

    Movement
    A holding opponent can move as much as its opponent's additional total weight allows. Each additional opponent that overcomes the holder's Grapple check also adds its weight to the total.

    Pinning
    Overcoming a held opponent by 10 or more, or a free opponent by 20 or more, means the opponent is pinned (or the Grapple ends; winner's choice).
    Pinned opponents take -5 on all Grapple checks and -4 on all attack rolls. They can’t move, and you may put ropes or manacles on them if you wish to, using a standard action.
    At the end of any turn you are pinning your opponent, you may inflict unarmed or constriction damage. With subsequent attack actions, you may attack with natural weapons or light weapons with no penalty.

    Lift
    A held opponent can be handled by expending an attack action as if it were inanimate gear of twice its weight (since it's struggling).
    A pinned opponent can be handled as if it were inanimate gear of its actual weight.
    Throw: A lifted opponent can be thrown just out of your reach if it can be lifted off ground, and up to twice as far if it can be lifted over head.

    Escaping a Grapple
    Escaping a grapple requires an attack action. As with any action in a grapple, the character must succeed at an opposed grapple check against everyone in the grapple.

    Combined Effort
    When 2 or more grapplers are engaged in a grapple, take the highest BAB, highest Str-mod and greatest size within the group.
    The largest sized grappler (or the one with the greates [BAB+Str], if that are multiple grapplers of the largest size) leads the grapple.
    Each additional grappler in the group, beyond the 1st, also adds to the group's grapple check result according to its size:
    1. Medium & Small grapplers contribute +2 each.
    2. Tiny or smaller grapplers contribute +1 each.
    3. Large/Huge/Gargantuan/Colossal sized grapplers contribute +3/+4/+5/+6 each (respectively).



    Overrun (R)
    Spoiler
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    The idea behind overrunning is moving through an enemy square, knocking the enemy down in the process without attempting to deal damage.
    The 3.Xe execution of this option has one major problem - Only one overrun per combat turn.
    This defies the image of a mighty warrior plowing his way through a goblin horde.
    On top of everything else, it costs a move action AND a standard action to complete. So you can move to your target and potentially knock it down, but not attack.

    No wonder I've never encountered Overrun discussions on these boards.
    It's a crappy combat option – even if you only have a single attack

    Let's redefine:

    An Overrun attempt is a maneuver that allows you to attempt to move through squares occupied by enemies, attempting to knock all of them prone in your wake. Overrunning provokes AoOs.

    Actions
    - Full round action: You can move up to twice your speed and attempt to overrun everyone in your path.
    - Standard action: You can move up to your speed and attempt to overrun everyone in your path.
    - Special: You can Overrun on your way to making a Charge / Bull Rush attempt as a full round action. Your start with twice your base speed as movement distance, taking a movement decrease for every successful Overrun (see below).

    Movement
    - Whatever option you choose to utilize, it must be made in a straight line from where you started.
    - You must gain at least 5' movement before engaging your 1st target.
    - Every opponent of your size category you successfully overrun detracts 5' (1 square) from your movement. Opponents of 1 size category larger reduce your speed by 10'. Smaller opponents don't hinder your movement (e.g. a human successfully overrunning 3 orcs loses 15' from his maximum distance (-20' for 2 orcs, an ogre and a halfling)).

    Avoid / Block
    - An avoiding opponent must make a Ref save (DC = overrunner's attack roll) and spend an immediate action to move 5' into an unoccupied square. If successful, the defender is entitled to an AoO against the overrunner as a free action (as part of avoiding the overrun).
    - A blocking opponent is automatically entitled to an AoO. If the attack hits, the overrunner takes damage and suffers a -4 penalty on his opposed checks against the blocking opponent (checked the same as for tripping, but the defender cannot use his Dex instead of Str).

    Success / Failure
    - If your opponent fails to avoid/block, you knock it prone and continue with your overrun (or terminate your action anywhere midway).
    - If your opponent successfully avoids, you may continue with your overrun (or terminate your action anywhere midway).
    - If you're blocked, your overrun ends immediately, you fail to enter your enemy's square and the defender may immediately react and make an opposed Str check to try to knock you prone. If you lose or are currently in an occupied square, you're immediately rendered prone.

    Note: An opponent 2-sizes smaller than the aggressor (or smaller) automatically loses if it tries to block (the mass difference is simply too significant). Likewise, you automatically fail to overrun someone 2 size categories (or more) larger than you.


    Improved Overrun
    You do not provoke an AoO from your target(s), whether they block or successfully avoid.



    Play Dead (N)
    Spoiler
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    To fool an opponent in mid-combat, make a Perform (acting) check, synergized by Bluff. Everyone who sees you gets a Spot check, synergized by Sense Motive, to discover the ruse.



    Pulling Punches (N)
    Spoiler
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    Pulling your punch successfully works just like making a successful non-lethal attack.
    You still roll for damage normally - to relay the potential of your attack to your opponent. You can choose to cause just 1 HP damage, to more effectively illustrate your readiness to draw blood.

    If your attack would've hit normally but misses due to the attack roll penalty for non-lethal damage, you cause your weapon's base damage (no stats/feats related modifiers).
    This is an "Oops".

    A weapon's traits (magical bonuses/effects etc) are added to the damage result if you deal even a single point of damage.

    By taking a cumulative -4 hit penalty, you can delay the decision to pull a punch to after confirming a hit. If the damage is enough to drop your opponent to 0 or less (you will not know how far down it will take your opponent, just that it will drop it to 0 or less), or if it’s a massive damage, you get a free Intimidate check with a +4 bonus to the result.




    Foil Action
    Spoiler
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    Some actions are difficult to carry out in combat, or are easy to disturb (because they're delicate or intricate).
    Such actions are foiled by a successful attack roll for damage or by one of the following checks: Bull Rush, Disarm, Grapple, Overrun, Sunder or Trip.

    Actions that can be foiled include (with the howto and what determins success/failure of foil attemp):

    Activating a device (magical or otherwise):
    - Disarm: Opposed check. Applicable for devices that are held in hand.
    - Bull Rush / Overrun / Trip: Opposed check. Applicable for devices that are stationary.
    - Grapple: Opposed check. Applicable for both devices that are stationary or held in hand.
    - Sunder: Attacker's check.
    Special: Some activations are trivial (e.g. flipping a lever or switch / hitting a button) while others require accuracy (e.g. turning a dial to a certain value / multi-step activation). It's up to the DM to decide if a scenario mandates bonuses/penalties to the attacker or the defender.

    Consuming edible/drinkable substance:
    - Attack Roll for Damage: Fort save vs. 10 + damage
    - Disarm: Opposed check.
    - Grapple: Opposed check. If grappled, Ref save vs. DC [15 + Grapple-check diff].
    - Overrun / Trip: Opposed check. If rendered Prone ==> Ref save vs. DC [15].
    - Sunder: Attacker's check.

    Carrying fragile stuff, or open containers with liquid in them.
    - Attack roll for Damage: Ref save vs. DC [15 + damage]
    - Bull Rush: Ref save vs. DC [15].
    - Disarm / Grapple: Opposed check.
    - Overrun / Trip: Opposed check. If rendered Prone ==> Ref save vs. DC [20].
    - Sunder: Attacker's check (usually auto-success).
    In all of the above, the defender loses his/her Dex-bonus to AC.

    Using Skills: Balance, Climb, Disable Device, Escape Artist, Handle Animal, Perform, Ride, Swim and Use Rope.
    - Attack roll for Damage: Ref save vs. DC [15 + damage].
    - Bull Rush* / Grapple* / Overrun* / Trip*: Opposed check.
    - Disarm: Opposed check. Applicable sometimes, for Climb/Disable Device/Ride/Use Rope.
    - Sunder: Attacker's check. Applicable sometimes, for Climb/Disable Device/Ride/Use Rope.
    * the defender takes a -5 penalty to the check.


    Note: Regarding all Foil scenarios, the DM should determine if the to-be-foiled action is short enough to require the attacker to Ready an action or if s/he can make the attempt on his/her turn. In both cases, the calculations are as given above.


    .
    Last edited by nonsi; 2014-12-31 at 01:53 AM.

  4. - Top - End - #4
    Ogre in the Playground
     
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    Apr 2010

    Default Spellcasting Rules

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    Spellcasting Rules



    Spellcasting based on Strain & Tolerance
    Spoiler
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    I tried countless variations of spell-points systems, but they always failed.
    Also, every spell-points system I’ve ever encountered also failed.
    The reason is that spellcasters either:
    - gain too much to put on the high level spell.
    - don’t get enough to put on all spell levels.
    Both may coexist, but it’s impossible to resolve both with spell points.

    The solution I’ve found to be effective was to make spell levels cost less with level progression while increasing the cost of newly acquired higher spell levels.
    As much as I do my best to avoid the use of tables, this time it was the only practical solution.



    The Motivation behind Strain & Tolerance:
    Spoiler
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    The idea is to have more flexibility to play around with the spell levels, but not as much as with having spell points, where you can stack all your points to gain a lot of higher-level spells.
    Upon gaining a certain spell-level, one gains automatic access to a bit more than 1 or 2 spells of the given level, but at an evident expense in availability of lower level spells.
    The recovery from spellcasting would be gradual rather than "all or nothing" upon full night's rest (yes/no).
    Also, a high-level caster would not be able to pile up tons of spell-buffs ahead of combat and still have 80% of his fire power available for blasting & debuffing (....... and then go to sleep).

    The objectives (all of equal priority) are as follows:
    1. No more "Fire & Forget".
    2. More versatility at the expense of raw spellpower capacity.
    3. Preserving the classic literature theme, where spellcasters are taxed by spellcasting and can overcast.
    4. The ability to regain some spell power in between sleep-time periods.
    5. Getting rid of all Spells-Per-Day tables.




    Strain & Tolerance:
    Spoiler
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    When a Spellcaster casts a spell, he has to channel a portion of the magical forces he's using through his own body. This is taxing both physically and mentally, and is the basic limiting factor that determines how many spells a Spellcaster can cast without resting.
    Every Spellcaster has a Strain-Tolerance score that's equal to his [main spellcasting ability score] + [caster-level] + [Con-mod] (with this approach, btw, all casters are full spellcasters).

    As a Spellcaster casts more spells, the Strain accumulates. When he spends enough time resting, the strain decreases. As long as the total Strain a Spellcaster has accumulated is lower than his Strain Tolerance, the Spellcaster suffers no ill effect. Continuing to cast spells once his Strain is over his Tolerance, however, is extremely taxing on a Spellcaster's body and mind. As soon as a Spellcaster's total Strain exceeds his Tolerance, he becomes fatigued. If a fatigued Spellcaster wishes to cast another spell, he must first make a Fort save with a DC = (20 + the spell's level + the amount of Strain he has over his Tolerance prior to casting the spell). If the save is successful, the Spellcaster casts the spell as normal. If the save is failed, the spell fizzles with no effect and the Spellcaster takes damage equal to the spell's strain-toll.

    A Spellcaster loses one point of Strain per hour if he does not cast spells, fight, run, or otherwise exerts himself. A Spellcaster who is fatigued due to excess Strain ceases to be fatigued as soon as his total Strain is no longer over his Tolerance. However, a Spellcaster does not recover strain while exhausted. During sleep, a Spellcaster loses 3 Strain points per hour. If he completes his night's rest, he loses additional points equal to his main casting ability modifier + Con-mod.


    (Note: At high class levels, some spells have no Strain Cost, and this is fine - a powerful spellcaster should be able to cast basic spells all day long)





    Strain-Costs table: Primary Spellcasters (Mage, Priest, Druid)
    Spoiler
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    Code:
    Caster <------- Strain Cost by SL ------->
    Level 0   1   2   3   4   5   6   7   8   9
    ===========================================
    1     4   7   -   -   -   -   -   -   -   -
    2     4   6   -   -   -   -   -   -   -   -
    3     3   6   7   -   -   -   -   -   -   -
    4     3   5   6   -   -   -   -   -   -   -
    5     2   5   6   7   -   -   -   -   -   -
    6     2   4   5   6   -   -   -   -   -   -
    7     1   4   5   6   8   -   -   -   -   -
    8     1   3   4   5   7   -   -   -   -   -
    9     0   3   4   5   7   8   -   -   -   -
    10    0   2   3   4   6   7   -   -   -   -
    11    0   2   3   4   6   7   8   -   -   -
    12    0   1   2   3   5   6   7   -   -   -
    13    0   1   2   3   5   6   7   9   -   -
    14    0   0   1   2   4   5   6   8   -   -
    15    0   0   1   2   4   5   6   8   9   -
    16    0   0   0   1   3   4   5   7   8   -
    17    0   0   0   1   3   4   5   7   8   9
    18    0   0   0   0   2   3   4   6   7   8
    19    0   0   0   0   2   3   4   6   7   8
    20    0   0   0   0   1   2   3   5   6   7




    Strain-Costs table: Bard
    Spoiler
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    Code:
    Caster <---- Strain Cost ---->
    Level 0   1   2   3   4   5   6
    ===============================
    1     5   -   -   -   -   -   -
    2     5   7   -   -   -   -   -
    3     5   7   -   -   -   -   -
    4     4   7   -   -   -   -   -
    5     4   6   7   -   -   -   -
    6     4   6   7   -   -   -   -
    7     3   6   7   -   -   -   -
    8     3   5   6   7   -   -   -
    9     3   5   6   7   -   -   -
    10    2   5   6   7   -   -   -
    11    2   4   5   6   8   -   -
    12    2   4   5   6   8   -   -
    13    1   4   5   6   8   -   -
    14    1   3   4   5   7   8   -
    15    1   3   4   5   7   8   -
    16    0   3   4   5   7   8   -
    17    0   2   3   4   6   7   8
    18    0   2   3   4   6   7   8
    19    0   2   3   4   6   7   8
    20    0   1   2   3   5   6   7




    Strain-Costs tables: Witch’s Primary Circle
    Spoiler
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    Code:
    Primary Circle:
    Caster <--- Strain Cost by SL --->
    Level 0   1   2   3   4   5   6   7
    ===================================
    1     5   7   -   -   -   -   -   -
    2     4   7   -   -   -   -   -   -
    3     4   7   -   -   -   -   -   -
    4     4   6   7   -   -   -   -   -
    5     3   6   7   -   -   -   -   -
    6     3   6   7   -   -   -   -   -
    7     3   5   6   7   -   -   -   -
    8     2   5   6   7   -   -   -   -
    9     2   5   6   7   -   -   -   -
    10    2   4   5   6   8   -   -   -
    11    1   4   5   6   8   -   -   -
    12    1   4   5   6   8   -   -   -
    13    1   3   4   5   7   8   -   -
    14    0   3   4   5   7   8   -   -
    15    0   3   4   5   7   8   -   -
    16    0   2   3   4   6   7   8   -
    17    0   2   3   4   6   7   8   -
    18    0   2   3   4   6   7   8   -
    19    0   1   2   3   5   6   7   9
    20    0   1   2   3   5   6   7   9




    Strain-Costs tables: Spellthief & Witch’s Secondary Circle
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    Code:
    Secondary Circle:
    Caster <-- Strain Cost -->
    Level 0   1   2   3   4   5
    ===========================
    1     5   -   -   -   -   -
    2     5   7   -   -   -   -
    3     5   7   -   -   -   -
    4     5   7   -   -   -   -
    5     4   7   -   -   -   -
    6     4   6   7   -   -   -
    7     4   6   7   -   -   -
    8     3   6   7   -   -   -
    9     3   5   7   -   -   -
    10    3   5   6   8   -   -
    11    3   5   6   8   -   -
    12    2   5   6   8   -   -
    13    2   4   5   7   -   -
    14    2   4   5   7   8   -
    15    1   4   5   7   8   -
    16    1   3   5   7   8   -
    17    1   3   4   6   7   -
    18    1   3   4   6   7   9 
    19    0   3   4   6   7   9
    20    0   2   3   5   7   9






    Writer's insights:
    Although I quite resent the need to "go to the tables to figure the numbers", I find several significant advantages to this spellcasting mechanism.
    Going NOVA (relying almost exclusively on the highest SLs) would result in rapid resources exhaustion, quickly leaving you next to powerless. OTOH, relying on lower level spells when possible would significantly lengthen a spellcaster's "work day" and allow him to remain relevant for much longer periods of time before he needs to rest to renew his spell access (thus keeping low level spells relevant). This result could not be achieved with a spell-points system where there's a linear increase in cost according to SL.
    The numbers also add up for a faster strain recovery.




    Spellcasters, Ability Scores & Skills:
    Spoiler
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    No more a single ability for spellcasting.
    Spell access + auto-maximized skill ranks are both a derivative of class level progression.

    Int-bonus determines bonus spells known
    Wis-bonus determines SR penetration
    Cha-bonus determines spell DC.


    Mages’ Tolerance is keyed off of their Int and they gain maximized ranks* in Spellcraft.
    Priests’ Tolerance is keyed off of their Cha and they gain maximized ranks* in Knowledge (religion)
    Druids’ Tolerance is keyed off of their Wis and they gain maximized ranks* in Knowledge (nature)
    Bards’ Tolerance is keyed off of their Cha and they gain maximized ranks* in a chosen Perform skill (e.g. singing/oratory/harp/...)
    Witches’ Tolerance is determined by their primary circle and they gain maximized ranks in Craft (alchemy)

    * maximized ranks means [CL + 3] - where CL doesn't include modifiers (e.g. Practiced Spellcaster feat).




    Spell Ranges Redefined:
    Spoiler
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    Close: 60’
    Medium: 120’
    Long: 240’
    Far: 500’



    Spell Durations Redefined:
    Spoiler
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    Instantaneous: Zero
    Short: Concentration + 5 rounds
    Medium: 5 minutes
    Long: 1 hour
    Extended: 12 hours
    Permanent: Never ending (sometimes until dispelled)



    Metamagic:
    Spoiler
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    Once applied, a metamagic feat may not be used again for a number of rounds equal to the feat's SL adjustment.
    Metamagic feats with no SL adjustment may be used at any given round.
    Note: With this limit of metamagic cooldown, you can't spam the best metamagics over and over again. This is also very likely to make previously underused metamagics a lot more valuable.



    The Mechanics of Spellcasting:
    Spoiler
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    The following spells categories have their casting time elevated to at least full-round action:
    - Spells that create minions (either by summoning creatures or animating objects)
    - Spells that selectively target multiple opponents.
    - All Save-or-Lose spells: spells that would directly impose (by definition of the effect, not situation/tactic related) a status on a target that limits the actions they can take:
    • Blinded
    • Confused
    • Cowered
    • Dazed
    • Dead
    • Disabled
    • Dying
    • Fascinated
    • Frightened
    • Helpless
    • Nauseated
    • Panicked
    • Paralyzed
    • Petrified
    • Stunned
    • Unconscious

    Battlefield control spells:
    Spells that change the environment (e.g. Entangle & Black Tentacles, Spike Stones, Blade Barrier, Wall of Thorns, Web) have a minimum casting time of 1-round.

    Concentration-Controlled Spells:
    All spells whose effects are concentration-managed (e.g. Telekinesis, Implosion) require a standard action to control.
    If the spell's casting time is standard-action, then During the combat turn in which they're cast, the caster may spend a swift action to cast the spell and use it in the same round as a full round action.

    Special: This activation time does not extend to (Sp) abilities which are activated conditionally.
    Example: The petrifaction ability of a basilisk or cockatrice does not require 1-round to activate. It requires either gaze (can be avoided) or a successful attack (can miss) to execute.




    Spellcasting and Concentration Checks When Taking Damage:
    When casting a spell, if a spellcaster receives damage, s/he must succeed on a Concentration check vs. DC = [10 + 1/2-damage + 2*SL]. Success means the spellcaster was able to endure the pain and continue to cast the spell normally. Failure means that the spell fizzles (as noted for Strain & Tolerance above).
    Alternatively, a spellcaster taking damage during spellcasting may decide to forgo the effort of going through with casting and snuff it pre-casting, to avoid taking the strain toll. To do so, s/he must succeed on a Concentration check vs. DC = [10 + 2*SL], losing whatever actions s/he had remaining during that round (including swift/immediate actions and AoOs).




    Casting Defensively:
    Casting full round action spells Defensively requires DC = [15 + 3*SL + 1/2 highest BAB among creatures threatening you]
    Casting move action spells Defensively requires DC = [10 + 2*SL + 1/2 highest BAB among creatures threatening you]
    Casting Defensively cannot be applied to spells that require more than a full round action (1-round or longer)
    When flanked, the DC rises by +2 per enemy in a flanking position against you.

    Writer’s Note:
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    I’m well aware that Casting Defensively as a full round action is nightmarishly tough. It’s meant to force spellcasters to rely on the more martially inclined allies to pose a buffer between themselves and enemy forces (expand the analysis spoiler below).
    Casting Defensively is an option, but a spellcaster would have to put all available resources into it - and even then, there's n oguarantee for success... meaning that taking the combat-caster role is no longer a no-brainer.

    Casting Defensively – DCs vs. a single opponent
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    Full-Round-Action Casting DCs
    Code:
    	SL
        \
    BAB	0th	1st	2nd	3rd	4th	5th	6th	7th	8th	9th
    ===================================================================================
    1	15	18	21	24	27	30	33	36	39	42
    2	16	19	22	25	28	31	34	37	40	43
    3	16	19	22	25	28	31	34	37	40	43
    4	17	20	23	26	29	32	35	38	41	44
    5	17	20	23	26	29	32	35	38	41	44
    6	18	21	24	27	30	33	36	39	42	45
    7	18	21	24	27	30	33	36	39	42	45
    8	19	22	25	28	31	34	37	40	43	46
    9	19	22	25	28	31	34	37	40	43	46
    10	20	23	26	29	32	35	38	41	44	47
    11	20	23	26	29	32	35	38	41	44	47
    12	21	24	27	30	33	36	39	42	45	48
    13	21	24	27	30	33	36	39	42	45	48
    14	22	25	28	31	34	37	40	43	46	49
    15	22	25	28	31	34	37	40	43	46	49
    16	23	26	29	32	35	38	41	44	47	50
    17	23	26	29	32	35	38	41	44	47	50
    18	24	27	30	33	36	39	42	45	48	51
    19	24	27	30	33	36	39	42	45	48	51
    20	25	28	31	34	37	40	43	46	49	52

    Move-Action Casting DCs
    Code:
    	SL
        \
    BAB	0th	1st	2nd	3rd	4th	5th	6th	7th	8th	9th
    ===================================================================================
    1	10	12	14	16	18	20	22	24	26	28
    2	11	13	15	17	19	21	23	25	27	29
    3	11	13	15	17	19	21	23	25	27	29
    4	12	14	16	18	20	22	24	26	28	30
    5	12	14	16	18	20	22	24	26	28	30
    6	13	15	17	19	21	23	25	27	29	31
    7	13	15	17	19	21	23	25	27	29	31
    8	14	16	18	20	22	24	26	28	30	32
    9	14	16	18	20	22	24	26	28	30	32
    10	15	17	19	21	23	25	27	29	31	33
    11	15	17	19	21	23	25	27	29	31	33
    12	16	18	20	22	24	26	28	30	32	34
    13	16	18	20	22	24	26	28	30	32	34
    14	17	19	21	23	25	27	29	31	33	35
    15	17	19	21	23	25	27	29	31	33	35
    16	18	20	22	24	26	28	30	32	34	36
    17	18	20	22	24	26	28	30	32	34	36
    18	19	21	23	25	27	29	31	33	35	37
    19	19	21	23	25	27	29	31	33	35	37
    20	20	22	24	26	28	30	32	34	36	38







    Concentration:
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    You can only ever concentrate on a single spell.
    It's impossible to simultaneously maintain 2 or more spells that require concentration.



    Magic-Propelled Flight:
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    The problem with flying casters isn't so much that they can fly, as that flying doesn't penalize their casting anywhere near enough to balance off the greater difficulty of hurting a flying mage.
    After all how dangerous would a caster be if they had to expend their standard action every round to maneuver themselves in the air?
    So:
    1. Creatures flying via magical means may levitate without spending any action.
    2. Maneuvering oneself requires a standard action.
    3. Maintaining momentum without changing direction requires a move action.



    Summoning & Domination:
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    You cannot maintain more than a single summoning spell effect at a time. Also, at no given time can a spellcaster dominate more HD of creatures than his CL. If you summon while a previous summoning is still on, the previous summoning either ends or you lose control over it.
    At no given time can a character dominate more HD of creatures than his HD.
    Same goes for undead controlled via spells/features.
    Summoned creatures cannot be forced to use spells or Sp/Su abilities.



    Wild Shape and Alteration:
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    You can't change into legendary animals and size increase is limited to one category larger/smaller than your original form (unless you have the Wild Shape class feature that specifically says otherwise). Also, creatures polymorphed/shaped into a different size already count as being under size change, so further size-increase/decrease factors don't stack.
    Furthermore, You can't change into creatures with either more HD than your levels in the class that granted you the power to polymorph, or higher CR than your [class-level - 2].
    Finally, to polymorph into a given creature, you must have at least its CR worth of skill ranks in the appropriate Knowledge skill to identify it and its weaknesses.


    Polymorph & Flight
    Reduce speed by 10' (min 5') and maneuverability by 1 step (min clumsy).



    Teleportation:
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    Teleport Trace: Teleportation takes 1 round per mile travelled. Characters at the destination of the teleport can make a DC 20 Spot check. Success means they notice something's not right. Making a DC 25 Spellcraft reveals the incoming teleport. The same goes for outgoing teleportation. Outgoing teleport spells leave a teleport trace during the duration of the teleport. Teleport spells and similar effects can be used to automatically follow the original teleport, although you will not know where the teleport spell goes until they arrive. Scrying sensors can be sent through a teleport trace.

    Dispelling/Counterspelling Teleports: Spellcasters who are aware of the outgoing/incoming teleport can attempt to counterspell the teleport (even though they are unable to see the caster). If a teleport is counterspelled, blocked, or otherwise disrupted, the character or object being teleported appears where the spell took them so far.



    Blasphemy / Dictum / Holy Word / Word of Chaos:
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    These spells are the worst offenders of CL boosting.
    With enough CL manipulation, a spellcaster can TPK any CR-appropriate group of opponents (gaining +5 to your CL is not impossible).

    Therefore, the following changes are to be applied to these spells:
    The spell is not keyed off of HD (not exactly, see below) and allows a normal save with the following effects:
    Failed save Dazed.
    Failed save by 2-5 Weakened, dazed.
    Failed save by 6-10 Paralyzed, weakened, dazed.
    Failed save by 11 or more Killed, paralyzed, weakened, dazed.
    Banishment is applied as given for the spell by RAW (a separate save).
    Creatures whose HD or CR exceed your character level by 3 or more are unaffected by the spell.



    Scrying:
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    • Scrying Location: You can choose to scry on a particular location instead of a creature. Doing so requires a DC 20 Spellcraft check, using the same modifiers for the DC that applies to the Will save (see scrying spell). If the check is successful, you can observe an area within a radius of 10' per CL. While scrying on a location, your scrying sensor cannot be moved.
    • Spotting the Sensor: With detect magic or similar effects active, a scrying sensor can be spotted with a successful Spellcraft check (DC 20).
    • Counterspelling the Sensor: Spellcasters who are aware of a scrying sensor can attempt to counterspell the scrying (even though they are unable to see the caster).
    • Learn Scryer: If you determine that you’re being scried upon, you can learn the identity of the scryer with a Spellcraft check (DC 30). If successful, you learn the name, race, and location of the scryer. The scryer may make an opposed Spellcraft check or cancel the scrying as a reaction, to prevent you from learning the information.
    • Break Scrying: If you determine that you’re being scried, you can make a Spellcraft check (DC 30) to attempt to break the scrying. On a successful check, the scrying ends and the scryer may not target you with a Divination (Scrying) spell or similar effect for at least 24 hours. The scryer may make an opposed Spellcraft check as a reaction to prevent you from breaking the scrying in this way.
    • Return Scrying: If you determine that you’re being scried upon, you can look back through the sensor at the scryer with a successful Spellcraft check (DC 40). This allows you to spy on the scryer as if you had cast a scrying spell upon that person. The scryer may make an opposed Spellcraft check or cancel the scrying as a reaction to prevent you from looking back through the sensor. Alternatively, you can cast scrying or use a similar effect to target the character currently scrying on you. The character scrying on you can cancel the scrying as a reaction to your spell, but if they do not, they suffer a -20 penalty on their Will save to resist the attempt.



    Heighten Spell:
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    Given all spellcasting according to this compendium is spontaneous (see the classes), all spellcasters enjoy this benefit on-the-fly, free of charge.
    One can always cast a given spell at a higher level than its minimum level.



    Reversible Spells:
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    Reversible spells are spells that have 2 opposite effects and are comprised of pairs of such official spells.
    The reversible spells are:
    First Form/Second Form
    - enlarge / reduce
    - locate object / obscure object
    - water breathing / air breathing Savage Species
    - remove curse / bestow curse
    - dream / nightmare
    - transmute rock to mud / transmute mud to rock
    - stone to flesh / flesh to stone
    - antipathy / sympathy
    - imprisonment / freedom
    - bless / bane
    - cure light wounds / inflict light wounds
    - cure moderate wounds / inflict moderate wounds
    - cure serious wounds / inflict serious wounds
    - cure critical wounds / inflict critical wounds
    - heal / harm
    - raise dead / slay living
    - resurrection / destruction
    - remove fear / cause fear
    - heat metal / chill metal
    - neutralize poison / poison
    - remove blindness / remove deafness / blindness / deafness
    - cure disease / contagion




    Banned/Omitted Spells:
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    - All spells that mimic feats or grant class abilities: spells don’t grant temporary training of any sort
    - Celerity and derivatives
    - Contact Outer Plane: For many reasons
    - Divine Power, Transformation and any other spell or power that elevates BAB.
    - Fabricate.
    - Glibness: somebody went a bit overboard on that one.
    - Mage’s Lucubration: Meaningless when spells are not lost upon casting.
    - Mnemonic Enhancer: Meaningless when spells are not lost upon casting.
    - Rope Trick: Tearing a hole in the fabric of space to another dimension via a 2nd level spell. C'mon. 5th SL maybe. Maybe.
    - Shadow Conjuration and derivatives
    - Shadow Evocation and derivatives
    - Stone to Flesh: Break Enchantment covers this one (and you don’t turn a lump of stone into a meatball).



    Spell Tweaks:
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    - Alter Self: Use the PF version.
    - Baleful Polymorph: Baleful Polymorph has duration of 1 day per CL and the target keeps its identity (even with the decreased Int), so it can later contemplate the consequences of its actions.
    - Deathwatch: Not foul and not evil in any way whatsoever.
    - Disintegrate: Any creature KILLED by this spell is entirely disintegrated
    - Dominate Person: Allows the victim to make a repeated save each day – the "concentrate on it for 1 round per DAY to keep your hold" part is omitted.
    - Explosive Runes: AoE of multiple simultaneous effects overlaps and the damage doesn’t stack.
    - Feeblemind: Duration is one month/caster level.
    - Fly: This spell is now a 4th level spell (5th character level seems too early to me for characters to reach for the skies). Furthermore, when Fly is dispelled - you drop. Slow fall applies only when the spell ends on its own (same goes for Overland Flight and other such spells).
    - Forcecage: This spell is modified so that it allows a Ref save to negate, but you must be able move out of the area of effect as an immediate action.
    - Freedom: Let's face it; this is one crappy 9th level spell. Except for countering Imprisonment (which is incredibly situational), it's sub-par to Freedom of Movement. Let's redefine. Freedom is an 8th level spell. It also functions as a greater version of Break Enchantment, undoing any and all effects of the appropriate categories. At the caster's discretion, the spell also confers the full effect of Freedom of Movement spell.
    - Gate: The option of "Calling Creatures" to fight for you is cancelled.
    - Greater Shout: This spell nullifies magical silence along its path.
    - Knock: Caster counts as having maximized Ranks (capped at 20) in Open Lock when attempting to unlock mechanical locks. The Caster can choose to Take 10 while not threatened or rushed, but can never Take 20 with elevated ranks.
    - Minor/Major/True Creation: Can't create material costing more than [10gp * spell level * CL] with a single casting of the spell. Also, Acid, Alchemist's Fire, Poisons and similar materials (alchemical or otherwise) cannot be created via this spell.
    - Polymorph: Use the PF version.
    - Polymorph Any Object: You may polymorph living creatures into other living creatures, plants into other plants or objects into other objects. You cannot polymorph a target from one category into another. (Writer's note: not every Disney movie scene has to be a possibility in RPG). Maximum durations equal to 1 month / CL.
    - Prismatic Wall/Sphere: Belong to the Conjuration school, not Abjuration. Also, the caster is not immune to the effects of his own wall/sphere (spell effects don't "recognize" their caster).
    - Protection From Arrows: This spell grants the caster a deflection bonus to AC vs. range weapons. This bonus is equal to the caster level for projectile weapons (sling stones, bows, crossbows), and 1/2 this value (round down) against thrown weapons such as spears. Giant-thrown rocks and siege weaponry is not affected by this spell.
    - Reincarnate: The new physical body is proportionately as far through your current age category as your old one, and that is your new age.
    - Shapechange: The ability to change into objects (including Constructs) is omitted. Furthermore, HD and CR cap = CL.
    - Solid Fog: Any creature attempting to move through it must make a DC 20 strength check. If successful, the creature can move up to half its speed in a straight line; if it moves less than its allowed distance, it may make another strength check to move in another direction. If unsuccessful, the creature can move 5 feet in any direction, ending its move action.
    - Spider Climb: Moved back to 1st level.
    - Time Stop: Instead of hasting the Mage to ridiculous speed, this spell has an AoE of 40' radius sphere centered on the Mage with no save (this makes sense of some creatures being immune to TimeStop). While this power is active, only personal range spells can be cast. This prevents abuse such as dropping a forcecage on someone and then filling their cell with lava.
    - Transmute Rock to Mud: Any creature attempting to move through it must make a strength-check. For every 5 points by which the check result exceeds 10, the creature can move 5’ (up to a maximum of half its speed).
    - True Seeing: Make opposed CL checks when trying to see through any spell from the Illusion school of equal or higher level (you receive a +4 to you check). A successful check reveals the illusion for what it is, whereas a failed check fails to penetrate the illusion for the duration of True Seeing.
    - Vision: An 8th level spell (just compare with Legend Lore to understand this one).
    - Wall of Iron: As written, this spell will single-handedly make you rich and ruin local economies. Therefore, any part of the wall that's removed disappears.
    - Wall of Force/Iron/Stone: Range: Touch. The spell fails if there's a creature occupying the space of the wall.
    - Wail of the Banshee: Emanates from the caster's mouth (ZERO-range) and affects everybody within the AoE except the caster. The spell doesn't differentiate between friend and foe and Evasion is inapplicable.
    - Waves of Exhaustion: Allows Fort save for Fatigues status rather than exhausted (unless a target is already fatigued, in which case no save is allowed).
    - Waves of Fatigue: Allows Fort save to negate.
    - Wind Wall: Imposes only a -4 penalty to ranged attacks that go through it, like severe wind.
    - Wood Shape: The limitations of this spell are overridden with the proper Craft skill(s). In fact, used in conjunction with an appropriate Craft skill, the spell's duration is concentration. It Cuts crafting time in half and grants a +3 competence bonus.



    Spell Cabal:
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    Cooperative Spell (CArc) covers this one beautifully.
    There's just one small change: instead of just for SR penetration, the CL is increased for all intents and purposes.
    This is fair and reasonable, because multiple casters all need to take the same feat, and they must focus on the same spell(s) and coordinate their spellcasting for the benefit to take place.








    Redefining Magical Items' Creation:
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    The Creation Spells
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    Designer’s Note: Why spells and not feats
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    Well, I find 3 compelling motivations for that:
    1. Enchanting an item with a magical power means (to me at least) to bind the magical energies to the item, not to beat them into it with a hammer.
    2. D&D 3.5e categorizes magical-crafting according to the physical shape of the item to be enchanted. This makes no sense whatsoever, given totally different items can have similar or even identical powers (and wondrous items have no predefined shape/form/usage).
    3. One might decide that bestowing magical powers is done while an item is physically crafted. In such case, a spellcaster can always find a crafter and pay for his time (or take the appropriate Craft skill) – but then it would make no sense that an item could be bestowed with magical powers later on.

    The binding process itself should be something that’s applicable only magically – and since:
    1) I don’t know of any other case where both a specific spell and a specific feat are a requirement for anything
    2) the level-“tax” of known spells is already a high enough payment
    I see no justification in also requiring the expenditure of feats.
    This notion also leads me to the conclusion that magical effects should never depend upon mechanically moving parts for activation (what’s the verdict when the button’s spring breaks – is the magic still in there or not?). Every mechanized magical item (e.g. Rod of Immovability) can easily have a non-mechanized version and no one should even feel the difference (e.g. tapping with a finger rather than pressing a button).




    Enchant Item (Universal)
    Level: Bard 4, Druid 3, Mage 3, Priest 3, Witch 3
    Components: V, S, M
    Casting Time: Varies (see below)
    Range: Touch
    Duration: Permanent
    Saving Throw: None
    Spell Resistance: No
    This spell allows the creation of magical items. It is cast repeatedly during the creation process (the exact frequency & casting time are of no significant consequence and are left to the DM’s imagination).
    The items to be affected by this spell are solid, manufactured items.
    Druids are limited to items made of wood, stone & animal remains (bones, hide, tendons etc).
    Enchant Item can also be used to repair damaged magical gear (see the "Repairing Magical Equipment" spoiler below).

    Create Golem (Conjuration (Creation))
    Level: Bard 6, Druid 5, Mage 5, Priest 5, Witch 5
    This spell uses the same rules as Enchant Item, but enables the creation of Golems – mindless constructs. Golems have Str, Dex, Int stats.
    Golems always have Int score 2, which is just enough to respond to 5 different short commands issued by their creator only.
    Golems don’t have Con, Wis or Cha stats.
    Golems usually possess human-level sight & hearing and no other senses.
    Used in conjunction with Enchant Item, the spell allows bestowing a golem with (Su) & (Sp) powers – including other senses and special sensory powers.
    The CL of spell effects generated by golems cannot exceed their HD - regardless of the creator's CL.
    Druids must create their golems from wood, stone & animal remains.

    Create Artificial Sentience (Conjuration (Creation))
    Level: Druid 7, Mage 7, Priest 7, Witch 7
    This spell uses the same rules as Enchant Item, but enables the creation of items with personality (Int, Wis & Cha), including sentient constructs. A spellcaster cannot bestow higher mental scores (Int/Wis/Cha) than s/he possesses.
    Any and all sensory & communication capabilities of such items are gained by assigning appropriate magical effects via Enchant Item. The exception to this rule is when the spell is used in conjunction with Create Golem, in which case sight & hearing and the ability to speak (Int 3 or more) are already included.
    The alignment of sentient items can be either identical to that of the creator or one step away on either axes, but not both.
    The CL of spell effects generated by golems may exceed their HD, but still limited to the creator's CL.

    Discern Species (Divination)
    Level: Bard 1, Druid 1, Mage 1, Priest 1, Witch 1
    Range: Touch
    Components: S (touch)
    Casting Time: Swift action.
    Duration: Instantaneous
    Target: Creature touched
    SR: Yes
    Save: No
    You immediately know the name of the species (the name by which they refer to themselves - in their language and your own) to which the target you touched belongs and what are their inborn natural traits.
    The spell's main usage is in the preparation of magical items that would react to certain creature types in whatever manner the creator would choose them to.



    Prices
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    Base costs (per effect):
    [1000gp x spell-level *] for an expendable power (500 for zero-level spells).
    [500gp x SpL] for one-time-use items **.
    [4000gp x SpL] for a permanent (reusable) power.
    [6000gp x SpL] for emanating ***(always-active) effects of spells with duration other than instantaneous or permanent.
    [10000gp x SpL] for ever repeating effects ***: once per round.
    [20000gp x SpL] for ever repeating effects ***: per attack.
    * Spell level 0 counts as spell level 1/2 for the purpose of pricing items.
    ** One-time-use items: the following magical items are exclusively class-associated and do not require (or gained via) spells/feats/skills:
    - Scrolls can be scribed by the two classes that study their magical art via written text: Priests and Mages.
    - Un-tampered vegetation (herb, root, fruit, vegetable, mushroom, bud etc) infused with magical powers can be created by druids.
    - Disposable substances (e.g. potions, balms, powders, smoke etc) with magical properties can be concocted in Witches’ cauldron.
    *** Emanating & Ever-Repeating effects are valid either for a user of an item (e.g. Boots of Flight) or for the item itself (e.g. trap room with Incendiary Cloud or teleportation chamber).


    Note: Any and all percentage-based calculations below relate directly to base costs, not any mid-way results.

    CL:
    Each CL adds 5% to the initial cost. If CL is irrelevant to a spell’s effect, use the minimal level that grants access to the spell’s level (creator’s choice otherwise).

    Charges:
    Each charge costs 10% of initial cost.
    For non rechargeable items, detract 25 % of the base cost.
    Temporary/rechargeable magical effects can have up to 50 charges.
    Charging rechargeable items demands full cost per charge.

    Cost reductions for permanent magical items (by frequency of use):
    Permanent magical items have #charges according to the frequency of use per time quota (each #uses is regarded as a charge):
    -0% – activation per 10-min (once)
    -10% – activation per hour (up to 3 times)
    -20% – activation per day (up to 6 times)
    -30% – activation per week (up to 7 times)
    -50% – activation per month (up to 12 times)

    Price Increases by Means of Activation:
    +0% – Spell Completion (Casting the spell(s) regularly, but without paying the strain toll): Action cost as given in the spell’s description
    +10% – Simple activation with vocal & somatic component (irrelevant to the spell’s actual components): Standard action
    +20% – Simple activation without vocal or somatic (at least one is mandatory): Move action
    +30% – Simple activation with either vocal or somatic (owner’s choice with each activation) : Move action
    +50% – Reactive powers (power activates on its own, according a predefined scenario): Non action


    Pricing Constructs:
    ( 2000 x HD) + [1000 x (total of ability scores)] + (any of the above, appropriately)


    Magical Vehicles:
    This is where my inspiration did not prevail in regards to any officially published spells.
    The best option I see so far is to make high-level spells specifically for this purpose. These spells will follow the creation rules as given in this topic for other spell effects.


    Notes:
    - Instant, changing or exhaustible powers (such as disintegrate, mirror image, quest etc) can't be used to create emanating effects.
    - An item’s property must conform to a particular spell effect available to the caster. A spellcaster cannot assign an item with a magical property/behavior unless s/he has an appropriate spell (e.g. Ioun Stone).
    - Being magical does not make an item physically more durable to damage/manipulation by any means, unless specific magical effects are keyed particularly for this purpose.
    - Use Magic Device skill doesn't exist. An item either requires spell-completion or not.



    Sample magical items
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    Sword +1 of Flaming (assuming Flaming amounts to a 1st level spell)
    - Emanating 1st level effect (+6000)
    - CL 1st (+300)
    - Emanating 1st level effect (+6000)
    - CL 1st (+300)
    - No spell completion required to use (+600)
    This amounts to: 13200gp

    Non-rechargeable Wand of Fireball with 20 charges for 7d6:
    - Temporary 3rd level effect (+3000)
    - CL 7th (+1050)
    - Non-rechargeable (-750)
    - 20 charges (+6000)
    This amounts to: 9300gp

    Ring of invisibility 3 per hour that activates by rubbing the ring and operates at minimum CL:
    - Permanent 2nd level power (+10000)
    - CL 5th (+2500)
    - Hourly use (-1000)
    - 3 “charges” (+3000)
    - Can be turned on/off with no spell completion and no voice requirement (+2000)
    This amounts to: 16500gp




    Creation Time
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    The process of enhancing an item with a magical power requires creation time of 1 day per 1000gp.




    Chances of Success
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    Creating magical items is by no means a guaranteed success. Far from it, there’s about 50% failure chance when attempting to enchant an item with an effect belonging to the highest available spell-level.

    - To successfully enchant an item with a magical power, make a [level + STAT-mod] check vs. DC [10 + (3 x Spell-Level)]
    - Each effect is checked for separately. In case of failure, no harm done – one can always try again.
    - Failure is evident after ½ the process is complete. A spellcaster may either stop there and save the extra cash, or see the process through and gain a cumulative +2 on his next attempt regarding the same effect on a given item.
    - Alleviating Factors: Magical items’ creation doesn’t come with an XP toll.

    The idea is to slow down the “production line” and to make WBL a little less significant factor. Furthermore, I regard magical items as fantastically-mechanized gadgets. I see no reason whatsoever why items should feed off of one’s XP.



    Repairing Magical Equipment
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    If a magical item is damaged, but can still be physically repaired, then it is possible to restore its enchantment.
    If the item has been partially or wholly destroyed (disintegrated, burned, dissolved, etc), then it cannot be physically repaired.
    First, the item must be fully repaired to its original masterwork quality.
    Second, the enchantment needs to be rekindled. The broken pieces still contain residual magical energies, so once the item is made whole, those energies need to be refocused to get the item to full working order.
    Repairing the enchantment costs 30% of its creation price and requires 1/2 the time it would take to enchant that item in the first place.
    Success, in tis case, is automatic.

    Note: Disposable substances, obviously, cannot be repaired.



    Banned Magical Items
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    - Items that make specific actions faster: This restriction prevents action-abuse via strange combinations of magical items and features/feats from different sources.

    - Items that grant/enhance Class-features/Class-levels/Feats: It's near inconceivable to make a magical item "know" something. It's far too unreasonable to make an item make someone else know how to do something (and then you have the paradox of that someone forgetting what he knew while possessing the item). Furthermore, this restriction would prevent a lot of power-abuse options.

    - Portable Hole and other trans-dimensional containers: Way too Disney. There are no reserved "pockets" on other planes/dimensions waiting for someone to "log-in" onto them



    Animated constructs & Craft skill
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    Unlike other magical items, a construct is something that is created magical from the get go. One must combine crafting knowledge and magical prowess during an animation’s physical creation.
    Once a construct is finished, its powers cannot be altered. Enchantments that have failed during the construct’s creation cannot be added later on. The only thing to do with “defective” constructs is either live with the result or make a new one.

    For the purpose of creating a golem or any other animated construct (humanoid/animal/plant/furniture/structure...), a spellcaster must have at least 1/2 the ranks as the intended HD in the appropriate Craft branch, and must match or top the target’s HD with his Craft check.




    Offensive and Defensive Magical Plusses:
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    There are no longer standalone offensive or defensive magical plusses to gear.
    The basic magical plusses are derived from 5 spells:
    - (Greater) Magic Weapon
    - (Greater) Magic Fang
    - Magic Vestment


    This kills the need to tie magical plusses to SLs – something that would either make them too weak or break the RNG.
    To keep Rings of Protection viable, Magic Vestment is modified to apply to any donned object – including rings.

    Note: some high-level magical effects grant multiple modifiers and that's fine by me.
    Make them emanating and you get magical items that grant multiple modifiers.



    Body 'Slots':
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    Given that the problem of over-stacking magical effects via gear doesn't exist anymore, there's no more reason to limit body slots.
    Nothing should prevent a character from donning as many as 20 rings (10 fingers & 10 toes). Multiple rings of protection would overlap, so there's no balance abuse there.
    A character could also don multiple items on the same slot.
    The only limitation on body slots is that the same body slot cannot benefit from multiple items with emanating effects.
    When multiple items with emanating effects occupy the same body slot, they cancel each other out.


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    Last edited by nonsi; 2014-12-31 at 01:20 AM.

  5. - Top - End - #5
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    Default General Rules

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    General Rules


    Ability-Score Progression:
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    Characters add 1 point to one ability score at each level (including 1st).
    You cannot increase the same ability twice in 2 consecutive levels, and you cannot push your racial ability-score limits faster than +1 per 4 class levels via level-progression alone.
    This adheres to the notion that practice makes perfect, and serves as a decent compensation for a bad start and/or MAD. It also puts yet a greater impact on level progression vs. gear.
    Special: Once per 6 character levels, a general feat can be used to raise one's ability score and ability limits by +1.



    Int Increment:
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    Apply extra skills from Int bonuses retroactively. It's only reasonable that someone who becomes more intelligent can learn new things, and otherwise, if you're making a character above first level, you'd have to go through all his levels to nail the end result.



    Carrying Capacity (in pounds) – Realistically Simplified:
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    Unencumbered: Up to 5 times your Str-score.
    Medium Load: Up to 10 times your Str-score.
    Heavy Load: Up to 15 times your Str-score.
    Lift Overhead*: Up to 20 times your Str-score.
    Push/Drag*: Up to 30 times your Str-score.

    * Your speed drops to 5'.


    Size and Strength:
    Larger creatures can bear more weight, whereas smaller creatures can carry less.
    For each size category above Medium, double a creature’s carrying capacity.
    For each size category below Medium, divide a creature’s carrying capacity by 2.



    LA Buyoffs:
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    There's no mathematical formula to calculate the right level to alleviate LA.
    The DM should exercise common-sense and decide when a character's racial benefits no longer synergize with its class(es) in a manner that warrants its original LA value.

    Example: Half-Giant.
    If the character goes full BAB all the way, then he never loses his racial combat edge, so he never loses the +1 LA.
    If, otoh, the character has gained 5 Mage levels for instance, then he'd already lost a substantial amount of his Massively Built trait - especially given that mages don't tend to rely on their physique (anyone that does, spreads himself thin as it is)........ and he'd already payed the XP toll 4 levels straight. Therefore, a half-giant who's a 5th level mage no longer counts as having LA +1. He might be a better brawler than the average mage, but that won't make him a better mage.



    Omitted Mechanics:
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    - Permanent ability-score enhancements by magical means (tomes and such).
    - Stacking ability-score enhancements or other magical effects.
    - Stacking the same bonus multiple times (I've encountered a build that uses 2 PrCs that grant Wis-bonus to AC - no go, it only counts once)
    - Racial-substitution class features



    XP “Payment”:
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    Nothing can ever cause a character to lose experience points.
    Any effect with an experience point cost, such as a spell or item creation, instead costs the character 10gp per experience point that would have been traded as per official rules.
    Characters that die and are brought back to life do not lose a level of experience. They instead receive a permanent -2 penalty to Constitution as would normally be applied to a level 1 character that died and was raised. This penalty is incurred each time the character is raised by an effect that would normally have resulted in a lost level of experience.
    Characters may however still be level drained and receive negative levels.


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    Last edited by nonsi; 2015-01-10 at 09:21 AM.

  6. - Top - End - #6
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    Default Races

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    Races



    According to the PHB, an individual has no existence without picking a class (even a commoner is considered a class).
    This, of course, is ridiculous, especially given that “Commoner” is the only class that gets swapped when someone acquires their 1st character level.
    Here's an attempt to define typical 0-level characters of the classic character races:
    - Each character starts with BAB and all saves at +0.
    - Zero-level skill points amount to [4 x 4 + Int-mod], separated from skills gained from class levels. This takes care of the 1st level Skill points-multiplication absurdity.
    - Zero-level player races have a skill-rank-max of 3, treating all skills as class skills for 0-level skill points only.
    - Weapon Familiarity is omitted from all races




    Common Races
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    Dwarf
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    Zero-level HP: 8
    Racial Traits changes/additions:
    - Ability modifiers are: Con +2 / Dex -2.
    - Base land speed = 25’. Dwarves are slowed down by medium and heavy armor to 20'.


    Elf
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    Zero-level HP: 6
    Racial Traits changes/additions:
    - Ability modifiers are: Cha & Dex +2 / Str-2.
    - Elves never age beyond "Old" category. They’re immune to magical aging and have an unlimited lifespan.
    - While trancing, elves are partially aware of the world around them: they are not considered helpless, merely prone and flat-footed, and may continue to make Spot and Listen checks at a -5 penalty.
    - Auto-detection of secret doors is omitted.
    - Elves gain +2 to all Knowledge checks.


    Gnome
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    Zero-level HP: 6
    Racial Traits changes/additions:
    - 120’ Darkvision (Gnome – originally "Genomos" – means "earth-dweller") and Low-light vision x 4.
    - Speak with Animals is replaced with the CAdv Whisper Gnome's Silence (Whisper Gnome doesn't exist), which makes you qualify for Silencing Strike and Extra Silence feat (RoS). The other spell-like abilities are not Cha-score dependant.
    Physical appearance: Well, the physical appearance of Gnomes was never fully established in D&D. Personally, I prefer to see them in a more folklore-oriented manner. Gnomes are similar to dwarves, with larger ears, potato noses and a spark in their eyes. In terms of height and physical build, they’re somewhere between dwarves and Halflings.


    Half-Elf
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    Zero-level HP: 8
    Racial Traits changes/additions:
    - Gain +2 competence modifier to ALL Cha-based skills, as well as all skill checks to oppose Cha-skills (such as Sense Motive). This replaces the core bonus of “+2 racial bonus on Diplomacy and Gather Information checks” and offsets them having no societies and being somewhat outcast.
    - Also, Half-Elves also enjoy the benefit of "Once a class skill – always a class skill.


    Half-Orc
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    Zero-level HP: 10
    Racial Traits changes/additions:
    - Also gain +2 to Con, +3 on all Intimidate checks and +2 to all Survival checks.
    - Also, Half-Orcs also enjoy the benefit of "Once a class skill – always a class skill.


    Halfling (AKA ‘Hin’)
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    Zero-level HP: 6
    Racial Traits changes/additions:
    - Base land speed is set to 25'. Meduim armor reduces their speed to 20' and heavy armor reduces their speed to 15'.
    - Halflings also gain a +2 racial bonus to all Balance and Ride checks.



    Racial Feats:


    Rock Skipping Shot
    It is common knowledge that all halflings practice throwing and skipping stones as children, a talent that leads many adults to favor thrown weapons well into their adventuring career. Rock-throwing tournaments accompany most major halfling gatherings, from weddings to the inauguration of a new sheriff, but the most fiercely competitive contests are held for their own sake. The participants in these games are often professional rock-throwers; athletes who make their living by traveling to various towns and winning cash prizes. The best of the best become famous for their uncanny aim and prowess
    Requirements: BAB +8 or Halfling with BAB +4
    Benefits: When throwing a stone or launching a stone with a sling, you can make it bounce from one target to another, damaging multiple opponents.
    This grants a unique mechanical advantage:
    If after hitting a target, another is present within 10’, you can make an iterative attack at -4.
    If after hitting a target, another is present within 20’, you can make an iterative attack at -5.
    If after hitting a target, another is present within 30’, you can make an iterative attack at -6.
    This can go on for as long as your next iterative BAB is ZERO or higher (as usual for iterative attacks), but when an attack roll indicates a miss, the sequence ends.
    The above numbers encompass the scenarios of regain ownership on the launched projectile (basically: "Returning") and multiple re-bouncing between the same targets.
    You may also bounce rocks off walls, trees, ceilings, etc., in order to make a difficult shot. While you must make a ranged touch attack roll to hit the wall, most walls have a touch AC of 1 (smaller targets, such as trees, have AC 10 or higher).
    If successful, the rock can bounce and continue on its way. This trick is used to attack opponents hiding behind cover (in which case it ignores that cover) or with which you don’t have line of sight (in which case regular miss chances for concealment still apply).


    Denial Feats
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    These are (for me) basically nostalgia-driven feats.
    Back in the days of BECMI D&D, when there was absolutely no excuse in the world for taking a Halfling character, they tried to give this race some added value when they published "The Five Shires" gazetteer.
    Thematically speaking it was wonderful. However, mechanically speaking it was weird and too cumbersome. One of the more eye-catching ideas was "Denial" - an ability that gave a race of warriors a shot at coping with spellcasters.
    So here's an attempt to "import" the idea and make it applicable to the 3.Xe mechanics while preserving the original feel. As for "goodies" for the other races... I'll leave them for others who are interested in coming up with them.



    Denial
    Requirements: Hin (Halfling) only, Wis 13+, Cha 13+, base Fort save +5
    Benefits: Using the ready action, Warrior's Tide of Battle ability (see the Warrior class) or any other acceptable action, the character may throw himself in the way of a spell or a (Sp) ability, and stop it from causing harm to the intended target.
    This is done by the character launching himself in front of the caster, shouting "No!".
    To succeed, he must make a saving throw as if he were the intended target of the spell. If the character is indeed the intended target, he saves at +2.
    If the save is successful, the spell has no effect.
    Denial may only be used when the character is within the borders of a Hin Homeland (Five Shires, Leehashire etc).
    Whether successful or not, using this ability more than once in a given day deals 1 Con damage to the defender. This damage cannot be cured with spells, (Su) or (Sp) effects, only via normal rest.

    Directed Denial
    Requirements: Denial, base Ref save +3
    Benefits: When making a Denial attempt, the character may reflect the effect back onto the caster for full effect, by beating the save DC by +5 or more. The reflected spell's DC is recalculated using the defender's Cha-mod instead of the caster's ability modifier.
    Directed Denial, whether successful or not, deals 1d4 Con damage (1d4+1 for repeated attempts during a given day).

    Hin Master
    A Hin Master carries his homeland in his hart. He hears his peoples' echoes whispered in the wind. He reaches out to his homeland through the very foundations of the earth.
    Requirements: Directed Denial, Druid level 10th
    Benefits: The character may now use Denial whenever he benefits from his Nature Sense class feature.
    Furthermore, he automatically negates 1 Con damage on each failed attempt and 2 Con damage on each successful attempt.



    Writer's note for those readers that have previously encountered Hins' Denial somewhere else: I saw no point in trying to incorporate the partial effect stuff, because there are already plenty of means for reducing or resisting effects, so I concluded that the "All or Nothing" approach would be the most appropriate.



    Human
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    Zero-level HP: 8
    Racial Traits changes/additions:
    - Also gets +2 to an ability score of choice (capped to the normal racial limit 18). This replaces the "+1 skill point per level" trait. A human that wishes to have more skill points can simply apply these extra +2 ability points to Int (this is obviously better than "+1 skill point per level").
    - Humans also enjoy the benefit of "Once a class skill – always a class skill". This benefit extends to Half-Human races, such as Half-Elf & Half-Orc.





    Unommon Races
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    Changeling
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    Zero-level HP: 6
    • Medium
    • Base land speed of 30’
    • +2 Racial bonus on Bluff, Intimidate, and Sense Motive checks
    • +2 racial bonus on saving throws against sleep and charm effects: Changelings have slippery minds.
    Minor Change Shape (Ex): Changelings have the extraordinary ability to alter their appearance as though using a disguise self spell that affects their bodies but not their possessions. This is not an illusory effect but a minor physical alteration of a changeling’s facial features, skin color and texture, and size, within the limits described for the spell. A changeling can use this ability at will, and the alteration lasts until she changes shape again. A changeling reverts to her natural form when killed. A true seeing spell reveals her natural form. Using this ability is a full-round action. Many changelings also favor the Racial Emulation feat (RoE p.110).
    Sound Imitation (Ex): A changeling may replicate any sounds it has previously heard with all the limitations of the ventriloquism spell. This ability is useable at will.
    Resistance to Transmutation: Being shapechangers, Changelings possess a natural resistance to uninvited attempts to control their forms. Changelings gain a bonus to saves against Transmutation spells equal to the higher of their Con/Wis modifier + 2 (minimum +1).
    Morphic Recovery: Changelings' control over their physiology grants them elevated recovery. They heal twice as fast during rest, effectively recovering twice as many HP (or ability damage where relevant).
    Natural Linguist: Changelings add Speak Language to their list of class skills for any class they adopt.




    Racial Feats:


    Animal Shapeshift (Ex) [General]
    Requirements: Changeling, Character level 6, Con 13
    Benefits: You may use Minor Shapeshift to take the shape of Land animals as well as Humanoids; you may only transform into animals of your size with an equivalent number of limbs.
    The total number of shapes you possess via this feat equals your unmodified Con-bonus. Should your Con-bonus increase, you gain a new form of your choice 24 hours later; should it decrease, you lose a form of your choice.

    Aquatic Shapeshift (Ex) [General]
    Requirements: Changeling, Animal Shapeshift, Con 15, Swim 8, Athletic or Skill Focus: Swim
    Benefits: You may use Minor Shapeshift to take the shape of Aquatic and amphibian animals as well as Humanoids, as per the Animal Shapeshift rules.

    Airborn Shapeshift (Ex) [General]
    Requirements: Changeling, Animal Shapeshift, Con 15, Jump 8, Acrobatic or Skill Focus: Jump
    Benefits: You may use Minor Shapeshift to take the shape of Flying animals as well as Humanoids, as per the Animal Shapeshift rules.


    Drow (Dark Elves) and Half-Drow
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    Basically, Drow and Half-Drow have the same traits as their above-ground counterparts, but with the following differences:
    • Darkvision 90’ + Light Sensitivity
    • +3 racial bonus on Spot checks (this benefit is lost while exposed to bright light).
    • Automatic Languages: Elven and Undercommon.


    Goblin
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    Zero-level HP: 6
    • Small
    • Base land speed of 30’
    • +2 Dex
    • Darkvision out to 60’
    Iron Stomach: Goblins can eat almost anything. They gain a +5 bonus to Survival checks made to find food, and are immune to being sickened or nauseated by rotten food or drink.
    Hardy Blood Chemistry: Goblins thrive in the foulest of environments. Goblins gain +5 to all checks to resist nonmagical poison and disease.


    Goliath
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    Use all the info found in RoS (p.53-84).
    The race is perfectly balanced as given.

    Zero-level HP: 10


    Kobold
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    Zero-level HP: 6
    • Str -2, Dex +2, Con -2
    • Small
    Humanoid (dragonblood, reptilian): Kobolds are humanoids with the dragonblood and reptilian subtypes. For all effects related to race, a kobold is considered a dragon.
    • Base land speed of 30’
    • +1 natural armor bonus.
    Darkvision: 60’
    • +2 racial bonus on Craft (trapmaking), Profession (miner), and Search checks. Craft (trapmaking) always counts as class skill for kobolds.
    Light Sensitivity: Kobolds become dazzled for 1d4 rounds when exposed to bright sunlight or within the radius of a daylight spell.
    Automatic Language: Draconic. Bonus Languages: Common and Undercommon.
    Slight Build (optional): The physical stature of some kobolds lets them function in many ways as if they were one size category smaller, whenever it is advantageous to them. This affects all size-related checks and values except AC and attack rolls (such as hiding, "squeezing" through a restrictive space, using weapons designed for a creature one size smaller etc). Slight Build kibolds have racial Str adjustment of -4 instead of -2.

    Special: Since this codex doesn't contain the Sorcerer (or a Sorc.-equivalent) class, Draconic Rite of Passage (RotD) is removed.
    Special: A Dragonwrought Kobold is never Slight Built. Those are always the larger specimens of the race.





    Exceedingly Unommon Races
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    Anubid
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    Anubids are jackal-headed desert nomads and scavengers that consume the corpses of the dead.
    Anubids are rarely spellcasters, nor do they charge headfirst into combat. Instead, they prefer to work alone or from the sidelines in a way that befits their nomadic nature.
    Anubids are often not the most charming of comrades, due to their general isolation from other races, preference for solitude, and carrion-eating. However, they are undeniably tough, having survived in a harsh desert climate on a diet of decayed raw meat.
    Anubid warriors are often encountered armed with Khopesh and bolas – their preferred weapons.
    Racial Traits:
    Zero-level HP: 8
    • +2 Constitution, -2 Charisma
    • Medium size
    • An anubid’s base land speed is 30'
    • Darkvision 60'
    • Scent
    • Desert Lore: Anubids gain a +2 racial bonus on Knowledge (geography), Knowledge (nature), and Survival checks
    • +4 racial bonus on saving throws vs. poison, death effects and negative energy effects. Also, anubids never suffer from indigestion
    • Gains Track as a bonus feat
    • Automatic Languages: Common. Bonus Languages: Dwarven, Goblin, Orc, Ignan, Terran

    Race Adulthood Middle Age Old Venerable Maximum Age
    Anubid 20 years 58 years 85 years 112 years +3d20 years

    Race Base Height Height Modifier Base Weight Weight Modifier
    Anubid, male 4' 11" +2d10 110 lb. x(2d4) lb.
    Anubid, female 4' 7" +2d10 80 lb. x(2d4) lb.


    Gargoyle
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    Gargoyles are winged monstrous humanoids, with powerful claws and various designs of small horns.
    Gargoyles' skin texture and dull grey color makes them look like stone statues that had come to life.
    All gargoyles are completely hairless.

    Some gargoyles possess prominent canine teeth, and can use them to make secondary bite attack.
    Some gargoyles possess bony horned foreheads, and can make gore attacks.
    No gargoyle possesses both bite and gore attack (see the racial feats below).


    GARGOYLE RACIAL TRAITS:
    Zero-level HP: 8
    +4 Str, +2 Con, –2 Cha. Gargoyles are extraordinarily strong and very tough, but their sinister countenance repels others.
    Medium: As a Medium creature, a gargoyle has no special bonuses or penalties due to her size.
    Movement: Gargoyle base land speed is 30 feet.
    Darkvision: A gargoyle has darkvision out to 60'.
    Claws: A gargoyle has two claw attacks, dealing 1d4 + Str-mod slashing damage. Gargoyle claws count as both 1-H and small weapons (whatever's best for the character) for game mechanics such as TWF, PA etc.
    Gliding: Gargoyles can use their wings to glide, negating damage from a fall of any height and allowing them to travel 20 feet horizontally for every 5 feet of descent. A gargoyle glides at a speed of 40' (average maneuverability).
    Climbing: Gargoyles have a climb speed of 20'.
    Frightening: +4 racial bonus on Intimidate checks.
    Freeze: A gargoyle can hold itself so still it appears to be a statue.
    An observer must succeed on a Spot check vs. DC [20 + the gargoyle's character level + Cha-mod] to notice that the gargoyle is really alive.
    While frozen, a gargoyle's metabolism drops tenfold. This means that:
    - It can hold its breath 10 times longer than normal.
    - It can go 10 times longer without food and water.
    - The secondary effect from poison takes 10 times longer to take effect.
    Furthermore, a frozen gargoyle gains DR 5/adamantine and 50% resistance to precision damage.
    One thing that doesn't slow down when frozen, is the gargoyle's recovery rate. A gargoyle rests frozen, but never actually sleeps. Unless comatose, a gargoyle always remains aware of its surroundings.
    Becoming Frozen is a standard action that provokes AoOs. Starting at 7HD, this changes to a move action.
    Breaking Frozen state is a move action that provokes AoOs, except from creatures that have no clue that you're alive beforehand. Starting at 7HD, this changes to a swift action that doesn't provoke AoOs.
    Automatic Languages: Common. Bonus Languages: Auran, Draconic, Dwarven & Terran
    Level Adjustment: +1



    Special: A gargoyle is eligible for taking the Improved Dragon Wings feat (RotD, p.100).
    Writer's Note: Given that gargoyle wings are bat-like and function just about the same as Dragon Wings gained by some kobolds, this seems most appropriate to me.




    Racial Feats:


    Gargoyle Mandibles (General)
    Prerequisite: Gargoyle, on character creation only
    Benefit: You possess a secondary bite attack as a natural attack. The bite causes 1d4 (medium) piercing and slashing damage, plus half your Str-bonus.
    As a natural attack, a bite attack does not provoke AoOs.

    Gargoyle Horns (General)
    Prerequisite: Gargoyle, on character creation only
    Benefit: You possess a secondary gore attack as a natural attack. The attack causes 1d4 (medium) bludgeoning damage, plus half your Str-bonus.
    As a natural attack, a gore attack does not provoke AoOs.

    Fearsome Gargoyle (General)
    Your extensive practice in the use of natural attacks makes them more ferocious, dealing more damage.
    Prerequisite: Gargoyle Mandibles or Gargoyle Horns, BAB +6, Str 15.
    Benefit: The damage of your natural attacks increases to 1d6 (medium). Furthermore, you may decide to deal piercing damage with your claws and slashing damage with your secondary attack (bite / gore).


    Killoren (RotW)
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    Zero-level HP: 6
    • Low-Light Vision is 4 times farther and more accurate than humans’.
    • May switch the chosen Aspect of Nature with an uninterrupted 10min meditation.
    Aspect of the Destroyer: Instead of smiting, a Killoren manifesting this aspect treats any "foes of nature" (aberrations, constructs, humanoids, oozes, outsiders and undead) as a Favored Enemy (see the "New Feats" spoiler) and gains a continuous +2 Str increase and +2 to all Intimidate checks. Starting at characters level 12, a Killoren may choose any specific group among "foes of nature" as a Signature Enemy (see the "New Feats" spoiler). With each level beyond 12th, a Killoren may choose another Signature Enemy among "foes of nature".


    Mandrake
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    The seeds for this race began long ago in the days when I was part of a BECMI D&D group.
    Back then, materials outside core were very rear and gazetteer #3 (The Principalities of Glantri), where they wrote about this deadly magical root that can be animated, had really stirred our imagination.
    Well, I thought to myself, "if the root is alive, why can't it be animated into life instead of a construct? let's make something entirely different and with multiple purposes"

    So, this is what's been cooking in my mind for a long time, mixed with stuff I gathered from other people's works, to take the following form.



    Mandrake


    Mandrakes are commonly thought to be plant creatures that were created to be an approximation of humanoids, much like a homunculus. However, mandrakes are products of nature, in that they sprung from the lands themselves, vitalized by the sun and the magic in the soil.
    Mandrakes are extremely rare beings, formed only when a disembodied wondering fey spirit passes in the proximity of a Mandragora – a poisonous magical root – during a surge of powerful magical energies with multiple effects (e.g. the activation of a gate / prismatic wall / storm of vengeance spell), and even then, there's only 5% for this transformation to occur.


    Physical Description
    Mandrakes appear as a humanoid fashioned root, roughly of Halfling height and weight.
    They are capable of wearing clothing fitted for a humanoid.
    Mandrakes are not separated into males and females. There's no such thing as Mandrake Ecology. Despite this, mandrakes are given an outward gender appearance, though occasionally a mandrake will look like neither. Their skin is a deep reddish-black or blueish-black.
    Unlike most other plant creatures. They have capillaries that pump their poisonous blood, eyes to see, and teeth and stomachs to digest food.
    Mandrakes are Plant with the Fey subtype.

    Personality
    For plants, mandrakes are surprisingly emotional and hot-headed. However, they mellow and relax just as often, simply ignoring others rather than dealing with the fuss.
    Folk often describe mandrakes as "terse", "sour" or "grumpy", but that distinction varies from individual to individual.

    Alignment
    Mandrakes rarely muster the motivation to fight for good, evil or law, doing what they please.
    As such, they are most likely Chaotic Neutral, but may be of any alignment.

    Names
    Mandrakes prefer using classical Sylvan names, albeit shorter ones. They don't carry a lot of importance on names, and will respond to much of anything, as long as it isn't an insult. A mandrake might often be simply called Root, Bulb, Tuber or Plant.


    Zero-level HP: 8
    Racial Traits
    Ability Modifiers: Dex -2, Con +2, Int -2, Wis +2, Cha -2. A Mandrake is tough and bears the wisdom of the earth; however, it is stolid and inflexible (both physically and mentally), and finds it hard to relate to other, quick-blooded races.
    Fey: Mandrakes are of the fey type although they have many plant-like qualities and are therefore not affected by spells such as charm person and hold person. Spells which affect plant creatures beyond normal plants also affect them. Unlike many fey creatures, mandrakes can be brought back from the dead.
    Small: As a Small creature, a mandrake gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.
    Base land speed: 20'.
    Vision: Low-light.
    Immunities: poison, sleep effects and paralysis.
    • +4 on saves against stunning, mind-affecting effects and polymorph.
    Resistance to Precision-Based Damage (Ex): Mandrakes are difficult to wound and resist attacks that target vital areas, such as critical hits and rogue's sneak attack. Whenever a mandrake is subject to precision damage, there's 50% chance that the precision damage doesn't apply.
    Cold Resistance: 5.
    Vulnerability to Fire (Ex): A mandrake takes half again as much damage as normal (+50%) from fire.
    Metabolism & Ecology: Mandrakes don't need to sleep but they breathe and eat. Spellcasting mandrakes still need to rest for 8 hours to renew spells. Mandrakes have a much slower metabolism than than flesh creatures. They can hold their breath for 10 times their Constitution modifier in rounds. Mandrakes can feed off of plant remains, but greatly prefer to gain their sustenance from Earthen Rest, from which they also gain restorative benefits. If a mandrake consumes meat (either by accident or forcibly), it becomes Sickened for 1d4 hours.
    Earthen Rest (Ex): Once a day as a 1-round action, a mandrake can submerge underground in order to absorb nutrients and heal. While submerged, a mandrake heals 1 HP per minute and heals 1 point of ability damage per 10 minutes. It can absorb enough nutrients in 5 minutes to sustain itself for 24 hours though it still needs to drink to ward off thirst. When a mandrake is submerged for rest, it leaves a ventilation crack for breathing. It takes a DC 20 Spot check to notice a mandrake's ventilation crack. In areas of tall grass, the DC is 25. Emerging from underground is a move action.
    Poisonous Blood (Ex): A mandrake itself is quite toxic. Mandrake's blood is an ingested poison. Any creature that scores a bite attack on the mandrake is treated as ingesting the poison, taking an initial 1d4 Con damage and Paralysis a minute later as secondary damage lasting 1d6+1 rounds - Fort save vs. DC [10 + ½ the mandrake's HD + Con-mod]. Ingesting a mandrake whole (with the Swallow Whole ability) is treated as a successful bite attack every time the mandrake takes damage within the creature's stomach. Mandrake poisonous blood cannot be manipulated on weapons, because it loses its poisonous qualities 15 seconds after leaving the Mandrake's body.
    Death Shriek (Ex): When slain, a mandrake ends its life in a terrible supernatural shriek, as it shrivels up. Everyone within 20' of the mandrake takes 1d6 damage per HD of the mandrake. This damage is 1/2 mental and 1/2 spiritual, dealing only 50% damage to mindless creatures and 50% damage to creatures without a soul (no damage to monsters that possess neither, such as animated skeletons). Any creature whose HD total 10 less than that of the mandrake must make a Fort save vs. DC [10 + ½ the mandrake's HD + Con-mod] or die. Mandrakes are naturally immune to this effect.
    Automatic Languages: Sylvan. Bonus Languages: Any.
    LA: +1




    Sidebar: MANDRAGORA Root

    Spoiler
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    A diminutive poisonous magical plant whose purplish-white root grows in the shape of a male or female human body, with a thick batch of bladelike leaves sprouting from its "head".
    It is dangerous to harvest, since when pulled out of the ground it emits a horrifying shriek which can be fatal to those within earshot. Consequently it is relatively rare.

    Price: 500gp.
    Poison: Ingested DC 19
    Initial Effect: +2 alchemical bonus to effective CL for 1 hour.
    Secondary Effect: 1d4+1 points of Con-damage.
    Overdose: If more than one dose is taken in an 8-hour period, the user must make a Will save vs. DC 19 or become incapacitated with fear, cowering for 1d8 hours (unable to take actions, -2 AC, loses Dex-bonus to AC)


    Harvesting a Mandragora Root
    Mandragora roots grow only in dank swamps and dark, hazardous places. They are notorious for the piercing scream they emit when uprooted.
    What most people familiar with this plant don't know, is that there's a way to harvest it safely, by carefully digging around the root, avoiding uprooting it or ripping its leaves off.
    Even when safely harvested, when the root dies for any reason (dehydration/cutting/crushing...) it emits the same death shriek.

    Knowledge (nature) DC 24: You recognize the Mandragora root by its leaves.
    Trigger: When the Mandragora root is uprooted. The Mandragora root dies and unleashes a piercing scream which tears into the souls of all present.
    Effect: Close burst 20'
    Damage: 4d6 psychic damage and dazed (save ends).



    Undermountain Dwarf
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    unlike their cousins, the hill dwarves, undermountain dwarves are truly the iconic folklore types. They actually do look like the PHB drawings present dwarves – like walking tin-cans (and usually heavier than the average human).
    Racial Traits:
    Zero-level HP: 10
    • Ability scores: Str +2, Dex -2, Con +2, Cha -2
    • Darkvision 60’
    • Incredibly tough: Undermountain dwarves gain Endurance & Toughness as bonus feats.
    • Incredibly hardy: +2 to Fort saves
    • Incredibly stubborn: +4 to Will saves vs. fear and compulsion effects, and +4 to oppose any and all Cha-based skill checks.
    • Stability: +4 to Balance and vs. maneuvers when on steady ground (a sailing ship is not a steady ground).
    • At one with the earth: Stonecunning, +2 to all stone/metal/Gem related skill checks (which include Appraise, Craft etc).
    • Slow: speed 20.
    • Earth Bound: -4 to Balance checks when not standing on steady ground; -4 to all Climb, Jump, Swim & Tumble checks.
    • LA: +1


    Vulcan
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    Vulcans physically resemble a crossbreed between an Indian (Native American) warrior and an elf. They're slender, as tall as humans and have small pointy ears and an ever tan skin. They originate from a volcanic land with radical weather shifts, frequent earthquakes, toxic fumes and other natural disasters.
    Vulcan aging stages are twice as long as human's.
    Racial Traits:
    Zero-level HP: 8
    Ability scores: Str +2, Int +2, Wis +2, Cha -2. Vulcans are exceptionally strong. They have exceptional memory and an analytical mind. This stems from their recluse nature, which hinders their force of personality.
    • Vulcan base land speed is 30’.
    • Cold & Heat Resistance: 5
    • +2 to save vs. mind affecting effects. Vulcan's have strong minds.
    • +2 to save vs. magical sleep. Vulcan's can go without sleep for [1 + Con-mod] days.
    • +2 to resist fear (for a total +4), poison & disease.
    • +2 to Autohypnosis and Concentration. Vulcans are exceptionally contemplative and can easily recuperate from mental strain, distractions and physical pain.
    Bonus Feat: A vulcan chooses one of the following feats to start with: Alertness, Blind Fight, Great Fortitude or Iron Will.
    Instability: Inherently, vulcans have much more intense emotions than any other species. During their adolescence they develop their recluse nature to keep their emotions under control. However, they never totally overcome this weakness. While enraged, a vulcan is automatically confused (no save). They stop being confused as soon as their rage dies out. Such condition is always accompanied with a sense of guilt that results in a -2 penalty to initiative and Ref saves for 24 hours.
    Automatic Languages: Vulcan, Common. Bonus Languages: Any.
    LA: +1




    Racial Feats:


    Through contemplation and meditation, vulcans have unlocked 3 feats that require vulcan blood, mind and logic:

    Mind Meld
    Requirements: Vulcan, 3HD, Autohypnosis 6, Concentration 6, Introspective
    Benefits: You may form a mental bond with another willing or unconscious target with Int-score 1 or greater, by touching the target's face, concentrating for 2 rounds and making a Concentration check vs. DC [10 + 1/2 target's HD].
    Mind Meld can be initiated Wis-bonus times per day and maintained for up to Cha-bonus rounds.
    Alternatively, a Mind Meld can be initiated and maintained from a distance of up to 5ft, but then the DC is upped by +5 and the duration is cut by half.
    During a Mind Meld, both can probe each other's memories for whatever question their counterpart can answer (1 question per round) and can sense their counterpart's surface thoughts, emotions and intentions toward them (no save on both sides).
    Willing targets do not get a Will save, but unconscious creatures can make a Will save (DC 10 + ½ character level + Wis-mod) to resist such attempt.
    Once a Mind Meld begins, both sides are locked helpless, until the initiator either willingly breaks the meld or runs out of Ki to maintain it.
    A commitment given under Mind Meld cannot be broken unless Break Enchantment or a more powerful abjuration spell is used, but such intent in advance is revealed during the Mind Meld.

    Tal-Shaya
    Requirements: Monk level 6th, Freezing the Life Blood
    Benefits: The monk may perform a devastating nerve pinch against a foe one size larger than itself or smaller. In order for this attack to be effective, the target creature must have a visible neck and cannot be immune to precision damage. This attack is a standard action melee touch attack that consumes 2 uses of Stunning Fist. If it succeeds, the target must make a Fort save vs. DC [10 + 1/2 Monk level + Wis-mod], or fall comatose for 1d6+6 minutes.

    Logical Mind
    Requirements: Vulcan, Monk level 9th, Autohypnosis 12, Concentration 12, Introspective
    Benefits: The monk has learned to suppress his emotions to an extreme, and view the world in the most calculating way.
    The monk becomes immune to all forms of illusion, charm and emotional manipulation, and can never again enter a state of Rage.
    When Diamond Essence class feature is gained, the monk receives total immunity to all mortal-level mental manipulation.


    Xeph (XPH)
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    Zero-level HP: 6
    • Ability Scores: +2 Dex & Wis; -2 Str. Xeph are very agile and have a tranquil and analytical mind, but their small physique renders them a bit weaker than humans.
    • Blind Sense 60’ and Blind Sight 30’. Xephs have an inexplicable ability of sensing everything that is in their recent vicinity, provided it’s within their line of effect. Xephs’ Blindsense/Blidsight require triggering (see the features’ descriptions).
    • +2 racial bonus on saving throws against spells, spell-like and supernatural effects. Xephs have an innate resistance to magic.
    • Burst of Speed (Su): 3 times per day, a Xeph can enter a state that enables him to gain short bursts of speed. For a number of rounds equal to [3 + ¼ HD], a Xeph may enhance one of his movements in a given round (be it considered a move, standard or full round action) by 10’. This speed enhancement increases to +20’ at 5 HD and +30 at 9 HD. These bursts of speed are considered a competence bonus to the xeph's base speed.
    • Automatic Languages: Common, Xeph. Bonus Languages: Draconic, Elven, Gnoll, Goblin, Hin and Sylvan.
    • LA: +1



    .
    Last edited by nonsi; 2014-12-24 at 03:56 AM.

  7. - Top - End - #7
    Ogre in the Playground
     
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    Default Skills

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    Skills


    Omitted Skills
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    Forgery
    Forging manuscripts is folded into the study of Languages (see below).
    Forging non-manuscripts is distributed among the various branches of the Craft skill.

    Open Lock
    Folded into Disable Device (see below).

    Speak Language
    See "Skills and the study of Languages" spoiler below.

    Use Magic Device
    An item either requires spell-completion or not (see the "Redefining Magical Items' Creation" spoiler in entry #4 for more details).



    Modified Skills
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    Craft (Int)
    The following classes don’t get Craft as class skill (don't remember ever seeing an official class that doesn't have this one):
    - DFDs: Their entire being revolves around honing their natural facilities.
    - Soulknives: They shape their own equipment by the power of their minds.
    - Warlocks: Their defensive and offensive capabilities come from within and are not dependent upon mundane gear – certainly not to a point that requires master craftsmanship.

    Craft (alchemy) (Int)
    Except for Everburning Torch & Holy Water, Special Substances And Items don't require any spellcasting background.
    Also, all alchemical substances detailed in CSco and RoS are also viable for creation by non-casters.
    The creation time for alchemical gear is measured vs. silver pieces, not copper - making them 10 times faster. This makes an adventuring alchemist a viable concept, but without allowing one to always be prepared with limitless supply of arsenal (which would've been the result of measuring preparation time vs. gp).
    And here's an interesting approach for speeding up alchemy results with particularly successful checks (however, I don't subscribe to the possibility of noncasters producing magical items/substances).

    Craft and Appraise
    Ranks in a given craft automatically count as ranks in Appraise regarding products of that specific craft - even for someone that has no ranks in Appraise.

    Diplomacy (Cha)
    Redefinition: http://www.thealexandrian.net/creati...diplomacy.html
    Motivation: http://www.thealexandrian.net/creati...cy-design.html
    Note: Diplomacy is ineffective in combat, unless you know something of relevance to your target that would make it pause and think.

    Disable Device (Dex, Trained Only)
    Disable Device and Open Lock boil down to single skill - Disable Device. The DC for un/locking a lock is always +5 to the given value. This actually makes locks a lot harder to handle properly than just jamming an arbitrary device. The DC for jamming a lock is actually -5 to the given value. Jamming a lock is relatively easy.
    If you fail by -5 or more, you jam the lock or set off the trap you were trying to disable.
    Handling a jammed lock is done at a -5 penalty.
    Retries: yes. Each retry is made at a cumulative -1 penalty – to a maximum of -10 penalty.

    Heal (Wis)
    Use the Pathfinder version of the Heal skill.
    It's more detailed and I also find it more accurate.
    I also recommend the following modifications:
    1. Treat Poison: Without an appropriate alchemical substance or a magical effect, Treat Poison takes 1 round, not a standard action.
    2. Treat Deadly Wounds: Takes 30 minutes.
    3. Erode Willpower: As long as the subject is held captive, recovery takes 1 day per point eroded.
    I also suggest the following addition (DC 20):
    Repair Injury: You can repair permanent injuries or debilitations, such as a crippled leg, blindness, or permanent ability drain to a single ability score. The patient can’t regrow missing tissue, so recovering lost limbs or repairing blindness from having one’s eyes torn out cannot be accomplished. Each injury or debilitation requires a separate check when attempting a repair.

    Hide (Dex)
    Hiding is not just a matter of being totally out of sight – it's also about timing and positioning (e.g. going behind someone's back, or passing when no one's looking at your direction) – people actually do such things IRL. However, in the absence of cover, it's much more difficult to hide successfully, and when observed, you must really be a wizard at hiding to escape someone's notice. Therefore, the following options are open to anyone who's "good enough" at hiding:
    Camouflage: There's no terrain requirement, but you must beat the best Spot check by 10 points or more.
    Hide in Plain Sight: HiPS is a skill-trick that requires 12 ranks in Hide and 5 ranks in Bluff & Sense Motive. To successfully benefit from HiPS, you must beat the best Spot check by 15 points or more

    Profession (siege engineer) (Wis)
    Each rank is attributed to a different siege weapon.
    5 ranks cover them all (Ballista, Heavy Catapult, Light Catapult, Ram & Siege Tower)

    Spot & Survival (Wis)
    Track feat uses Spot skill rather than Survival (you're checking for discrepancies in the landscape)
    You need at least 2 Survival ranks in a given terrain (including urban) in order to track.

    Tumble (Dex, Trained Only)
    - Tumbling in a threatened area: Roll once. The DC is 10 + BAB of the threatening opponent(s). Evaluate separately against each opponent. It's more realistic that you usually manage to elude some and some still get a crack at hitting you (and DC 15 gets way too easy at higher levels)
    - Moving through occupied space: DC = [20 + BAB + Dex-mod]
    - Avoiding an AoO: A swift action. DC = [the "to-hit" result]



    Additional Skills
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    Autohypnosis (Wis, Trained Only)
    This skill is described here: http://www.d20srd.org/srd/psionic/sk...tohypnosis.htm
    Autohypnosis is a class skill to the Monk & Soulknife.

    Fly (Dex, Trained Only)
    Use the PF rules (at least one thing they got right) as given. They’re wonderfully detailed and easy to use, and they make a lot of sense.

    Lucid Dreaming (Wis, Trained Only)
    This skill is redefined here: http://www.ruleofcool.com/smf/index....pic,871.0.html
    Lucid Dreaming is a class skill to some Priest variants and the Monk class.

    Perform (mimic) (Cha, Trained Only)
    As a move action, you can imitate almost any sound (footsteps, a door opening or closing, or two people fighting). You cannot simulate anything louder than a shout or duplicate the sound of any magical effect like a banshee's wail. Use the Perform skill opposed by the audience's Listen skill to be convincing.



    Skills and the study of Languages
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    It's no secret that the language systems in D&D are bluntly degenerated.
    The problem with the study of language is that it doesn't fit well to any of the game mechanics. Also, using common sense, Decipher Script and Forgery are actually language-dependant abilities.
    Detailed below are the rules that I believe will fully flesh out the different lingual skills in different languages. At first glance, it would seem like a heavy toll, but given all characters gain quite a bit more skill points and quite a bit more class skills, I view this toll as more than worthwhile for RP's sake.



    You may develop the basic training in verbally using a given language by investing 1 to 3 skill points, in the order given below:

    Rudimentary conversation with a limited vocabulary [Int 3+]
    You're able to convey basic intentions, or obtain very common and straightforward information. Make a DC 14 intelligence check to understand general meaning of another conversation.

    Casual conversation with an average vocabulary [Int 6+]
    You're able to communicate effectively regarding common matters, generally understandable and able to understand conversation. Incur a -2 competence penalty to attempting to pass as a native speaker or debate or understand things of an unusual or obscure nature (such as matters requiring a Knowledge (the planes) skill).

    Complete fluency [Int 9+]
    You're able to speak the language as any native speaker.



    Below are additional things you can learn regarding a language, other than using it verbally, by investing 1 skill points for each.
    (some primitive languages have no associated alphabet, so the language rules below don't apply for them)

    Literacy [Rudimentary conversation, Int 7+]
    You're able to read, write and understand grammatical rules as well as you can speak your selected language.

    Extensive vocabulary [Complete fluency + Literacy, Int 13+]
    Your vocabulary is impressively extensive, and your understanding and command of the language enables you to flawlessly communicate with all speakers of the given language.

    Mastery [Extensive vocabulary, Decipher Script (see below), Int 16+]
    You have mastered this language, including obscure or ancient forms of it. Gain a +2 competence bonus on all checks associated with this language.

    Decipher Script & Forgery are skill-like language-dependant abilities. Once their requirements are met and a single SkPt is invested in either/both, each invested rank in a given language counts as ranks in both so-called skills and applies to that language.
    Forgery requires casual conversational skill + literacy. Forging scripts in unfamiliar languages raises the DC by +10. Once you can forge without penalties in 3 languages, the DC for unfamiliar languages is +5.
    Decipher Script requires extensive vocabulary. Once you can decipher scripts in 3 languages, you can attempt to decipher scripts in unfamiliar languages with +10 DC. Once you can decipher scripts without penalties in 5 languages, you can attempt to decipher scripts in unfamiliar languages with +5 DC.

    Note: Skill points' investment in the study of a language has the same limit as skills. You can't invest more skill points on a language than on any other skill. This limit is not applied to literacy, Decipher Scrip or Forgery and they themselves are not counted as language ranks.



    Character build & advancement, and further lingual expansion:
    - Characters start the game with the highest level of verbal fluency that their Int score allows in all of their automatic languages.
    - Without any skill points investment, any bonus language starts 1 verbal fluency level below that.
    - Spells such as Comprehend Languages and Tongues grant the equivalent of 2 temporary ranks in all languages to their recipients.
    - Elves start out literate in their native tongue.
    - Class-related bonus languages:
    . Bard: Any
    . Dragonfury Disciples gain Draconic as automatic language.
    . Hexblade: Abyssal.
    . Mage: Abyssal, Celestial, Draconic, Infernal.
    . Priest: Abyssal, Celestial, Infernal.
    . Witch: Abyssal, Celestial, Draconic, Infernal.
    Bards, Mages, Priest & Witches are literate with all of their 'startup' languages. Other characters need 2 skill points to gain literacy in a chosen language.

    Note: For any language related advancement beyond character creation, Bards consider language studying as class skill (1 point per level). All others consider language studying as C-C skill (2 points per level).



    New Uses for Old Skills
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    Note: This section is an expansion of the CAdv sub-chapter of the same name... unless the rules conflict, in which case the ones below take precedence.


    Diplomacy: Combat Diplomacy
    You can make a Diplomacy check in combat as a full-round action by accepting a +10 modifier to the DC. Opponents in combat with you are considered hostile.
    If successful, after the end of combat, you may make another Diplomacy attempt.
    The validity of both checks is subject to the DM’s approval, according to his/her assessment of the circumstances.

    Disable Device: Hide Tampering
    If you add +5 to your DC, you can conceal any tampering with a device. Anyone who inspects the device must make a Spot check against your Disable Device check result to notice your tampering. On a failed check, it goes unnoticed.

    Escape Artist: Conceal Efforts
    In exchange for a +5 to the DC, you can conceal your efforts to escape. Anyone who inspects your bindings must make a Spot check with a DC equal to your Escape Artist check result. If the check fails, they do not notice your efforts to escape. So, for example, you could leave your bonds apparently in place so a villain doesn't realize that you're actually free.

    Handle Animal: Obey Master Only
    You can teach an animal to obey only you. Teaching an animal to only obey you counts as a trick (in terms of how many tricks the animal can learn). It does not require a check; however, it increases the DC of all tricks you teach the animal by +5. Any person other than you who attempts to make the animal perform a trick takes a -5 penalty on his Handle Animal check. If the animal already knows any tricks, you must retrain it (with the +5 DC) in order to gain this benefit. If you increase the DC of the tricks you teach an animal by 10, you increase the penalty others take on their Handle Animal checks to -10.

    Heal: Draw Poison
    In order for this technique to be effective, you must perform it after the target has ingested or inhaled poison but before the saving throw against the secondary effects of the poison.
    With a successful Heal skill check against a DC equal to the saving throw DC of the injected poison, a character can suck the poison from his own wounds, or from the wounds of another and negate the poison’s secondary effects from taking place.
    In order for this skill use to have an effect, it must be applied before the victim is required to save versus secondary effects.
    This skill use requires a full round to complete – one standard action to prepare the wound and a move action to draw forth the poison.
    Draw poison can only be used to treat non-magical injected poisons.
    Try Again: Draw Poison cannot be tried again, as the healer will not know whether his attempt was successful until the time when the victim must attempt his secondary save against the poison’s effects have passed.
    Special: A healer’s kit applies to attempts to draw poison.

    Heal: Heal Self
    Taking a -5 penalty on your check, you can use the Heal skill on yourself to provide care, or treat disease or poison.

    Intimidate: Power Intimidate
    For each +5 you skill check exceeds the minimum required result, you increase the penalty you inflict by another -1.

    Jump: Long and High Jump
    Normally, when a character makes a Jump check, he must either decide to jump for height, or for distance, not both, meaning it is difficult for a character to leap across a pit and onto the top of a low hanging wall.
    Using this optional new use, however, it is possible for a character to both leap forward and upwards.
    When performing a long and high jump, the DC of the check is equal to the sum total of the standard DCs for distance to be leapt and height to be reached.
    So, for example, a character who wishes to leap across a 20' gap and grab the edge of a 4ft high stone wall on the other side would have to succeed vs. DC 20 + 16, or 36. Likewise, to leap across a 5' gap and grab a branch 6ft above the character’s head, he would require a successful Jump check vs. DC 5 + 24, or 29.
    A long and high jump can be performed from a standing position but the DC of the check is doubled as normal, so it will be a nearly impossible maneuver for all but the most skilled adventurers.
    Failure to successfully complete a long and high jump can be disastrous. On a failed Jump check, the character lands directly at the foot of the high object he was attempting to grab; if the character was leaping across a chasm, this means he will fall, potentially to his death.

    Sense Motive: Evaluate
    You can use Sense Motive to make an assessment of a social situation. With a successful check (DC 20), you can get a feeling when something is wrong. You can also tell if someone is trustworthy and honorable (or not) with an opposed Sense Motive against their Bluff check. For every +5 you top the DC of your Sense Motive check, you learn one fact about the situation at hand when evaluating a situation or individual. The DM may tell you things like someone's apparent goal(s), the nature of an interaction, and so forth.

    Sense Motive: Combat Evaluate
    As a full-round action, you study a single opponent to understand his fighting style, current disposition, and combat plans. This target must be within 30' of you. Make a Sense Motive check opposed by your target's attack bonus. If you succeed, you gain a +1 to your hit rolls and AC against that target. If you fail your check by 5 points or more, you read your foe incorrectly. For the rest of the encounter, you suffer a -1 penalty to your combat bonus against her. In return for a -5 penalty to your skill check, you increase the bonuses provided by the combat evaluate use of Sense Motive by +1. You can increase the penalty to -10 to increase the bonuses by +2. The penalties you suffer for a check that fails by 5 points or more do not increase.

    Sense Motive: Notice Influence
    You can make a Sense Motive check to notice someone acting under supernatural influence. The DC is 10 + the power's equivalent spell-level.

    Sleight of Hand: Misdirection
    You can use exaggerated movement to misdirect someone's attention away from someone or something else.
    As a move action, make a Sleight of Hand check opposed by your target’s Spot check. If you succeed, you gain a bonus to your next Sleight of Hand check (current or next round only) equal to the amount by which you beat the target’s Spot check. A successful check also creates enough of a diversion to allow others to attempt Hide or Move Silently checks in regards to your target. Your target must be able to see you in order to use this skill to distract them.
    Special: You gain a +5 bonus to this check if your target wants to believe you.
    Sleight of Hand: Mass Misdirection
    In return for a –5 penalty, you can misdirect everyone within 30'. If you increase the penalty to –10, you can misdirect everyone within 100'.

    Swim: Rescuing
    Rescuing another character that cannot swim (for whatever reason) requires 2 successful consecutive Swim checks at DC+5, and allows both of you to remain afloat.



    New Skill Tricks
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    Catfall [Jump 8, Tumble 12]
    Your ability to survive falls has become so extraordinary as to seem supernatural.
    When using the Tumble skill to reduce the effective distance of a fall, for each 10 points you beat DC 15, you reduce the effective distance of a fall or throw by an additional 10'.

    Combat Balance [Balance 5, Concentration 4, Spot 2]
    You move with such grace and agility that you are no longer flat-footed when balancing.

    Combat Climb [Climb 10, Concentration 5, Tumble 2]
    You’re not flat-footed while climbing. Also, you do not have to make a Climb check to maintain your position if you take damage. You climb in such a way as to brace yourself for any attacks.

    Conceal Action [Sleight of Hand 9, Spot 5]
    You can hide actions performed in plain view, performing them so stealthily and quickly that others can only see the results and not the action itself. This ability lets you draw and conceal one object secreted on your person as a free action each turn, before and after using it in a concealed action. Opponents receive a spot check against your Sleight of Hand roll to see what you did. If they fail their roll and there are no discernible results, they will not be aware you performed an action at all.
    Potential uses: Stabbing someone in the middle of a crowd. To passersby it'll seem as though the victim suddenly gained a stab wound, while you don't appear to have done anything.

    Delayed Sabotage [Disable Device 5]
    You can set an object to break after a certain amount of use.
    When making a Disable Device check to sabotage an item, you can spend an extra full-round action to gain greater control over when it breaks.
    You can set the item to break after a set number of usages (up to 100) or to break after a set amount of time (up to one week).

    Eyes on the Prize [Appraise 8, Spot 5]
    You have trained your eyes to pick out valuable items out with but a cursory glance.
    As a full-round action, you can make a DC 20 Appraise check to recognize the single most visibly valuable item within your range of sight (disregarding unseen factors such as most magic) and of which other items are visible worth at least 100 gp.
    The precise value of items is not revealed in this way.

    Face in the Crowd [Disguise 1, Hide 5]
    You gain a +5 circumstance bonus to your Hide checks when within a crowd.

    Haggler [Diplomacy 5, Negotiator]
    You can talk others into making more profitable transactions, at least for yourself.
    As a full round action, you can make a DC 15 diplomacy check against an indifferent, friendly, or helpful merchant.
    If you succeed, you may increase the amount that you sell a single item for or decrease the amount that you buy a single item for by 1d6 gp + 1d6 gp for every 5 points by which your check exceeded the DC.
    If the item is worth at least 1,000 gp, multiply this result by 10. If the item is worth at least 10,000 gp, multiply this result by 100.
    You may not increase or decrease the price of any item beyond 75% of its market price in this way.
    You can use this skill trick on a given merchant once per day.

    Kangaroo Leap [Jump 5, Athletic]
    You can use the inertia from one jump to make another
    If you have jumped at least 10' within the past round, you may spend a swift action to avoid doubling the DCs of Jump checks made without running starts for a single round.
    If you do make a running start, you gain a +4 bonus to the check.

    Leaping Crane [Climb 4, Jump 5, Tumble 2]
    Normally, when a high jump is successfully attempted, the jumper is left holding onto the ledge or the branch that he leapt up to grab, and must pull himself onto the object with a Climb check and a move action.
    With powerful legs and more than enough control, you simply bound to the top of the object you wish to scale, by increasing the DC of your Jump check to five times the height of the jump, rather than four times, thus forgoing the need for another move action and a Climb check.

    Master Tracker [Search 8, Survival 5, Track]
    You have seen hundreds of tracks before, allowing you to identify them on sight.
    As a swift action, you may make a Search check in place of a knowledge check to identify what kind of creature left a set of tracks (though no other information is provided in this way).

    More You than You [Disguise 12, Diplomacy 8]
    You can trick others into thinking the one you impersonate is the imposter.
    If both you and a creature you disguise as are visible in the same place and at the same time, you may spend a swift action to make a disguise check opposed by the original’s diplomacy check with a +10 bonus. If you succeed, all creatures who haven’t pierced through your disguise assume that the original is the fake (though future evidence may place this in doubt).

    My Own Creation [Craft (SOMETHING) 7, Spot 3]
    You made the sword. Of course you're good with it.
    You gain a +1 modifier in your favor on all numeric values and checks associated with all objects of your selected Craft skill (+1 to attack, damage and maneuvers for weaponsmithing; +1 to AC & Max-Dex and -1 ACP for armorsmithing; +1 on all Perform checks with a musical instrument or lock picks etc).
    Note: You must be proficient/trained in the use of the item you're creating and the result must be a masterwork item for this benefit to take place.

    Read Lips [Spot 4, Concentration 2]
    You can understand what others are saying by watching their lips move. You must be able to see them speak and understand the speaker's language.
    The base DC is 10. Add +5 to the DC for complex speech, an inarticulate speaker and for each 10' distance.
    You have to concentrate on reading lips for a full round before making your Spot check, and you can't perform some other action during this time. You can move at half speed but not any faster, and you must maintain a line of sight to the lips being read.
    If the check succeeds, you can understand the general content, but you usually still miss certain details. If the check fails, you can't read the speaker's lips.
    If the check fails by 5 or more, you draw some incorrect conclusion about the speech.
    Writer's Note: I initially thought of making this a skill on its own, but in terms of both realism and skill points cost, it's much more fitting for this one to be a skill-trick.
    The main reason I've separated this ability from the standard Spot skill is because very few people - even most of the best scouts - can truly discern what one's saying just by seeing their lips moving. And as an added value, it's now more effective.

    Resuscitation [Heal 5]
    You can save the life of a suffocating creature.
    As a full-round action, you can make a DC 20 Heal check against a suffocating creature. If you succeed, and the target is in an environment where it can breathe, it stops suffocating.
    Note: If the drowning creature was previously below their current hit points before they started drowning, this skill trick has no effect on them. Nice try, though.

    Roll with it [Jump 6, Tumble 4]
    When falling, you take damage as if the fall were 20' shorter than it actually is.

    Split-Second Forgery [Literacy, Forgery, Sleight of Hand 5]
    You can forge a short note, message, or memo with the greatest of ease.
    As a full-round action, you may make a Forgery check with a –5 penalty to write down a short message with up to one word per rank in Forgery you possess.

    Tend to the Many [Heal 12]
    You can provide medical care to a great many people.
    By spending an extra eight hours tending to the sick, you can provide long-term care for up to one person per rank of Heal that you possess, rather than just for 6 individuals.
    You can use this skill trick once per day.

    Trap Spotter [Burglar aspect of Rogue's Expertise feature]
    Whenever you come within 10' of a trap, you receive an immediate Perception skill check to notice the trap. This check should be made in secret by the DM.

    Uncanny Awareness [Search 8, Spot 5, Investigator]
    You have a knack for spotting the hidden, even when not actively trying to.
    As a swift action, you can make a single Search check as if searching all squares within 20' line of sight, learning as much as if you had taken 10.
    This does not enable you to notice details obviously hidden from your immediate line of sight (such as writing written on the underside of a table).

    Whip Climber [Use Rope 5 ranks, proficiency with the whip]
    You can use a whip as a makeshift grappling hook, lashing it around a protrusion or other firm, weight bearing object in order to climb a wall or swing across a chasm. You make Climb checks using the whip as if it were a normal rope. Using this feat requires a Use Rope check as normal for securing a grappling hook (PH 86) but takes only a move action.



    Skill Synergies
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    In addition to the +2 Synergy bonus at 5 ranks, for each additional 5 ranks you increase the Synergy bonus by +1 (e.g. at 15 ranks the Synergy bonus would be +4).

    New Skill Synergies

    - Bluff syn. to Innuendo (fool others)
    - Craft (locksmithing) syn. to Disable Device
    - Diplomacy syn. to Gather Information
    - Heal syn. to +K HP to all healing spells, where K = [Synergy value * Spell-Level]
    - Perform (acting) syn. to Bluff.
    - Perform (dance) syn. to Balance & Tumble
    - Perform (oratory) syn. to Diplomacy & Intimidate
    - Profession (herbalist) syn. to Heal
    - Profession (sailor) syn. to Use Rope & Balance (on floating surfaces and otherwise unsteady ground)
    - Sense Motive syn. to Innuendo (deliver message to target)
    - Sleight of Hand syn. to Use Rope
    - Survival syn. to Searching for tracks in the specified area (also makes Survival viable for granting synergies in multiple landscapes)



    Skills for the other 3 senses (optional rules)
    Spoiler
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    Smell (Dex)
    Spoiler
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    Code:
    Smell DC 	Task
    15		Notice (but not identify) a distinct and obnoxious smell, such as ghast’s stench. No action required.
    20		Identify a familiar smell.
    20		Locate a particular scent when actively sniffing for it. Requires 1 minute. No retry.
    25		Identify a known distinct and obnoxious smell, such as ghast’s stench. No action required except on retries (which requires a 	
    		move action).
    25+spell level	Identify a potion. Requires 1 minute. No retry.
    25+spell level	Smell the lingering effects of a magical spell with material components. Requires 1 minute. No retry.
    30		Identify a semi-familiar smell.
    30		Notice a particular scent without actively sniffing for it. No action required.
    30		Determine if a particular creature is diseased. Requires 1 minute. No retry.
    40		Determine the type of infliction a diseased creature has. Requires 1 minute. No retry.
    Check: The DCs for Smell checks relating to various tasks are summarized on the table above.
    Action: Varies, as noted above.
    Try Again: See above.
    Special: If you have either the Assimilate or Connoisseur feat, you get a +2 bonus on smell checks.
    If you have Resonance Hound and/or Resonance Sniffer feats, you may use the smell skill instead of the appropriate skill listed with the feat.
    Creatures with the Scent ability gain a +8 racial bonus to all smell checks.


    Taste (Dex)
    Spoiler
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    Code:
    Taste DC 	Task
    5		Identify the type of food or drink being consumed. No action required.
    10		Determine if some food or drink is spoiled.
    20		Determine if some food or drink is poisoned. Requires a full-round action. No retry.
    25+spell level	Identify a potion. Requires 1 minute. No retry.
    30		Determine the type of poison within food or drink. Requires a full-round action. No retry.
    Check: The DCs for Taste checks relating to various tasks are summarized on the table above.
    Action: Varies.
    Try Again: Yes.
    Special: If you have either the Assessor or Connoisseur feat, you get a +2 bonus on taste checks.


    Touch (Dex)
    Spoiler
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    Code:
    Touch DC 	Task
    10		Recognize a familiar face.
    15		Recognize a word in a hand-written text. 1 Round
    20		Recognize an unfamiliar face.
    20		Notice fine cracks, scrapes or dents upon a hard surface
    25		Find hidden writing on a piece of paper or parchment
    30		Recognize a word from a printed text. 3 Rounds
    Check: The DCs for Touch checks related to various tasks are summarized on the table above.
    Action: Typically 1 minute.
    Try Again: No.
    Dwarves receive their stonecunning bonus when the hard surface is rock or stone.
    Special: Creatures with the Tremor Sense ability gain a +4 racial bonus to all Touch checks.



    Sense-Skills as Class-Skills
    Code:
    Smell:	Bard, Druid, Rogue, Witch
    Taste:	Bard, Druid, Witch
    Touch:	Bard, Monk, Rogue, Soulknife
    More Skill-Synergies
    Code:
    Smell	-	Craft (herbalism)
    Taste	-	Craft (herbalism)
    Touch	-	Craft (all hand-made items)



    Perception Skills – Reactive Mechanics
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    When a character/creature is to make a Spot/Listen (/Smell/Taste) check for something it is unaware of, replace the d20 roll with a fixed 10.
    This rule is set because of the unrealistic (and game hurting) mechanic of needing to beat impossible odds when trying to sneak vs. multiple creatures.
    So, if for instance, you're trying to sneak a group of low-level guards, just take the one with the highest overall Spot modifiers and roll for Hide vs. DC [10 + Spot-modifiers].
    Next take the one with the highest overall Listen modifiers and roll for Move Silently vs. DC [10 + Listen-modifiers].
    If you're successful vs. both checks, you successfully sneak passed them.
    This rule is symmetrical for both PCs and NPCs/monsters.

    If a perception check is made when the characters/creatures know they're supposed to be looking for something but don't know what they're looking for, the DC is increased by +5.
    If the characters/creatures know what they're looking for, the DC is increased by +10 (as if taking 20).







    Note: Every time a skill name appears within these house rules with a number attached, the number indicates a skill rank.

    .
    Last edited by nonsi; 2014-12-25 at 06:17 PM.

  8. - Top - End - #8
    Ogre in the Playground
     
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    Default Feats

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    Feats


    Omitted Feats
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    By Categories
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    Spellcasting Action Modifiers
    Action-Economy manipulation by spellcasters (Quicken/Chain/Twin Spell) is the worst game balance offender of them all. There’s a handful of quicken/immediate action spells – that’s the only way of casting more than a single spell per round.

    Extra Slot
    Inappropriate mechanics according to these rules.

    Faith Feats (CDiv)
    No faith points under these rules.

    Luck feats
    Any feat that increases/adds stats/rolls based on luck/karma/watchful spirits/divine intervention.

    Metamagics Reducers (CA)
    No. just plain simple NO. This is no more than a cheap minmaxer's tool.

    Multi Class-Feature advancement (e.g. Ascetic Mage)
    See the multiclassing rules in the "Classes Intro" entry.

    Sudden Metamagics (CA)
    No need anymore. Automatic Metamagic (see the new feats below) covers them all neatly now.


    PHB I
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    Dodge
    This is a really crappy feat. Furthermore, these rules already provide rules for built in Dodge AC progression.
    Disregard all requirements for this feat.

    Great Cleave
    See the modified Cleave.

    Heighten Spell
    See the Spellcasting entry

    Improved/Greater TWF
    See the redefined TWF rules.

    Improved Critical
    No crit under these rules.

    Improved Initiative
    Add base Ref-save bonus to initiative instead.

    Natural Spell
    See the Druid remake.

    Point Blank Shot
    PBS is plain simple targeting something within 1st range multiplier distance.

    Quicken Spell
    GONE. Anyone who wishes to cast swift spells should take spells with swift-action for casting time.

    Scribe Scrolls
    Not a feat.
    It's available automatically to the Priest (excluding Elemental Adept), Mage and Bard classes – the ones that study magical powers via written scripture, but to no other class presented here.

    Spring Attack
    See the combat rules section.

    Weapon Focus/Spec/Mastery/Supremacy
    In the PHB, these are Fighter-only feats. Now the Fighter remake has intrinsic combat stats increase with chosen weapons.
    All prereqs for those feats are nixed; however, the "Fighter Level" requirements are carried forward as "BAB" requirements.


    PHB II
    Spoiler
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    Bonded Familiar
    This type of bond never exists under these rules.

    Combat Acrobat
    Plane simple unnecessary (there are skill feats that do it better).

    Combat Focus
    See the Warrior's 3rd-level class feature.

    Combat Strike
    See the Warrior's 17th-level class feature.

    Ki Blast
    Crappy feat.

    Lunging Strike
    See the Warrior class.

    Robilar's Gambit
    The Warrior class already gains this ability at no penalty.

    Short Haft
    This is how Polearms function, they just cannot be used in confined spaces.

    Telling Blow
    No crits under these rules.

    Tumbling Feint
    Tumbling to avoid AoOs… to augment feint… to augment Attack roll(!) Way too complicated.

    TW-Pounce
    This is already covered by the revised TWF rules.


    CAdv
    Spoiler
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    Danger Sense
    Natural perception capabilities don't have #uses.

    Dual Strike
    See the combat rules section.

    Oversized TWF (CAdv)
    According to the description of TWF in the Modified Feats, this one becomes a no-brainer. Also, if someone wishes to dish out more damage and enjoy PA – it comes at the expense of accuracy.

    Versatile Performer
    Just because it makes no sense (why should oratory skills have any bearings on how you play the violin?).


    CW
    Spoiler
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    Arcane Strike
    See Spellstrike - post #10, "Spellcasters and Multiclassing" spoiler.

    Shock Trooper
    There are already plenty of ways in these rules to enhance damage, and the other aspects of the core feat are covered by other feats below.

    Spinning Halberd
    See Double Weapon Fighting below.

    TW-Defense
    Warriors won’t need it (see the Warrior class), the rest won’t take it anyway.




    Modified Feats
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    By Categories
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    Improved Combat Maneuvers
    Imp. Bull Rush, Imp. Disarm, Imp. Sunder & Imp. Trip allow the attacker to choose one of the following when used:
    - Not allow enemies to retaliate on a failed attempt.
    - On success, the attacker can make an immediate follow-up attack (in the vein of the official Improved Trip feat).
    In both cases, the attacker gains +4 to all <MANEUVER> related opposed checks and doesn’t provoke AoOs.

    Skill-Feats
    A skill-feat makes the two selected skills class-skills regardless of class. Furthermore, the bonuses granted by skill-feats actually count as skill-ranks for all intents and purposes. Skill-feats never stand by themselves as requirements for anything, as all they do is improve your aptitude regarding the selected skills - it's the ranks that count.

    Saving Throw Focus (Fort/Ref/Will)
    Benefits: Choose a save type (Fort, Ref or Will).
    If the save progression is poor, it becomes good. If it's already good, it's increased by +2.
    This feat may be taken twice for a poor saving throw, making it [good +2].
    Note: Whenever Great Fortitude, Iron Will or Lightning Reflexes are mentioned in this document, they refer to this feat with a specific save selection.



    PHB I
    Spoiler
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    Blind-Fight
    Also permanently adds Listen to your list of class skills.

    Cleave
    Requirements: BAB +4, wielding a slashing weapon.
    Benefits: You know how to, in certain cases, seize the moment after an attack and gain a no-cost attack vs. an opponent who's distance from you AND your primary target doesn't exceed your reach.
    The situations that allow you to cleave an additional target are:
    - Felling your primary target. You may follow-up a cleave with another cleave whenever you fell an opponent
    - Starting at BAB +6, you may cleave when make a single attack as a standard action. You have to hit your primary target in order to cleave, but you don’t have to fell your primary target.

    Combat Reflexes
    Requirements: base Ref save +2
    Benefits: You may take an immediate actions while flatfooted, but you must be aware of your opponent and technically able to react (e.g. a humanoid usually cannot react while climbing through a narrow passage).
    BAB +6 allows you to strain yourself and attempt an additional AoO at the expense of a move action in your next combat turn.
    BAB +11 allows you to strain yourself and attempt a 3rd AoO. Your 2nd & 3rd AoOs come at the expense of a standard action in your next combat turn.
    Lastly, with BAB +16, you can now attempt a 4th AoO by forfeiting your next turn altogether.

    Deflect Arrow
    Snatch Arrow (S&F) is folded into this feat.

    Diehard
    You also gain +2 increase to all Con-associated ability checks.

    Eschew Materials
    This feat encompasses increasing values of spell components with level increase:
    Level 1: Eschew up to 1gp worth of materials.
    Level 5: Eschew up to 5gp worth of materials.
    Level 9: Eschew up to 10gp worth of materials.
    Level 13: Eschew up to 20gp worth of materials.
    Level 17: Eschew up to 50gp worth of materials.

    Improved Bull Rush
    DOES NOT have PA as prereq, but it DOES require Str 13+.

    Improved Disarm
    If you have a free hand when you successfully disarm an opponent, you may make a DC 15 Ref save to catch the weapon in your free hand, or cause the weapon to fall into any space adjacent to you.

    Improved Feint
    Starting at BAB +6, you may feints as a swift action.

    Improved Trip
    Also add Balance to your list of class skills.

    Improved Turning
    Grants +2 levels on turning checks, not +1.

    Maximize Spell
    Damage of area-effects can't be maximized, only sing-target spell effects.

    Mounted Combat
    Requirements: Ride 4
    Encompasses Ride-By Attack in it. Protecting your mount is an immediate action, not a free action.

    Precise Shot
    Also add Spot to your list of class skills.

    Run
    Also encompasses Dash, to grant +5’ speed increase.

    Skill Focus
    Requirements: 4 skill ranks
    Benefits: This feat makes the chosen skill a class skill for you, for all classes. Furthermore, it grants a +3 bonus to that skill and allows you to take 10 when performing it, even while rushed or threatened.
    Special: If you have 12 or more ranks in the selected skill, the bonus from Skill Focus increases to +5.

    Track
    Tracking someone that has taken the Track feat, automatically takes a penalty equal to 1/3 the target's total Search modifier, if the target moves no faster that his regular travel speed.
    If that someone moves at ½ travel speed in an attempt to cover their tracks, the tracker takes a penalty equal to 2/3 the target's total Search modifier and 1/3 for the target's traveling companions (should they follow his guidance). The target may choose to move at ¼ travel speed to apply the 2/3 penalty to all his companions and full-rank penalties to his own tracks.

    Toughness
    Grants 2HP + 1HP per HD. Toughness can be taken [1 + BAB/10] times at most.

    TWF
    Benefits: You gain iterative attacks with each of your held weapons, taking penalties on all attacks, including AoOs (attack penalties are as per core rules).
    A 20th level warrior with TWF that holds 2 small weapons thus has +18/+18 / +13/+13 / +8/+8 / +3/+3.
    You do not need to make a full round action in order to gain a single offhand attack.
    You can refrain from attacking with the offhand weapon and use it to feint, or to “aid self” on your primary iteratives, or gain a shield bonus to AC equal to your number of iterative attacks (+4 at BAB +16) until the beginning of your next turn. The latter replaces the TW-Defense line.

    Whirlwind Attack
    Requirements: BAB +6, Cleave, Mobility
    Works according to the SRD, but is inapplicable with piercing damage.



    PHB II
    Spoiler
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    Acrobatic Strike
    Requirements: Mobility, Tumble 6
    After avoiding an enemy's AoO using Tumble, if you hit that enemy with an attack before the end of your turn, that enemy must succeed on a Will save (DC [10 + 1/2 BAB + Dex-mod]) or be Confused for 1 round.

    Brutal Strike
    Requirements: Str 19+, BAB +6
    Benefits: Whenever using PA, if your attack hits and deals damage, the struck foe must succeed on a Fort save (DC [10 + 1/2 BAB + Str-mod]) or be Sickened for 1 round.
    If you hit a foe twice or more in the same round, a 2nd failure means the target is Nauseated for 1 round and then Sickened for the next round.

    Combat Awareness (combat form)
    Requirements: Combat Focus class feature
    This ability's blindsense stacks with blindsense from any other source.

    Combat Defense (combat form)
    Requirements: Combat Focus class feature
    +1 dodge AC during Combat Focus for each Combat Form feat taken (including Combat Defense).

    Combat Stability (combat form)
    Requirements: Combat Focus class feature
    No change except the prereq.

    Combat Vigor (combat form)
    Requirements: Second Wind class feature
    No change except the prereq.

    Crossbow Sniper
    Requirements: BAB +3 , Far Shot , Precise Shot , Weapon Proficiency (any crossbow)
    You add your Dex-mod to damage when using a crossbow. If you have SA ability, the maximum range at which you can make such attacks increases to 3 times the weapon's range multiplier.

    Einhander
    Requirements: BAB +6, Tumble 6, Sleight of Hand 4
    Benefits: When fighting with a Light or One-Handed weapon in one hand and with nothing in the other, you gain the following 3 tactical advantages:
    - Narrow Profile: You receive a +2 Dodge bonus to AC when fighting defensively or using Total Defense.
    - Off-Hand Balance: You receive a +2 bonus on Tumble checks.
    - Off-Hand Swap: If you also possess the TWF feat, you may, as part of a full attack, feint once as a free action. If you already possess the ability to feint as a free action, then this maneuver adds +4 to your next attack roll rather than granting you a second free action feint.

    Penetrating Shot
    Limited to 1 target per Str bonus (minimum between your Str-mod and the bow's modifier) and requires a composite long/short bow.

    TW-Rend
    The extra damage = [1d6 + (2 * Str-mod)].



    CAdv
    Spoiler
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    Brachiation
    Not usable in medium/heavy load or heavy armor.

    Disguise Spell
    May not be used in conjunction with metamagic feats.

    Improved Swimming
    Also grants +4 to all swim checks.



    CArc
    Spoiler
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    Persistent Spell
    Requirements: Extend Spell
    Benefits: Spells affected by this metamagic have their duration increased to the next time category (to a maximum of 24 hours):
    - Each round counts as a minute.
    - Each minute counts as 10 minutes.
    - 10 minutes count as an hour.
    - An hour counts as 6 hours.
    Spells with concentration, instantaneous, or permanent duration are unaffected by this feat.
    Spells whose effects are discharged still end normally when they are discharged.
    A persistent spell counts as a spell of 2 levels higher than the spell’s actual level.
    Note: Extend Spell and Persistent Spell DON'T stack.



    CDiv
    Spoiler
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    Disciple of the Sun
    Spend 2 turning attempts at once to gain a 2-level boost + Daylight illumination for [1 + Cha-mod] rounds.

    Divine Spell Power
    The priest gains +1 CL increase for each 8 class-levels (rounded down).



    CW
    Spoiler
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    Anvil of Thunder (weapon style)
    Improved Sunder prerequisite is omitted.

    Bear Fang (weapon style)
    Has Improved Grapple instead of Power Attack as a prerequisite.

    Clever Wrestling
    Has Improved Grapple instead of Improved Unarmed Strike as its prerequisite.

    Combat Brute
    Requirements: Str 15+, BAB +4, Improved Bull Rush, Improved Trip
    Benefits: This feat grants the following options
    - Directed Push: you can Bull Rush your opponent on a diagonal axis and not just straight forward to you.
    - Explosive Power: you can Bull Rush from a stand still.
    - Toss: You can make an automatic trip attempt against a successfully bull-rushed opponent at the end of your Bull Rush distance. Even if successfully tripping, you're not entitled to an additional attack.

    Crescent Moon (weapon style)
    Rapier is also an acceptable weapon (and Rapier was the weapon used for this style IRL).

    Dash
    Once per round, you may add 10’ to your speed when moving as a standard/full-round action. You can do this a number of times per day equal to your Con-score. Also, your overall land movement speed is increased by 10’ when traveling.

    Elusive Target
    This feat is inapplicable when wearing medium or heavy armor (regardless of feats that would alleviate their movement restriction) and when carrying medium or heavy load.
    Reason: Now that Dodge feat is omitted, this one would become a no-brainer otherwise. Also it makes more sense that way.

    Formation Expert
    Wall of Polearms also grants a +2 damage bonus against charging or mounted foes (+4 damage to charging mounted foes) under the indicated circumstances.

    Hammer’s Edge (weapon style)
    Improved Bull Rush is omitted.

    Improved Familiar
    Goes with the territory of gaining levels as a Witch. All presented monsters in CW, FrCS, PGtF, RoF and CSco are good to go.

    Improved Rapid Shot
    Doesn’t have Manyshot as prerequisite, but does have BAB +8.

    Lightning Mace
    Requires BAB +6, but for each successful hit, your next attack roll (within your combat turn) gains a cumulative +1.

    Net & Trident (weapon style)
    With Quick Draw, you can draw an alternative offhand weapon and use it in the full attack.

    Phalanx Fighting
    Does not require you to use a light weapon.

    Prone Attack
    Doesn’t have Lightning Reflexes as a prerequisite, but does have BAB +3.

    Raptor School
    Each +10 to the DC adds another +2 to damage. Hawk's eye bonus is not wasted after 3 rounds have passes (the edge is maintained as long as the target is being observed).

    Sun School
    Flash of Sunset allows attacks according to the remaining combat-turn action-quota.

    Three Mountains (weapon style)
    Does not have Improved Bull Rush as a prerequisite. DC = [10 + ½ BAB + Str-mod]



    Others
    Spoiler
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    Dragontouched DrMg
    In addition, this feat grants you a +1 save bonus vs. spells and powers with the energy type of the chosen ancestry (rather than being untyped ancestry), and makes you count as being Dragon blooded.
    This removes the need for Draconic Heritage feat.

    Greenbound Summoning LEoF
    A metamagic feat with +2 spell-level adjustment.

    Wild Cohort
    Benefits: This feat functions as given, but may be taken multiple times, according to the rules below.
    For each level divisible by 6, a character may take this feat one more time. Each time this feat is taken beyond the first, the character’s level counts as being 3 levels below the character’s actual level - cumulative.
    So, in practice, a 6th level character is eligible for taking an additional Wild Cohort, counting as a 3rd level character for that specific Wild Cohort feat.
    Starting at 12th level, a character is eligible for taking a tertiary Wild Cohort. For the purpose of taking a tertiary Wild Cohort, the character counts as a 6th level character for that specific Wild Cohort feat.
    And so on.
    Special: A character may take 2 tertiary wild cohorts instead of one secondary companion, and a tertiary wild cohort may be replaced with 2 wild cohorts, according to the character’s level minus 9 rather than 6 (and so on).



    .
    Last edited by nonsi; 2014-12-27 at 04:06 AM.

  9. - Top - End - #9
    Ogre in the Playground
     
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    Default Feats (Cont.)

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    Feats (Cont.)


    New Feats
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    Martial Combat Feats
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    Agile Archery
    Requirements: Mounted Archery, Shot on the Run
    Benefits: You can move around and shoot things with surprising effectiveness.
    You suffer no penalties for firing from unstable ground, a running steed, or any of that.
    You may take a full round action running and make a single ranged attack from any point during your movement. You retain your Dex-mod to AC while running.

    Always Ready
    Requirements: Danger Sense, BAB +8
    Benefits: You are never surprised and always act on the first round of any combat.
    When (and if) benefiting from Combat Focus, you cannot be caught flat footed - except when climbing.

    Armor Mastery (medium)
    Requirements: BAB +4, Str 15+, Medium Armor Proficiency
    Benefits: Medium armor no longer hinders your base land speed and your max-Dex increases by +1 when wearing any type of light/medium armor.
    Dwarves: A Dwarf is automatically considered to have med. armor mastery when he gains med. armor proficiency.

    Armor Mastery (heavy)
    Requirements: BAB +9, Str 19+, Heavy Armor Proficiency, Armor Mastery (medium)
    Benefits: Heavy armor no longer hinders your base land speed and your max-Dex increases by +1 when wearing any type of armor (stacking with Armor Mastery (medium)).
    Dwarves: A Dwarf can take heavy armor mastery at BAB +6 and doesn't need med. armor mastery.

    Armor Specialization
    Benefits: Choose one specific type of armor you are proficient with that doesn't hinder your land speed. When wearing that armor type, your armor check penalty is reduced by 2, your max-Dex bonus is increased by 1 and your ASF is decreased by -10%. This feat can be taken multiple times, to be applied to different armor types.

    Armor Optimization
    Requirements: Armor Specialization
    Benefits: Your experience with your armor of choice has taught you how to receive blows in a manner that will penetrate your armor's defenses less efficiently, effectively increasing your armor AC with your armor of choice by +2.

    Armored Invoker
    Requirements: Invocations class feature
    Benefits: You have learned how to limit your movements while using your class-related invocations and no longer suffer any chance of ASF while donning light armor.

    Bend like a Reed
    Requirements: Monk level 5th, Dex 15
    Benefits: Even the strongest, most straightforward and brutal martial artists know that the best way to resist an opponent is not always brute force versus brute force.
    Instead, monks know that the best way to defeat a strong opponent is very often to yield to him, to bend before his fury as the reed bows to the wind.
    - When making a defensive check against Bull Rush, Grapple, Overrun or Trip attempts, the monk can use Balance as a free action to attempt to negate any advantages in size, Strength, or momentum the opponent may possess. The monk must succeed on a Balance check vs. a DC [15 + the opponent’s Str-mod + size modifier (if any)].
    - By increasing the DC of the check to [25 + the opponent’s Str-mod + size modifier], the monk can truly turn his opponent’s own Strength against him – turning all opponent's Str & momentum bonuses into penalties.

    Bladed Cover
    Requirements: Proficiency with a bludgeoning/slashing weapon, Base Ref +5
    Benefits: When applying total defense and not threatened in melee, all missile attacks from a 90-degree cone (selected by you at the beginning of your turn) take a -2 hit penalty and have 20% miss chance.

    Charge Breaker
    Requirements: BAB +4
    Benefits: Opponent that charge you provoke AoOs from you.
    When making an AoO against a charging foe with a weapon which may be set against a charge, you may treat your weapon as if it were actually set to receive a charge without taking the ready action.
    When taking the ready action (with any weapon), you gain +4 to hit an opponent that's charging you. If you hit, you deal double damage (or triple damage with a weapon that can be set vs. charge).

    Close Combat Archery
    Requirements: BAB +6, Mobility, Shot on the Run
    Benefits: You can attack with a Bow (any type) or tossed objects, even while threatened, and not provoke AoOs.

    Combat Cloak Expert
    Requirements: Dex 15+, BAB +3, proficient with a shield/buckler, Bluff 3
    Benefits: while wearing a cloak and having a free hand, you gain +1 dodge AC and +1 deflection bonus to AC. 

    Combat Grip
    Requirements: Combat Focus class Feature
    Benefits: You have been trained to guard your weapon from being manipulated by your foes.
    you add +4 to your defensive opposed roll vs. maneuvers that target your weapon, such as Disarm and Sunder.
    If you have 2 additional Combat Form feats, this bonus is increased to +8.

    Confound the Big Folk
    Requirements: BAB +8, Underfoot Combat (RofW; p.152), Tumble 10
    Benefits: When you occupy a square with a creature at least two size categories larger than you, you may use the following 3 tactical maneuvers:
    - Knee Striker: The creature is considered Flat-Footed against you.
    - Underfoot Defense: When you Fight Defensively or use Total Defense, any melee or ranged attack on you, other than by the creature that shares his space with you, has a 50% chance of striking the creature instead of hitting you.
    - Unsteady Footing: You may initiate a Trip attack on the creature without provoking AoOs from it. You can add your choice of Str/Dex-mod to you check. Your opponent does not get to add his/her size bonus to its roll. If the Trip attempt fails, your opponent does not get to try to trip you.

    Controlled Rage
    Requirements: Rage, Concentration 4
    Benefits: You may perform any Int/Wis/Cha skill-based task that can be completed in a full-round action or less, and retreat while raging is now a viable option.

    Counterattack
    Requirements: Warrior level 10th or BAB +14, Elusive Attack
    Benefits: Counterattack is based on the core Fighter's feature described in PHB II, but modified as follows:
    When counter-attacking, you can react to as many attackers as your regular number of attacks per round - all at full BAB, but just once per attacker.
    Anyone that remains threatened by you from the beginning of your Counterattack turn till the beginning of your next turn (including one of your attackers) provokes an AoO that (if applicable) is resolved before your next turn.

    Crack Shell
    Requirements: Int 13+, BAB +6, Spot 6]
    Benefits: You've learned how to make attacks that can damage your foes' armor or natural armor.
    By spending a swift action and making a successful Spot check vs. DC [10 + your opponent's armor AC] you can reduce your opponent's armor value by 1 point per 10 points of damage your attack inflicts.
    Manufactured armor damaged this way is destroyed when its armor bonus is reduced to 0 (armor bonus includes magical enhancements). Furthermore, damaged armor dangles in an uncomfortable way, which increases its ACP by 1 per AC loss. This extra ACP can be negated in 1d6 minutes of improvised stitching.
    Natural armor damaged this way is restored by any means that restore Con damage, and in equal amount.

    Crippling Strike
    Requirements: BAB +3, Int 13, Spot 6
    Benefits: When making an attack roll and scoring a hit, for each +5 by which your roll beats your opponent’s AC, you may calculate your attack roll as -5 below your actual score (see Crit Substitution in the combat rules entry).
    Pick a movement mode used by your target, such as climbing, flying, or walking. For each -5 penalty voluntarily taken, you reduce its speed by 5’. If you reduce your target’s speed to 0, it cannot move on its next turn using that mode and is restricted to 5’ on further actions. A flying creature drops one maneuverability category for every 10’ of speed it loses (to a minimum of clumsy). At speed of 0 it immediately falls and takes damage as normal.
    Note that this effect reduces a target’s base speed as well as its speed after accounting for armor and encumbrance.
    The effects of this maneuver stack with other effects that reduce speed. They last until the creature receives healing of any kind.
    Special: You cannot negate a creature’s movement if it moves without the aid of an obvious anatomical means, such as wings or legs. You target muscles, bones, etc. Thus, you could not negate the aerial movement of a mage who is using a Fly spell.

    Danger Sense
    Requirements: Uncanny Dodge, BAB +4
    Benefits: You react to danger with uncanny effectiveness.
    You may make a Sense Motive check (opposed by your opponent's Bluff check) immediately whenever any creature approaches within 60’ of you with harmful intent. If you succeed, you know the location of the creature even if you cannot see it.

    Disgorgement Fist
    Requirements: Monk level 1 or Superior Unarmed Strike, BAB +4, Heal 5, Spot 3
    Benefits: You know how to make unarmed attacks with surgical accuracy, attacking the target’s diaphragm with incredible force, forcing it to disgorge the contents of their stomachs and lungs in a convulsive gasp.
    You may use this ability either to save allies from the negative effects of ingested / inhaled poisons, or to injure your opponents.
    When using Disgorgement Fist to negate poison, you must dedicate a standard action to centering yourself and prepare your target to receive the blow and then must strike them with an unarmed attack using your palm. You then strike your ally in the area between the stomach and chest. In order for this technique to be effective, you must perform it after the target has ingested or inhaled poison but before the saving throw against the secondary effects of the poison takes effect.
    If the target is willing to receive the blow, you must make a successful attack vs. AC 10.
    If the target is not willing, then the monk must succeed with a normal attack roll. If the attack roll is successful, then the targeted creature is entitled to a Fort save vs. DC [10 + ½ Heal ranks + Wis-mod] to resist the effect.
    When Disgorgement Fist is successful, the target instantly disgorges the contents of their stomach and exhales their breath in a long gasp, vomiting and breathing out whatever non-magical ingested or inhaled poisons and toxins are within their body, negating the poison’s secondary effect.
    The target is then nauseated for one full round.
    You can also use Disgorgement Fist to deal normal damage and nauseate opponents without providing its beneficial effect.

    Disrupt Special Ability
    Requirements: BAB +8, Crippling Strike, Int 15, Spot 8
    Benefits: using a standard action, you chop at a creature’s eyestalk, slice at its mouth, or otherwise act to disrupt one of its special abilities.
    You can make a full round action attack, selecting a part of the creature’s anatomy that is obviously the source of, or provides the impetus for a supernatural or Ex ability, such as a creature’s mouth (for a breath weapon) or its eyes (for a gaze attack).
    You cannot target a spell-like ability unless the DM judges that the creature generates it through the use of some organ or other body part. If your attack hits, the creature loses the benefit of that ability until it receives magical healing or heals naturally.

    Double Step
    Requirements: Tumble 6, Jump 9, movement rate 40 or more
    Benefits: When in light or no armor and light loaded, you can take two consecutive 5’-steps instead of the usual single 5’-step.

    Double Weapon Fighting
    Requirements: Tumble 2 or Perform (dance) 2 or Balance 2.
    Benefits: DWF is different than TWF.
    You gain a single iterative attack with your weapon’s back side, taking a -5 to your attack roll.
    This attack counts as made by a 2-H weapon for all intent and purpose (increased Str-bonus, PA etc).
    A 20th level warrior, thus has the following attack bonuses (not including modifiers): +20/+15/+10/+5 / +15.

    Dungeon Crasher
    Requirements: BAB +3, Knowledge (dungeoneering) 6, Improved Bull Rush
    Benefits: As detailed in Ds.

    Dungeon Juggernaut
    Requirements: BAB +6 , Knowledge (dungeoneering.) 9, Dungeoncrasher, Combat Brute
    Benefits: As detailed for the Improved Dungeon Crasher ASF in Ds ("Improved..." is highly unimaginative and is reserved for specific maneuvers).

    Elusive Attack
    Requirements: Warrior level 6th or BAB +10
    Benefits: Same as the PHB -II Fighter's ACF of the same name.

    Elusive Stalker
    Requirements: Fast Stealth Rogue talent, Ambush Rogue talent
    Benefits: You can make a SA against an unaware target and Hide vs. that target immediately after attacking, with no penalty. You still need cover to hide and you take a -5 penalty to Hide vs. other creatures in the same room.

    Expert Tactician
    Requirements: BAB +2, Int 13
    Benefits: You are adept at reacting to changing circumstances.
    Whenever you take the Ready action, you may ready two separate actions each with its own trigger.
    You may still only capitalize on one of them, even if both circumstances conjoin.

    Favored Enemy
    Requirements: Knowledge (according to the relevant monster group) 4
    Benefits: You learn the best tactics for combating a particular group of creatures (as given for the core Ranger, treating all humaniods as one group).
    You gain +2 to initiative, +1 to hit, +1 to AC and +2 to damage against a favored enemy.
    This feat can be taken multiple times. Each time it is assigned to a different group of opponents.

    Feint Buster Tactics
    Requirements: BAB +4 , Improved Feint
    Benefits: You have mastered counter tactics vs. Feint.
    Whenever you successfully deny an opponent’s Feint attempt, you may spend your immediate action to gain an AoO against them.

    Fleet of Foot
    Requirements: Dex 15+, Run
    Benefits: You can make a single 90-degree turn or two 45-degree turns while running or charging.

    Floors-Are-Walls Understanding
    You recognize that a floor is pretty much just a horizontal wall.
    Requirements: Dungeoncrasher, Improved Overrun
    Benefits: Whenever you Overrun a creature, you deal damage as if you had Bull-Rushed them into a wall.

    Flying Kick
    Requirements: Improved Unarmed Strike, Jump 4
    Benefits: You may make an unarmed charge attack on any opponent within range of your jump (if you fail to jump far enough, the attack is wasted). If the attack succeeds, you may deal unarmed damage as if you were one size category larger than normal, and you may add twice your normal Str-mod to the damage you inflict. Also, the target of your attack is bull rushed.

    Forceful Combat
    Requirements: Cleave, Combat Brute, Improved Sunder
    Benefits: This tactical feat provides the following options:
    - Advancing Blows: When successfully bull-rushing an opponent, on the next round you gain +1 to all attack rolls for each 5’ he was pushed.
    - Domino Effect: when successfully Bull Rushing an opponent with at least 10’ running start, if there’s someone behind him that you can Bull Rush, you can "Toss" (see the redefined Combat Brute feat) both of them.
    - Sundering Cleave: When attacking an opponent's weapon, shield or other held object, if the object is broken, you can immediately make another attack against the same opponent or another held or carried object.

    Hindering Bull Rush
    Requirements: Imp. Bull Rush, BAB +6
    Benefits: You receive a +2 bonus on checks made to bull rush a foe. This bonus stacks with the bonus granted by Improved Bull Rush.
    Whenever you bull rush an opponent, his movement provokes movement based AoOs (but not from you). 

    Hindering Opportunist
    Requirements: Combat Reflexes
    Benefits: Whenever you make an AoO due to movement, roll a Bull Rush check vs. your target.
    If you win, the target immediately stops as if it had ended its movement for the turn.
    Special: You may execute this maneuver even against creatures who're 2 size categories or more larger than himself.

    Hoplite
    You're an expert at fighting with a spear and shield.
    Requirements: BAB +2, proficiency with spears, proficiency with shields.
    Benefits: You may wield a Spear/Longspear in one hand and a shield in the other, utilizing the shield to maneuver your spear in battle.

    Immediate Shot
    Requirements: BAB +11, Dex 15, Combat Reflexes, Quick Draw, Rapid Fire
    Benefits: You can make a single attack with a bow, a tossed object or an already loaded missile device as an immediate action.
    Pulling off a stunt like this is extremely difficult and is made with a -4 attack penalty and costs you your standard action during your next turn.
    This is not an AoO - an opponent doesn't have to provoke for the opportunity to present itself.
    Special: There's no spell, feat or any other means (nor will there ever be) that would allow multiple ranged attacks when it's not your turn to act.

    Improved Armored Invoking
    Requirements: lesser invocations class feature, no ASF in light armor
    Benefits: You have learned how to minimize your movements while using your class-related invocations and no longer suffer any chance of ASF while donning medium armor.

    Improved Immediate Shot
    Requirements: Immediate Shot, Precise Shot
    Benefits: You no longer suffer an attack roll penalty when making an Immediate Shot.

    Ki Extended
    Requirements: Ki Strike
    Benefits: As a swift action, until the beginning of your next combat turn, you can make unarmed ranged touch attacks, dealing fire or force damage, with a range multiplier of 10’.
    You may augment your attacks via uses of Stunning Fist. For each spent use, you may either enhance the damage of all your attacks by 1d6 or extend their range multiplier by 10’.

    Last Stand
    Requirements: Diehard, Base Fort save +5
    Benefits: Once a day per Wis-mod (minimum 1) you may call upon your inner reserves to perform a Last Stand. You're rendered immune to fear and may continue fighting until you're dead. You cannot voluntarily end the effect or retreat while performing Last Stand, but you can cease if your opponent(s) surrender. If Last Stand is keeping you from dropping, you must have allies to take care of your surrendering opponents in order to cease.

    Lightning Fists
    Requirements: Monk level 6, Dex 15+
    Benefits: Your combat skills allow you to attempt a series of blindingly fast blows.
    While flurrying as a full round action, you can make an additional attack at your highest attack bonus, at the expense of -3 penalty to all attack rolls. Subsequently, you can make 2 additional attacks at your highest attack bonus, taking -5 penalty to all attack rolls. Applying this maneuver requires all the attacks to be made unarmed.

    Morbosmia
    You can smell a sick person from half a block away.
    Requirements: Scent, Heal 8 ranks
    Benefit: You may treat creatures currently in the Incubation stage of a Disease as if they had a Strong scent for the purposes of Scent. Creatures who are past the Incubation phase of a disease but who have not yet recovered are instead treated as if they had an Overwhelming smell.

    Numbing Rage
    Requirements: Con 15+, Base Fort save +5, Rage
    Benefits: While you are in rage you are immune to extra damage and penalties stemming from pain (such as movement restrictions from caltrops).
    Non-lethal damage and its effects are postponed until the end of the rage.

    One Man Gang
    Requirements: BAB +6, Combat Reflexes, Imp. Grapple, Powerful Built or Large+ size, Whirlwind Attack
    Benefits: You are especially competent when fighting multiple opponents.
    You benefit from this feat whenever you apply Whirlwind Attack.
    Until the beginning of your next round, you:
    1. Negate the bonuses granted to any opponent due to aid ally action to assist in attacking you.
    2. Negate any bonus to attack for flanking you.
    3. Gain +4 for all your defensive Bull Rush, Grapple and Trip checks.
    Creatures larger than you are unaffected by this fighting style.

    One Shot, One Kill
    Requirements: Wis 13, Far Shot, Dead Eye Shot, BAB +6
    Benefits: You have devastatingly precise aim.
    Whenever you take the Aim action with a missile weapon, on a successful hit you do 1d8 bonus damage for each attack that you normally have on a regular attack sequence.

    Overpowering Attack
    Requirements: Warrior level 14th or BAB +18, Counterattack
    Benefits: Same as the PHB -II Fighter's ACF of the same name. 

    Pierce the Wind
    Requirements: BAB 6+, Concentration 4, Far Shot, Precise Shot
    Benefits: When firing in windy conditions, you may treat the wind as if it was two levels milder. This allows you to fire through a Wind Wall or similar effects.

    Pinning Shot
    Requirements: BAB +4, Precise Shot, Spot 7
    Benefits: You may attempt to skewer an opponent to the ground or his hand to the wall, or you might catch his clothing or armor with a well-placed shot.
    When making a successful aimed shot (see the “Combat Rules” entry #3), in addition to normal damage (if you so choose to cause damage), your target must make a Ref save vs. DC equal to your attack roll or have its movement halted until the beginning of its next turn - upon which time it may free itself as a standard action by taking 1d4 damage (when a body part is skewered).
    On a successful save, the target is merely slowed for 1 round

    Pummel
    Requirements: BAB +4
    Benefits: While wielding a bludgeoning weapon with which you’re proficient, if you make an attack that does not match/exceed your target's AC, but does match or exceed their touch AC, you may still deal damage, but detract the weapon’s base damage from the total.

    Puncture
    Requirements: BAB +4
    While wielding a piercing weapon with which you’re proficient, if you attack a foe with damage reduction (except for DR/epic), you may ignore points of damage reduction equal to either your Strength or Dexterity modifier, whichever you use for attack rolls.

    Sharp Shooter
    Requirements: Far Shot, Precise Shot
    Benefits: You can spend a move action to negate the benefit of Deflect-Arrows or any other feat that grants (or is based on one that grants) defensive bonuses against ranged attacks.

    Siege Coordinator
    Requirements: BAB +5, Profession (siege engineer) 5
    Benefits: You can use Aid Another action on siege weapons you command. This grants them a +4 bonus on attack rolls and +1 HD on Hull Damage rolls. You can command a number of siege weapons equal to your level at once, none two of which can be more than 100’ away (or 400’ away, if you have messengers at your disposal). All ballistic weapons you command also have their firing range increased by 30%.

    Signature Enemy
    Requirements: Favored Enemy, Knowledge (monster group) 6
    Benefits: Add +2 to initiative, +1 to hit, +1 to AC and +2 to damage against a particular type of foe that belongs to one of your Favored Enemy groups.
    This feat can be taken multiple times. Each time it is assigned to a different type of opponent.

    Slashing Flurry
    Requirements: BAB +6
    Benefits: When making a standard action attack or a full round action attack with a slashing weapon (or a pair of slashing weapons), you can make an additional attack at your highest attack bonus with a slashing melee weapon, albeit this attack and all other attacks are made at a -3 hit penalty.

    Spinning Weapon Defense
    Requirements: BAB +4, Balance 4, Perform (dance) 4, Tumble 5, Double Weapon Fighting
    Benefits: You gain a +2 dodge bonus to your AC with a double weapon you're proficient with. Additionally, if you fight defensively, you cannot be flanked by attackers less than 4 HD greater than your own (stacks with Uncanny Dodge).

    Sudden Willow Strike
    Requirements: Str 13+, Dex 13+, FoB class feature, spears & polearms prof.
    Benefits: You may flurry with spears and polearms.

    Superior Unarmed Strike
    This feat works as detailed in ToB (p.33), with 3 distinct differences:
    1. Damage progression is keyed off of BAB rather than character level.
    2. It may be taken as soon as BAB +1 is gained.
    3. This feat does absolutely nothing for monks.

    Surprise Attack
    Requirements: Hide 4, Listen 2, Move Silently 2, Spot 4
    Benefits: During a surprise round, opponents are always considered flatfooted to you, even if they have already acted.
    You are never flatfooted after you act - even when attacked by someone with this ability.

    Talons of the Beast
    Requirements: Imp. Grapple, Imp. Unarmed Strike, TWF
    Benefits: If you make a successful attack with a light piecing weapon (except Rapier, which is too cumbersome for grappling), you can lose whatever weapon you’re carrying in your offhand and make a follow up (bonus action) grapple attempt at no penalties.

    Twin Blade Dance
    Requirements: Battlegrace class feature, proficiency with Scimitar, TWF
    Benefits: The Bladesinger has mastered the technique of applying all Bladesinger features while duel-wielding a pair of Scimitars.

    Two Weapon Whirlwind Attack
    Requirements: BAB +8, Perform (dance) 5, Tumble 5, TWF, Whirlwind Attack
    Benefits: You make a Whirlwind attack with both weapons - primary as well as offhand weapon.

    Uncanny Reflexes
    Requirements: Wis 13, Uncanny Dodge
    Benefits: You sense danger before it happens.
    You may add your Wis-bonus to your Ref saving throws.

    Uncanny Scent
    Requirements: Scent, Wis 13 or Blind-Fight
    Benefits: You can pinpoint the location of a scent when within 10’ per point of your Constitution or Wisdom bonus, whichever is higher.
    Normal: You can pinpoint the location of a scent when within 5’.

    Unorthodox Weapon Usage
    Requirements: Weapon Training class feature, Warrior’s Combat Edge +3
    Benefits: Choose a specific weapon with which you have Weapon Training.
    One of the following weapon qualities may be added to the weapon:
    - Disarm
    - Set (piercing; medium or larger)
    - Thrown (range increment 20’ for piercing, 10’ otherwise, 30’ for thrown weapons that already have 10’ range increment)
    - Trip (medium or larger)

    Vicious Strike
    Requirements: Str 17+, BAB +5
    Benefits: You may apply PA when using a small piercing/slashing weapon.

    Whirling Havoc
    Requirements: Tumble 15, Flawless Stride class feature, Whirlwind Attack
    Benefits: You can make a Whirlwind Attack while moving up to your speed, taking -2 to your dodge AC. During Whirling Havoc you gain +4 on all opposed checks to resist Bull Rush, Disarm, Grapple, Sunder and Trip attempts.


    Shield Feats
    Spoiler
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    Modified Shield Feats:

    - Tower Shield Proficiency (PHB)
    Requirements: Shield Proficiency
    Encompasses Shield Wall feat (HoB).

    - Improved Shield Bash (PHB)
    Requirements: Shield Proficiency
    As given.

    - Shield Slam (CW)
    Requirements: Improved Shield Bash
    Encompasses Shield Charge rather than depends upon it.

    - Shield Sling (PHB II)
    As given, but requires only BAB +6.

    - Shield Specialization (PHB II)
    Requirements: Shield Proficiency
    As an immediate action, you may force a foe that attacks you to roll a single attack roll twice, taking the worst of the two results.

    - Shield Ward (PHB II)
    As given.



    New Shield Feats:

    - Ironhide
    Requirements: Shield Ward
    Benefits: To gain the benefit from this feat, you must be wearing a medium or heavy armor and must use a large / tower shield. You know how to use your armor and shield to protect yourself (or others) from harming effects other than weapon damage. You take less damage, equal to the AC granted by your armor and shield from acid, cold, fire & force effects (and electricity, if both your armor AND shield are non-conductive), and from falling rocks.

    - Reflexive Shield
    Requirements: Shield Ward
    Benefits: You know how to utilize shield defense to the fullest of its usefulness and add your shield bonus on all Ref saves.

    - Scatter
    Requirements: Imp. Bull Rush, Imp. Shield Bash
    Benefits: As a standard action, you can clear a forward arc, throwing enemies back.
    You make a standard attack against each foe within your frontal arc (45deg right & 45deg left), dealing normal damage.
    You then make a Bull Rush attempt against each foe struck with this attack with a +4 circumstance bonus to your Bull Rush check.



    Omitted Shield Feats (due to irrelevancy):

    - Agile Shield Fighter (PHB II)
    - Improved Buckler Defense (CW)
    - Pin Shield (CW)


    Whip Combat Feat-Chain
    Spoiler
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    Crack of Fate
    Requirements: Proficiency with a whip, Melee Lash
    Benefits: When making a full-attack action with a whip, you can attack one additional time per round at your highest AB. All of your attack rolls take a –2 penalty when using Crack of Fate.

    Crack of Doom
    Requirements: Crack of Fate
    Benefits: When making a full-attack action with a whip or whip-dagger, you can attack two additional times that round at your highest AB. All attack rolls take a –5 penalty when using Crack of Doom.

    Imposing Whip
    Requirements: Melee Lash
    Benefits: You may perform AoOs against foes within 15’.

    Melee Lash
    Requirements: BAB +8, Third Hand (see below)
    Benefits: When armed with a whip or other whip-like weapon, you threaten an area around you equal to your normal unarmed reach. You can make AoOs with the whip within that area. Additionally, you do not provoke AoOs by using a whip in combat, or by any other use of a whip, such as with the Third Hand feat.

    Snaring Whip
    Requirements: BAB +6, Proficiency with a whip, Improved Trip
    Benefits: You may use your whip to entangle foes. Make a ranged touch attack. If you hit, the target is entangled. While using a whip in this way, you cannot use it to make normal attacks.
    An entangled creature takes a –2 penalty on attack rolls and a –4 penalty on Dexterity.
    You may hold onto the whip by succeeding an opposed Strength check with the target creature; if successful the entangled creature can only move within the range of the whip while entangled.
    An entangled creature must succeed a DC 15 concentration check or be unable to cast a spell.
    An entangled creature can escape with a DC 20 Escape Artist check (a full-round action). The whip has 10 HP and can be burst with a DC 25 strength check (also a full-round action).

    Third Hand
    Requirements: Dex 13+, BAB +4, Sleight of Hand 5
    Benefits: When armed with a whip, you are treated as having a free hand that can reach as far as your whip’s reach, which you can use to manipulate objects, throw weapons etc.
    With a successful grapple check, you can perform any of the following actions:
    - Deal your whip’s damage to your opponent.
    - Move at half speed and bring your opponent with you (though he keeps the same relative distance to you).
    - Pull your opponent closer a number of squares equal to your natural reach (up to an adjacent square).

    Vexing Trip
    Requirements: BAB +6, Proficiency with a whip, Improved Trip
    Benefits: Whenever you successfully trip an opponent, that opponent provokes AoOs.


    Intimidation Feats
    Spoiler
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    Show of Strength
    Requirements: Str 13+
    Benefits: You may use Str bonus instead of Cha bonus when making demoralize opponent checks.
    You can also make an Intimidate check as a free action whenever you manage to establish a hold on an opponent at the first round of grappling.

    Intimidating Prowess
    Requirements: Str 15+, Show of Strength
    Benefits: Add Str to Intimidate checks as well as Cha

    Extended Intimidation
    Requirements: Intimidate 8, Skill Focus: Intimidate
    Benefits: A target successfully intimidated by you suffers lasting effects.
    Instead of ending when you leave, as is normal for the Intimidate skill, the intimidation effect lasts for 24 hours after your departure.
    Thereafter, the target's attitude toward you shifts to unfriendly, but the lingering fear remains. Whenever you return to someone you've previously intimidated, you gain a +4 bonus on his Intimidate check to re-establish the effect.

    Swift Demoralization
    Requirements: Intimidate 12, Skill Focus: Intimidate
    Benefits: You can use the demoralize opponent aspect of the Intimidate skill as a swift action rather than as a standard action.

    Mass Scare
    Requirements: Intimidating Prowess, Skill Focus: Intimidate, Never Outnumbered skill trick
    Benefits: You have sufficient presence that you can cow multiple foes.
    Using an Intimidate check, you can demoralize all opponents within 30' with a single standard action.

    Terrorize the Masses
    Requirements: Mass Scare, Swift Demoralization
    Benefits: Even a glance from your hard eyes is enough to give your foes pause.
    You can demoralize opponents within 30’ as a move action, rather than a standard action.

    Frightful Presence
    Requirements: Terrorize the Masses
    Benefits: This ability functions exactly the same as draconic Frightful Presence, except the range of the effect extends to 30’ plus 30’ per size category beyond Medium.


    Bravery Feats
    Spoiler
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    Braveheart
    Benefits: There is not much that scares you.
    You gain a +2 bonus to all Will Saves to resist fear or fear related effects and the degree of fear you suffer is always one level less severe than others would normally suffer, down to no effect (e.g. shaken instead of frightened, and you're not impressed by effects that merely make others shaken).

    Stone-Faced Soldier
    Requirements: Second Wind class feature, Braveheart
    Benefits: You are immune to all forms of fear and you gain your Combat Edge bonus to resist compulsion effects of all typed (charm, dominate, confusion etc).
    You also gain +2 bonus on initiative checks.

    Stand Against the Tide
    Requirements: Cha 13+, Stone-Faced Soldier, Leadership
    Benefits: All allies within 60’ that have line of sight to you are immune to any fear effect, as long as you're not helpless, dead or removed from the encounter.
    You may also spend a move / standard action to grant allies the following benefits for 1 round / [3 + 1 per Cha-mod] rounds:
    - Your Warrior's Edge to resist compulsion effects.
    - ½ your Warrior's Edge to resist Bull Rush, Grapple, trips, sunders, and disarms.
    Note: The above modifiers apply only vs. opponents that are already in the battlefield. If a new opponent enters the battlefield, they do not apply until the warrior spends an action to include the new opponent.

    Inspiring Strike
    Requirements: Stand Against the Tide
    Benefits: The warrior has learned to rally his allies with his fighting prowess.
    Each round the warrior lands a successful melee or ranged attack, all allies (that can see him) gain a bonus on attack rolls, damage rolls, and saves equal to the number of attacks he lands (including AoOs).
    These bonuses last until the warrior's next turn.


    Misc. Feats
    Spoiler
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    Automatic Metamagic
    Requirements: 8th full-caster level, you must know at least 3 metamagic feats: with +1, +2 and +3 SL modifiers
    Benefits: You can apply any one metamagic feat that you know to a spell you are about to cast. This does not alter the level of the spell or the casting time. You can use this ability once per day at 8th level and one additional time per day for every 3 CLs you possess beyond 8th. Any time you use this ability to apply a metamagic feat that increases the spell level by more than 1, you must use an additional daily usage for each level above 1 that the feat adds to the spell.
    Special: This feat is not restricted to the class that has served as prerequisite. If you're a multiclassed spellcaster, you may apply this feat to spells from both classes.

    Bestow Spell-Like Ability
    Requirements: knows the spell(s) in question, as well as Enchant Item & Permanency
    benefits: You may bestow a recipient (self included) with a SLA, usable once per 24 hours. This costs the recipient a permanent loss of 4HP per SL of the desired effect (2HP loss for ZERO-level spells).
    The caster may bestow multiple daily uses of a given effect. This costs one more HP per SL per additional daily usage (e.g. a (Sp) ability that is bestowed to be usable 3 times per day, would cost a permanent loss of 6HP per SL... or 4HP for a ZERO-level effect).
    Special: You may apply any metamagic feat you know to the effect, modifying the spell effect's level appropriately.
    Special: If a male and a female of a given race are bestowed upon with the same power, should they mate and have an offspring, that offspring will possess the power bestowed upon its parents, with the lower frequency of daily usage of the two. Unlike its parents, the offspring doesn't pay the HP toll.
    Note: This does not override the option of gaining certain SLAs via feats.

    Cannibalized Casting
    Requirements: Con 13+, Concentration 6, Mage level 7
    Benefits: in times of need, when a spellcaster has exhausted her tolerance (see the spellcasting entry above) and cannot afford to fail her spell casting, she can feed off of her own life force to invoke a spell. Cannibalized spells deal 1 Con point of ability burn per strain cost of the spell being cast (see the spellcasting entry, 2nd spoiler).
    Cannibalized spells are subject to spell failure and foil as normal, and function in all respects as standard spells.

    Daredevil
    Requirements: Balance 4, Climb 4, Jump 4, Tumble 4
    Benefits: Your balance, agility and coordination allow you take 10 on skill checks involving any and all of the prerequisite skills - even when rushed or distracted.

    Earth Sense
    Requirements: Dwarf or Undermountain Dwarf, Con 15, Wis 15, Blind-Fight, Concentration 8
    Benefits: You gain Tremorsense out to 30’.
    As long as you are touching the ground, you notice the direction and distance of each creature within 30’ that is also touching the ground - even when they're motionless.

    Empathic Ear
    Requirements: Wis 15, Listen 7
    Benefits: You can identify (with 100% accuracy and certainty) the origin of a sound you hear. For example, did a brief, cut-off scream heard from ahead come from a human throat? Male? Female? Was the screamer afraid? In pain? Faking? Was magic involved in producing the sound?
    Empathic Ear allows you to know all the details. Upon hearing the sound, you must use a standard action to identify it. You must do so within 1min, or the opportunity to identify the sound is lost.
    If noticing the sound requires a Listen check, then a second check with the same DC is required to figure it out.

    From the Brink of Death
    Requirements: Heal 7 ranks
    Benefits: You may attempt to revive someone that has been killed for up to 1d10 rounds plus 1 round per HD.
    You must ceaselessly treat the fallen target for a period of 1d10 hours plus 1 hour per round elapsed since its demise.
    Each hour of treatment expends 2 uses from a healer's kit and requires a Heal check vs. DC [30 - target's (HD + con-mod)]. If you fail, the subject is truly dead and may no longer be revived. If you fail by 5 or more, you're not aware of your failure.
    Any round during treatment where you're interrupted, counts as an additional round it took to start treatment after the target has fallen, increasing treatment time.
    Up to 4 assistants may aid the healer, all of which must have 5 or more ranks in Heal. Each assistant lowers the DC by 2.
    Survivors brought back from the brink of death are stabilized at -9 (or your lowest houseruled value for being stabilized).
    Special: There are cases that are beyond the scope of this feat:
    - Physical destruction
    - Decapitation
    - Heart-extracted
    - Brain-extracted
    - Stat-drained (this special case is undetectable by the Heal skill until 1d4 hours of treatment have elapsed)
    - Any other condition that's totally beyond the scope of modern medicine
    Special: Targets that have died of suffocation take less time to revive: 1d10 minutes plus 1 minute per round elapsed since its demise.

    Gaze Spell
    Benefits: Instead of casting a spell, you may deliver its effect as a Gaze attack. Doing so replaces the spell's Somatic and Vocal components.
    A spell must be a Close/Medium/Long range spell and applicable against a single target.
    It requires eye-to-eye contact to deliver a spell effect as a Gaze Spells (meaning targets that don't possess active eyesight cannot be affected).
    Gaze Spells count as one level higher than their actual SL.
    Changing a spell into a Gaze Spell does not alter the spell's normal casting time.

    Hyper-Awareness
    You find your perceptions have grown so highly attuned that they become supernatural.
    Requirements: Wis 13, Listen 6, Spot 6, Blind Fighting
    Benefits: You gain blindsense out to 5' / Wis-bonus.
    Special: Blindsense gained via this feat requires triggering.

    Introspective
    Benefits: A new skill feat. You gain +2 to both Autohypnosis and Concentration

    Iron Lungs
    Requirements: Endurance, Swim 4 ranks
    Benefits: You had extensive training holding your breath. You double the duration you can hold your breath in all situations. You also gain +2 competence bonus to all Swim checks.

    Speed Reader
    Requirements: Extensive vocabulary in a given language
    Benefits: You have learned to interpret text at a rapid rate. You can read a single page of text as a full-round action.
    This applies even to text read with comprehend languages, or through the use of the Decipher Script spell.

    Taunt
    Requirements: Perform (comedy/mime/oratory) 5
    Benefits: As a Standard Action, you may attempt to enrage a single melee opponent. If your opponent fails its Will save (DC = your Perform check), the enraged opponent must focus all his/her attacks on you, ignoring all others, until it makes the save (or at least must include you, when casting multiple-targets spells & effects) or you're disabled/helpless/pinned/dead for whatever reason.
    The enraged opponent fights recklessly (see post #3).
    A target can only be taunted (whether successful or not) once per encounter.
    By taking a -5 penalty on your Perform check, you can also provoke an opponent to attack a target it is unfriendly with.
    By taking a -10 penalty on your Perform check, you can provoke it to attack a target it is indifferent towards.
    By taking a -20 penalty on your Perform check, you can provoke it to attack a target it is friendly towards.
    Note: This feat replaces Goad (CAdv; p.109).

    Touch Spell
    Benefits: You can cast a ranged spell as a more powerful touch spell.
    Any spell with a Close, Medium, or Long range can instead be cast at a single target as a spell with the range of Touch and with a +2 bonus to its DC. Touch Spell does not augment a spell’s level.

    Watchman
    Requirements: Con 15+
    Benefits: Your increased vitality and attentiveness grant you the following benefits:
    - You need only half as much sleep as a normal person of your race would
    - You can push yourself up to twice as long between sleep, but then you require normal sleep time.
    - The penalty on listen checks while sleeping is reduced to -5 instead of -10.
    - You're not staggered when you sleep is interrupted.



    .
    Last edited by nonsi; 2014-12-27 at 01:04 PM.

  10. - Top - End - #10
    Ogre in the Playground
     
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    Default Classes Intro

    .

    Classes Intro


    There are countless ways of addressing classes and an infinite amount of self made classes out there.

    Given PrCs make it absolutely impossible to maintain any sane level of character balance, I tend to stand firmly against the notion.
    That’s why I tried to concoct a cocktail of classes that, along with the suggested above rules , will allow one to role just about any character that comes to mind, but without effortlessly beating others at their own game.


    I will propose 6 base classes, which will provide the base mechanics for classes:
    - Warrior
    - Rogue
    - Priest
    - Mage
    - Druid
    - Warlock


    I will also propose 4 hybrid classes, each of which also bringing a lot of new stuff to the gaming table:
    - Bard
    - Witch
    - Hexblade
    - Spellthief


    Regrettably, some character concepts are just beyond the reach of the above classes.
    Therefore, I will also propose 5 specialized classes:
    - Monk
    - Soulknife
    - Dragonfury Disciple
    - Disciple of the Weirding Ways
    - Time Bender



    Note: It is not mandatory for this list to be closed and final, but a new class should be more or less balanced with the other classes in power & versatility and should bring something entirely new to the gaming table. I put a lot of thought on allowing any character concept I could conjure to mind, but if one finds this list lacking, then additions are ok.







    Spellcasters and Multiclassing:
    Spoiler
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    Characters with a magical ability gain a special benefit when multiclassing.
    For every two levels that a character has in classes without spellcasting, he increases his spellcasting ability in each class that does advance spellcasting.
    This increases his Tolerance, spells known, and caster level as if he had gained a level in his chosen spellcasting class.
    This increase is limited by 1/2 the number of levels he has in each class of his spellcasting classes.
    Also, any class features other than spellcasting are completely unaffected by this increase.
    For example, Gish, a Warrior 2 / Mage 3, has all the spellcasting characteristics of a 4th level mage, but that doesn't grant him Minor School Esoterica.
    If he gained two more Warrior levels, his spellcasting ability would not increase, because 2 synergy levels are more than 1/2 of 3 Mage levels.
    Special: Invoking behave just as spellcasting when it comes to multiclassing (as per the details above).

    Writer's Note:
    Spoiler
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    False Assumption: Spellcasting by default is more powerful level-per-level than all other features of any one class you’d choose.

    Assumption Is False Because: Spellcasting is actually the worst possible thing to multiclass. When a warrior takes a level in Rogue, he directly benefits from all of the Rogue's combat abilities. Taking a level in rogue makes him better at being a warrior, thanks to sneak attack and other abilities. This is true of essentially all noncaster classes and class features, because they all operate under the same system.

    When a spellcaster takes a level in Warrior (or vice-versa), that isn't true.
    A spellcaster gains zero benefit for his core mechanic when he takes a level in any other class. It just doesn't help his casting at all.
    See, everyone except spellcasters already gains multiclassing benefits. Casters are the only ones that don't! This is the origin of the Mystic Theurge problem, but it runs deeper than that. The only playable gishes in D&D have been complicated prestige class shenanigans builds that retain a great deal of casting - noncaster X / Wizard X has never been reasonably viable.




    Tolerance when multiclassing 2 or more classes with spellcasting:
    Given that Tolerance = [main spellcasting ability score] + [caster-level] + [Con-mod]...
    1. Use a single unified pool.
    2. Take the best [main spellcasting ability score]
    3. Stack all effective CLs ?
    This results in a bit of spell-output loss compared to the core theurge (uses separate pools), but it is offsetted quite nicely with class features and actually makes multiclassing a dilemma.




    Feats for multiclassing 2 or more spellcasting classes:
    Code:
    Magical Synthesis [General]
    Requirements: 2 levels in two different classes that promote spellcasting.
    Benefit: Choose two magical classes you possess. You treat levels in each of your chosen classes as levels in classes that don't promote spellcasting, in regards to each other.
    When gaining levels in either of your chosen classes, you increase your spellcasting ability with the other class as if your class doesn't promote spellcasting.
    Special: This feat applies to invoking just as much as it applies to spellcasting.
    
    Trinity Mystic [General]
    You have learned how to flawlessly synergize all three primary sources of spellcasting: arcane, divine and nature.
    Requirements: 2 levels in Druid, Priest and Mage (Wizard in specific - see the Mage class below), Magical Synthesis feat.
    Benefits: For each level you have in all three primary spellcasting classes, you increase your spellcasting ability by 1 level in each of them.
    This would make a Pries 3 / Druid 3 / Mage 3 count as Pries 3(6) / Druid 3(6) / Mage 3(6) for spellcasting purposes.
    Special: Unlike Magical Synthesis, this feat does not take invoking into accounts. It's purely designed to harmoniously unite the three primary spellcasting methods into one, using their extensive common denominator.
    Writer's Note: Due to power compromise and high mental-ability requirements, I'd characterize this feat as more suitable for NPCs (but if a player wishes to be one - I see no problem in letting them).



    Resolving the Elusive Multiclassing Balancing Point
    Taking a momentary glance at what a 20th level character could look like, let's examine the following options:
    - Dual-Caster: L.10(15)/L.10(15), L.12(16)/L.8(12) or L.14(17)/L.6(9).
    - Trinity-Caster: L.14(17)/L.3(6)/L.3(6), L.12(16)/L.4(8)/L.4(8), L.10(15)/L.5(10)/L.5(10) or L.8(14)/L.6(12)/L.6(12).
    - Gish: Combatant 12/Caster 8(12) seems like the optimum here (BAB +16, 6th level spells).
    This seems to me like a reasonable balancing point between single-classed and multi-classed spellcasters.
    This balance (trading raw power for versatility) seems to be solidly maintained from 4th level and all the way to 20th.




    Spell-Invocation Combo Feats:
    Code:
    Note: Not much to say here, these feats mount spell effects onto EB or essences onto spells.
    
    
    Spellblast [General] 
    Requirements: 2 eldritch essences, 1 ranged-touch spell, 1 spell that target (a) specific opponent(s), able to cast 2nd level spells
    Benefits: Instead of modifying your EB with eldritch essence, you can mount it with a spell.
    Spells that can be carried by an EB via this feat include:
     - Ranged-Touch spells 
     - Spells that target (a) specific opponent(s). An EB must hit its target for the spell to take effect.
    If you have the means of converting spell-levels into other effects (e.g. via Draconic Breath feat (CA)) – these effects may be mounted onto your EB as well.
    
    
    Eldritch Spellweave  [General]
    Requirements: 2 eldritch essences, 1 touch spell, 1 ranged-touch spell, 1 spell that targets a specific target, able to cast 2nd level spells
    Benefits: You can apply eldritch essence to any spell that affects a target or that requires a melee/ranged touch attack.
    An eldritch essence can be mounted onto spells of a level equal to (or greater than) its level-equivalency.
    If the essence requires a saving throw, use the normal save DC for that essence.
    Damage alteration essences can be applied only to spells that deal damage (you can't add brimstone blast to Charm Monster).
    Special: Essence-carrying spells (via Spellblast) cannot be mounted onto EB.
    
    
    Greatreach Spellblast  [General]
    Requirements: Spellblast, Eldritch Spellweave, 1 AoE spell, 3 eldritch essences, an AoE blast shape (e.g. Eldritch Cone), able to cast 3rd level spells
    Benefits: This feat extends the scope of Spellblast to encompass touch spells and AoE spells.
    Special: AoE effects can only be mounted onto an EB modified by an AoE blast shape.
    
    
    Widespread Eldritch Spellweave  [General]
    Requirements: Eldritch Spellweave, Greatreach Spellblast
    Benefits: You may now apply eldritch essence to AoE spells as well. All targets in the AoE are affected by the essence(s) you apply. You may also apply essence to auto-hit spells, but is the spell allows a save and the target makes the save, the essence doesn't take effect.






    "…but I wanna play a Duskblade "
    Spoiler
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    Contemplating gishes, one thing that remains missing is the ability to mix sword and spell.
    The rules thus far don't offer options to mimic the Duskblade's ability to channel spells through his melee attacks.
    With this thought in mind, it also popped to mind that I never liked the asymmetry of arcane warriors vs. divine warriors.
    Therefore, I've decided to rename Arcane Strike feat ("Spellstrike") and change it to apply to spellcasting in general, and to introduce new feats to mimic the Duskblade's Arcane Channeling and take it even further.



    Spellstrike [GENERAL]
    Requirements: BAB +4, 3rd SL spells
    (Example: W2/M4(5))
    Benefits: As a swift action that does not provoke AoOs, you can channel the spell energy of a single spell into your melee attacks (weapon/unarmed/natural), thrown weapons, or missiles.
    For each SL you trade, you gain a +1 bonus on all your attack rolls for 1 round, as well as extra damage equal to 1d4 points.


    Spell Channeling (single attack) [GENERAL]
    Requirements: BAB +6, 4th SL spells, Spellstrike (Arcane Strike)
    (Example: W4/M5(7))
    Benefits: You may use a move, standard or full round action – that doesn't provoke AoOs – to deliver a touch spell through your melee attack, or a ranged-touch spell through a ranged attack.
    The spell must have a casting time no greater than the action you choose to take (i.e. swift / standard / full round respectively – the first is available starting at BAB +11).
    The spell takes effect on a successful touch attack – even if the normal attack roll misses and deals no physical damage.
    If the touch-attack misses, the spell is expended with no effect.


    Combat Spell [GENERAL]
    Requirements: BAB +8, Spell Channeling
    Benefits: You may use a move, standard or full round action – that doesn't provoke AoOs – to make a single melee or ranged attack and cast a single spell on yourself.
    The spell must have a casting time no greater than the action you choose to take (i.e. swift / standard / full round respectively – the first is available starting at BAB +11).
    The spell takes effect either before or immediately after you have made your attack.
    Spells cast in this manner never require vocal component and your attack serves as the spell's somatic component (if needed).
    You cannot cast spells this way if they require material components, unless you possess the Eschew Materials feat and may apply it to the desired spell.
    Special: Regardless of the action you use to execute this feat, you may only do so once per round.
    Special: You may not apply Combat Spell and Spell Channeling in the same round.


    Greater Spell Channeling (full attack) [GENERAL]
    Requirements: BAB +8, 5th SL spells, Spell Channeling
    (Example: W4/M8(10))
    Benefits: You may use a full attack action – that doesn't provoke AoOs – to deliver a touch or ranged-touch spell through all your attacks.
    The spell must have a casting time of standard action or less.
    The spell takes effect on a successful touch attack – even if the normal attack roll misses and deals no physical damage.
    The spell affects each target you hit in melee combat that round, but each target may be affected only once.


    Spell Channeling Flurry (multi-spell) [GENERAL]
    Requirements: BAB +10, 6th SL spells, Greater Spell Channeling
    (Example: W6/M8(11))
    Benefits: You may use a full attack action – that doesn't provoke AoOs – to deliver multiple touch or ranged-touch spells through your attacks.
    The spells must each have a casting time of standard action or less.
    The spells take effect on a successful touch attack – even if the normal attack rolls miss and deal no physical damage.
    Each physical attack is mounted with a different spell, and each target may be affected only once.





    Epic Level Characters:
    Spoiler
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    Epic Stats:
    Once BAB reaches +20, it advances at a rate of +1 per 2 levels, regardless of class.
    Once saves reach +12, they advance at a rate of +1 per 3 levels, regardless of class.


    Epic-Level Spellcasting:
    Spellcasters that have gained their 21st class level gain a new spell level (regardless of the level that had granted them their highest pre-epic spell level).
    Beyond level 21, access to new spell levels is gained at the normal rate as it did pre-epic:
    - Each odd level for Priest / Mage / Druid.
    - At levels 24/27/30... for Bard and Witch's primary circle.
    - At levels 25/29/33... for Spellthief and Witch's secondary circle.
    Epic spell levels don't grant access to new spells. Their sole purpose is for heightened spells and metamagic.
    This rule ignores invocations, since there's no strain toll on invocations and there is no meta-invocation category of feats or powers.


    Epic-Level Invokers:
    Starting at level 21, a warlock/DFD may take an extra Grand invocation via Extra Invocation feat.
    Starting at level 21, a hexblade/witch gains access to Grand invocations and may take an extra Grand invocation via Extra Invocation feat starting at level 27.
    This is as far as using invocations progresses.


    Other Class Features:
    All other class features continue to accumulate and progress at their normal pre-epic rate (if and when relevant).



    Epic Magic:
    Immortals, demigods and divine & exalted beings all use the same magic that mortals do.
    Only the gods have access to magic that surpasses the reach of mortals.
    In this set of house rules, there’s no attempt to figure the powers of deities, but if one wishes to contemplate the things only gods can do, then the following list could serve as a decent place to start from:
    - Bestow upon (or deprive of) a mortal access to divine spells.
    - Create species.
    - Manipulate souls.
    - Detect / hide from other deities.
    - Hear prayers of followers – priests in particular.
    - Plane-scale divination.
    - Create/change/move heavenly body.
    - Create/change/move demi-plane.
    - Create/change/recharge magical gear instantly.
    - Mass perfect cure.
    - Permanently and irrevocably transform one mortal being into something else.


    .
    Last edited by nonsi; 2014-11-20 at 05:13 AM.

  11. - Top - End - #11
    Ogre in the Playground
     
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    Default Warrior

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    Class: Warrior

    Spoiler
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    Preface
    Spoiler
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    I consider fixing the Fighter - in a manner that will be effective and attractive throughout 20 levels - to be the hardest 3.5 homebrew task.
    In my view, a viable Fighter fix needs to uphold all of the following criteria:
    - Build Versatility: the ability to be any kind of martial archetype.
    - Perpetual Viability: the ability to be effective with any kind of combat style he chooses to adopt.
    - Alternative strategies: the ability to be effective with several combat styles.
    - Efficiency: Not waste feats on the obvious.
    - Survivability: being less susceptible to a wide array of influences.
    - On-The-Fly Versatility: the ability to pick the right tools of warfare according to the need of the moment.
    - Combat Tactics I: The ability to analyze and control the battlefield better than other characters that are not as martially inclined.
    - Combat Tactics II: Combat decisions other than “I attack it”.
    - Recovery: the ability to reduce conditions or even thwart them when strategically feasible.
    - Battlefield Mobility: the ability to move about the battlefield better than most others.
    - Action Economy: the ability to take more combat actions than most others.
    - Grit: the ability to suffer less from conditions than other, without resorting to immunities.
    - Battlefield Clarity: the ability to recognize falsehood and focus on the real target.
    - WBL Independence: the ability to be viable on your own, because magical gear helps everybody.
    - Minding His Own Business: not stepping on the toes of others.
    - Being suitable for 3.5 newbies and veterans alike.

    As far as I've encountered, this is the only Fighter fix that upholds all of the above.



    Hit Die: d10

    Table: The Warrior
    Saves Special
    Level BAB F R W Class Abilities Combat Edge Weapons Expertise
    1st
    +1
    +2
    +0
    +0
    Warcraft, Combat Training, Bonus Feat
    +1
    3 Weapons
    2nd
    +2
    +3
    +0
    +0
    Bonus Feat, Physical Prowess (1 , +1)
    3rd
    +3
    +3
    +1
    +1
    Warcraft, Combat Focus (Maintain / Expend)
    4th
    +4
    +4
    +1
    +1
    Bonus Feat, Combat Adaptation (1)
    +2
    5th
    +5
    +4
    +1
    +1
    Warcraft, Ever Vigilant (Maintain)
    4 Weapons
    6th
    +6
    +5
    +2
    +2
    Bonus Feat, Physical Prowess (2 , +2)
    7th
    +7
    +5
    +2
    +2
    Warcraft, Second Wind (Expend)
    8th
    +8
    +6
    +2
    +2
    Bonus Feat, Combat Adaptation (2)
    +3
    9th
    +9
    +6
    +3
    +3
    Warcraft, Tide of Battle (Expend)
    5 Weapons
    10th
    +10
    +7
    +3
    +3
    Bonus Feat, Physical Prowess (3 , +3)
    11th
    +11
    +7
    +3
    +3
    Warcraft, Veteran's Grit (Maintain)
    12th
    +12
    +8
    +4
    +4
    Bonus Feat, Combat Adaptation (3)
    13th
    +13
    +8
    +4
    +4
    Warcraft, Action without Thought (Maintain / Expend)
    +4
    6 Weapons
    14th
    +14
    +9
    +4
    +4
    Bonus Feat, Physical Prowess (4 , +4)
    15th
    +15
    +9
    +5
    +5
    Warcraft, Battleshaper (Expend)
    16th
    +16
    +10
    +5
    +5
    Bonus Feat, Combat Adaptation (4)
    17th
    +17
    +10
    +5
    +5
    Warcraft, Find the Mark (Expend)
    7 Weapons
    18th
    +18
    +11
    +6
    +6
    Bonus Feat, Physical Prowess (5 , +5)
    19th
    +19
    +11
    +6
    +6
    Warcraft, Combat Supremacy (Maintain)
    +5
    20th
    +20
    +12
    +6
    +6
    Bonus Feat, Combat Adaptation (5)




    Class Features:



    Class skills: Balance, Climb, Craft, Diplomacy, Handle Animals, Heal, Hide, Intimidate, Jump, Knowledge (dungeoneering / geography / history / local / nobility and royalty), Listen, Move Silently, Profession, Ride, Sense Motive, Spot, Survival and Swim.
    Skill points per level: 4 + Int-mod

    Weapons and armor proficiencies: Warriors are proficient with all simple and martial weapons . They’re also proficient with medium armor and shields. Also, for each 3 Warrior levels, a warrior gains a bonus proficiency with an exotic weapon of his choice.

    Alternative Equipment Packages:
    - A warrior may trade one Weapon Expertise (see below) for gaining heavy armor and tower shield proficiency.
    - A warrior may trade medium armor, shield and buckler proficiency for any single combat feat he could normally take at 1st level, plus having Sleight of Hand, Tumble and Use Rope as class skills.




    Warcraft (Ex)
    Spoiler
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    Throughout his career, a warrior's training grants him access to many combat advantages that most other characters cannot grasp.
    At every odd level, the warrior chooses one warcraft from any warcraft that he qualifies for (of his level or lower).
    These abilities are taken from the more martially inclined official classes as shown in the table below.
    In addition to the core abilities, there are many new warcrafts that have no parallel official class feature.


    Source Class Associated Feature Minimum Level + Other Requirements[/center] Notes & Extras
    Barbarian
    Rage 1 See below
    Uncanny Dodge 3
    Im. Uncanny Dodge 7
    Tireless Rage 9, Rage
    Crusader
    Steely Resolve (+ Furious Counterstrike) 1 Matches the Crusader's according to class level
    Zealous Surge 3 Works once between rests (because it's not beneficial enough to warrant rest)
    Mettle 5
    Knight
    Bulwark of defense 3
    Shield Ally 7
    Improved Shield Ally 11, Shield Ally
    Ranger
    Evasion 9
    Swashbuckler
    Acrobatic Charge 7
    Other Warcrafts
    Engage 1 See below
    Pack Mule 1 See below
    Combat Threat 3 See below
    Evaluate Combat Gear 3, Craft (Weaponsmithing, Armorsmithing, Bowmaking] 4 ranks each See below
    Discern Battle 5, Track See below
    Maneuvers Expertise 5 See below
    Assess the Enemy 7 See below
    Fearless Rage 7, Rage The warrior is immune to fear while raging
    Ironhide Rage 7, Rage During rage, you gain DR 2/-. This value increases by +2 for each 3 levels past 7th
    Lunging Strike 7 See below
    Skillful Attack 7 See below
    Combat Threat Excellence 11, Combat Threat See below
    Maneuvers Mastery 11, Maneuvers Expertise See below
    Resilient Rage 11, Ironhide Rage Your rage derived DR now also counts as energy resistance vs. all energy types
    Skillful Onslaught 13, Skillful Attack See below
    Improved Mettle 15, Mettle Same as Improved Evasion, but applied to effects that provoke Fort/Will saves
    Deathless Frenzy 17, Tireless Rage See below
    Combat Threat Supremacy 19, Combat Threat Excellence See below
    Improved Evasion 19, Evasion Same as the core Monk's 9th level ability of the same name
    Warlord Warcrafts
    Tactical Leader 1 See below
    Battlefield Commander 3 See below
    Compelling Oratory 5, Battlefield Commander See below
    Renewed Effort 7, Compelling Oratory See below
    Rallying Cry (swift oratory) 7, Compelling Oratory See below
    Demoralizing Presence 11, Rallying Cry (swift oratory) See below
    Rallying Cry (negate conditions) 11, Rallying Cry (swift oratory) See below
    Daunting Presence 13 See below
    Rallying Cry (immunity to conditions) 13, negate conditions See below
    Supreme Commander 15 See below



    Warcrafts that Emulate Core Features

    Rage:
    Rage keeps working as given by RAW - including the increased #uses by level - one more use per 4 Warrior levels.
    Rage now comes with 2 extra changes:
    1. During rage, a character's movement is increases by 10'. This affects all of the character's movement modes.
    2. Rage means Brawn over Skill. Rage cancels out all Combat Edge benefits to the warrior's weapons of choice (via Weapons Expertise). Instead, for each time that Combat Edge benefits increase above +1, Rage-based Str increase is elevated by another +2 (meaning base Str increase of +2, plus twice Combat Edge modifier).



    Other Warcrafts

    Assess the Enemy
    You have battled against a multitude of foes, and learned to identify them quickly. Your level counts as the number of ranks in any Knowledge skill for the purpose of identifying creatures to gain strategic advantage and in planning for a large battle (Heroes of Battle), and a warrior always counts as trained in any such knowledge check. This does not apply to any other aspect of Knowledge and does not stack with actual ranks in any of the various Knowledge skills.

    Combat Threat
    Whenever a creature within the warrior's threatened area "ignores" the warrior during its combat turn (doesn't target him with an attack, combat maneuver, special ability or a spell), that creature provokes an AoO from the warrior.

    Combat Threat Excellence
    Whenever a creature within the warrior's threatened area directs any offensive action vs. an opponent other than the warrior, that creature provokes an AoO from the warrior and loses its Dex-bonus to AC for that AoO.

    Combat Threat Supremacy
    The warrior can slay his foes with awe-inspiring ease. Whenever the warrior makes an AoO, it is treated as if against a helpless foe (Coup de Grace).

    Deathless Frenzy
    The warrior's adrenaline keeps him going when others would fall.
    So long as the warrior is raging, he cannot be dazed, disabled, paralyzed, petrified, staggered, stunned, unconscious or killed by HP loss.
    Once the rage ends, the warrior is subjected to any of these effects that he was subjected to while raging.

    Discern Battle
    The warrior may study a site where creatures did battle and learn about what took place there with amazing accuracy and uncanny insight. This ability requires 10 minutes and may be used on one corpse or 10' radius area at a time. Using this ability on a corpse is similar to the Speak With Dead spell except that the effect can only provide answers to questions related to the fighting that took place immediately before the creature's death (the ability fails if the warrior tries to use it on a creature that did not die from violence). Using this ability on an area is similar to the Stone Tell spell except that the effect cannot reveal information about anything covered or concealed in the area and only reveals information about the most recent violence done in the area.

    Engage
    Choose an enemy in your threat range. You assume a position to hinder them.
    As long as you attack your chosen enemy at least once in a given combat round, that enemy takes a penalty on attack rolls equal to your Combat Edge score when attacking anyone else but you.

    Evaluate Combat Gear
    Your Warrior class level counts as Appraise ranks for the purpose of estimating the market value of any combat equipment (weapons, armors and ammunition) - including magical gear.
    Once per item, regard 1/2 your Warrior level as caster level for the purpose of benefiting from Identify spell. This, however, is not applicable for all magical enhancements, but only for enhancements that are directly associated with combat. So, if for instance a warrior with this ability would gain a flaming spear that can make you fly 3 times a day, he'd only have a chance of revealing the flaming capability. The warrior may be adequately trained at figuring combat associated runes, but anything else is total gibberish to him.

    Lunging Strike
    The warrior has adopted wide stances that allow him to extend his reach with all weapons (including unarmed strike) by 5’.

    Maneuvers Expertise
    Once per round, the warrior can substitute any normal attack with one of the following combat maneuvers that normally requires a standard action to execute:
    - Aid Another (only within his threat area)
    - Bull Rush
    - Escape Grapple
    In addition, the warrior may execute the following maneuvers as an attack action, even if not possessing the appropriate "Improved <MANEUVER NAME>" feat.
    - Disarm
    - Feint
    - Sunder
    - Trip
    The warrior uses the attack bonus he would normally use for this Maneuver.
    Note that one cannot Bull-Rush more than 5’ as an attack action.

    Maneuvers Mastery
    The warrior can now substitute any attack (including AoOs, by expending an immediate action) with a combat maneuver that normally requires a standard action to execute (see Maneuvers Expertise).
    Special: Grappling cannot be initiated via an AoO.

    Pack Mule
    You have become used to long journeys with a heavy pack and the use of a wide variety of weaponry and equipment.
    This grants you 3 equipment associated benefits.
    1. You suffer no penalties for carrying medium load.
    2. You add your Con-mod to your Str-score when determining your loads. This ability does not affect your "lift over head", "lift off ground", or "push/drag" weight (note that this increase is in effect only to the point where heavy load is still below the value of "lift over head").
    3. You may retrieve stored items without provoking AoOs.

    Skillful Attack
    The warrior may use any of the following skills once per round, as part of a single melee attack: Bluff, Handle Animal, Intimidate and Jump.
    He may use any of the following skills once per round as part of a single ranged attack: Balance, Listen, Ride and Spot.

    Skillful Onslaught
    The warrior can now make multiple uses of Skillful Attack in a single round and is only limited by the number of his attacks per round (including any and all additional attacks).



    Warlord Warcrafts

    Tactical Leader
    The warrior excels at teamwork.
    The warrior gains teamwork benefits (HoB, p.115), which he can train others within 2-days training periods instead of 1-week periods.
    The number of teamwork benefits the warrior gains equals 3 + the total number of Warlord Warcrafts the warrior has taken (including this one).
    Furthermore, The warrior always succeeds at Aid Another attempts.


    Battlefield Commander
    The warrior is a genius at providing quick combat tips.
    As a move action, the warrior can choose between several Warrior benefits and grant the chosen benefit to a single ally until the beginning of his next turn.
    In all cases, the ally must be within [60' + 10' per 2 Warrior levels] and must be able to see and hear the warrior.
    In all cases, the ally counts as a warrior with as many levels as his BAB, capped by the warrior's class level.

    - The warrior can grant an ally all his Combat Edge bonuses to a single weapon or shield.
    For this benefit to take effect, the ally must be:
    1. Wielding a weapon/shield that the warrior has Weapons Expertise with.
    2. Proficient with the weapon he's wielding.

    - The warrior may also grant an ally the use of one of his known feats.
    For this benefit to take effect, the ally must meet all the feat's prerequisites.

    - The warrior may also grant an ally one of his Physical Prowess.

    With practice, a warrior learns how to bestow these benefits more rapidly. Starting 4 levels after Battlefield Commander is first taken, the warrior may grant its benefits as a swift action.


    Compelling Oratory
    Requirements: Battlefield Commander
    A veteran warlord draws confidence from his men and knows how to project that confidence back at them.
    3 + Cha-mod times per day, while you are not in combat, you may give a rousing speech to your allies, inspiring them and convincing them that you will succeed at whatever task you must perform. Each allied creature who can see and/or hear you is cured of Fatigued condition (or has Exhaustion reduced to Fatigued) and gains a number of temporary hit points equal to your Warrior level + your Cha-bonus. These temporary hit points remain until they are expended, or until that ally falls asleep.
    After making a Compelling Oratory, the warrior becomes immune to fear until the effect wears off.


    Renewed Effort
    Requirements: Compelling Oratory
    As a standard action that doesn’t provoke AoOs, you may grant an ally (self not included) a renewed saving throw, augmented by the warrior’s Combat Edge modifier, to thwart an ongoing temporary physical effect or a mental effect. An ally must be able to hear the warrior in order to benefit from Renewed Effort.
    Renewed Effort may only be applied once per effect.


    Rallying Cry (swift oratory)
    Requirements: Compelling Oratory
    Once per round, when the warrior hits a common enemy in combat during his turn, he may give off a loud battle cry that lift his allies' spirit as a free action.
    This is an alternative means of utilizing the benefits of Compelling Oratory.
    Alternatively, the warrior may activate this ability as a move action, without the need to hit an opponent.


    Demoralizing Presence
    Requirements: Battlefield Commander, Rallying Cry (swift oratory), Intimidate 12 ranks.
    The warlord's presence on the battlefield is so potent that his enemies can't help but notice.
    All enemies who enter the warrior's range of Battlefield Commander must make a successful level check as if the warrior has targeted each of them separately with a Demoralize attempt. Creatures of equal or higher CR than the warrior's class level automatically succeed on this particular saving throw.
    A creature that makes its save becomes immune to that warlord’s Demoralizing Presence for the next 24 hours.


    Rallying Cry (negate conditions)
    Requirements: Rallying Cry (swift oratory)
    From this point on, whenever the warrior issues a Rallying Cry, conditions associated with sleep, charm & fear are removed from all allies (self-included, in case the warrior is shaken) within the AoE of Battlefield Commander.


    Daunting Presence
    Requirements: Demoralizing Presence
    Any opponent who has become demoralized due to the warlord's Demoralizing Presence must make a successful Will save vs. DC 10 + 1/2 the warrior's class level + his Cha-bonus. Opponents that fail their save become Fatigued. Opponents who are already Fatigued suffer -2 Str & Dex ability damage.


    Rallying Cry (immunity to conditions)
    Requirements: Rallying Cry (negate conditions)
    All allies also become immune to sleep, charm & fear until the end of the encounter.


    Supreme Commander
    Requirements: Tactical Leader, Rallying Cry (negate conditions)
    The warlord has becomes an absolute master of the battlefield.
    1. The Warlord's battlefield coverage increases to 100' + 20' per level (via inhuman voice and enhanced eyesight & hearing).
    2. The warrior and his allies gain Indomitable Soul as bonus feat, even if they would not normally qualify for taking it.






    Note: A warrior may, instead of taking a Warcraft, decide to take 1 bonus combat feat and 1 combat associated skill trick (beyond the normal skill-tricks limit). In all cases, he must meet all the prerequisites, alleviated by Combat Training.




    Combat Training (Ex)
    For the purposes of qualifying for "Fighter feats" (gained by either class progression or character progression), you treat your ability scores as though they were 2 points higher than they actually are at 1st level.
    At level 6 and each 5 class-levels thereafter, this bonus increases by +1 (max +5 at level 16).
    Furthermore, once per day, a warrior may spend 10 minutes training with a specific weapon he’s not proficient with and gain proficiency with that specific weapon (doesn't apply to other weapons of the same type). This temporary Weapons Expertise (see below) is lost in 2 cases:
    - More than 1 day per warrior level has passes since the last time the warrior has trained with the weapon and it was not used in battle.
    - The warrior has completed an hour of training with another weapon for the purpose of gaining temporary proficiency.


    Bonus Feat (Ex)
    Same as the core Fighter.
    A warrior automatically qualifies for any Fighter ACF that requires a feat trade. Furthermore, a warrior is not bound to taking an ACF exactly at the stated level. Once the stated level is gained, the said ACF is available from there on.


    Combat Edge
    Many of the Warrior's abilities provide the indicated values as bonuses to attack, damage, opposed rolls and other aspects (read on).
    Writer's Note:
    Spoiler
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    This feature comes instead of all Weapon Focus tree feats (except for Weapon Focus itself).
    Since those feats are tagged Fighter-only feats and since I'm aiming for built-in advantage, I consider this a massive improvement, since now feats will not be wasted on stat-improvements that are instead gained automatically.



    Weapons Expertise
    A warrior starts his career with 3 weapons with which he gains combat advantage over others. Any weapon a warrior chooses for Weapons Expertise gains the indicated bonuses in the Combat Edge column to attack rolls, damage scores and opposed checks (trip, sunder, disarm etc). These bonuses are doubled for all cases that are relevant for Ever Vigilant (see below). At the indicated levels, a warrior may select additional weapons that gain this bonus. Melee weapons benefiting from Combat Edge also gain half the modifier as shield AC bonus.
    For the purpose of qualifying for feats and anything else that might be relevant, a warrior counts as having Weapon Focus with all weapons that he's chosen for Weapons Expertise.
    Special: Weapons associated with one of a warrior's weapons of choice (belong to the same weapon group a-la UA) gain 1/2 Combat Edge bonuses, rounded down.
    Special: A warrior can - instead of a weapon - choose to specialize in the use of a particular shield size, granting it all the bonuses as per weapons (now Sword&Board can actually count for something). A warrior may decide to wield 2 shields, however, in such case, the modifiers of Combat Edge are counted only for one of the shields. (dual-shield-wielding is too cumbetsome to allo double-benefit).
    Special: Weapons Expertise may be traded for gaining proficiency with 2 exotic weapons of the warrior’s choice.


    Physical Prowess (Ex)
    Choose one prowess from the listed below. You gain +1 to all checks detailed for the specified prowess.
    At 6th level and every 4 levels thereafter, you get to choose an additional prowess and the bonus to all possesses you possess scales by a cumulative +1.
    Applied Force: Strength checks to break or burst items, as well as all Sunder checks.
    Honed Defenses: Select one saving throw. You add your Combat Prowess bonus to this saving throw.
    Routine Wariness: All initiative checks.
    Skills of War: All opposed combat associated skill checks (Bluff, Listen, Sense Motive, Sleight of Hand, Spot, Tumble…) and ability-based checks.
    Survival Training: All ability checks and skill checks associated with survival, such as Balance checks made to avoid falling when balancing or moving through rough terrain, avoiding nonlethal damage from a forced march, resisting drowning etc.


    Combat Focus and its derivatives (Ex)
    Spoiler
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    Combat Focus (Maintain/Expend)
    Starting at 3rd level, a warrior gains enhanced combat readiness and combat-oriented frame of mind.
    Combat Focus activates automatically the instance a warrior is aware of immediate danger.
    Combat Focus lingers for the entire encounter, unless the warrior expends it or loses it due to conditions. Any condition that disables the warrior, totally prevents him from taking willful action or hampers his determination (e.g. fascinated, panicked, paralyzed... etc) also causes him to lose his Combat Focus.
    As long as Combat Focus is active, the warrior gains his Combat Edge bonus to all saves.
    A warrior can enter and leave Combat Focus outside of combat as a free action, for a total of [5 rounds + 1 round / level] within a given 10 minutes period (you can't remain constantly on your toes).
    Also, as a swift/immediate action, a warrior can voluntarily end his focus to gain a bonus to a single d20 roll (save, attack roll, ability check, level check, etc) equal to 1/2 his class level. He may choose to do so after learning the result, possibly changing a failed result into a successful one.
    If Combat Focus is lost due to conditions, it returns at the beginning of the warrior's next combat-turn to come after the last of them has ended. If it is expended voluntarily during the warrior's turn, it is regained automatically at the beginning of the warrior's next turn. If it is expended voluntarily as an immediate action, it is regained automatically once the warrior's next turn has ended.
    As a warrior gains levels, new benefits are gained that are based on this feature. These benefits either derive from Combat Focus' maintained state or by expending it to traverse obstacles that would cripple others or perform tasks that are beyond the capabilities of others.

    Ever Vigilant (Maintain)
    Starting at 5th level, while benefiting from Combat Focus, the warrior gains his Combat Edge score as bonus to the following:
    - Listen & Spot checks
    - Attack rolls when making AoOs and when attacking targets that are flanked, flatfooted or lose their Dex-bonus to AC for any other reason.

    Second Wind (Expend)
    Starting at 7th level, by expending his Combat Focus as a free action, the warrior can heal as many HP as he'd gain with a full night's rest and remove any and all of the following effects: confused, temporarily crippled (hampred movement), dazed, dazzled, exhausted, fatigued, nauseated, shaken, sickened, slowed and stunned. This applies only to damage and conditions sustained during the current encounter. Once the encounter is over, the damage/conditions cannot be negated with this ability.

    Tide of Battle (Expend)
    By 9th level, the warrior has learned to flawlessly place himself where he is most needed in combat or at the end of a charge.
    As an immediate action, he may expend his Combat Focus to take a 5'-step. This is in addition to any other movement he takes during his turn, even another 5'-step.
    As a swift action, he may expend his Combat Focus to take a single move action (except when spending his entire combat-turn running).
    Also, the warrior may act as if he had readied an action, by expending his Combat Focus as an immediate action, subject to the normal rules for readied actions.

    Veteran's Grit (Maintain)
    Spoiler
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    An 11th level warrior is a hard target to take down and even harder to take out of a situation.
    During Combat Focus, the warrior gains Fast Healing 3.
    Furthermore, As long as the warrior benefits from Combat Focus, even after succumbing to attacks, spell effects or supernatural abilities that cause conditions, the warrior is able to partially or totally shrug them off.
    When he's subjected to one of the following conditions, replace his condition with the condition one cell to the right on the table.

    Condition Becomes... Becomes... Becomes... Becomes
    Cowering Panicked Frightened Shaken None
    Paralyzed Stunned Dazed Dazzled None
    Blown away Knocked Down Checked None
    Fascinated Dazed Dazzled None
    Blinded Dazzled None
    Nauseated Sickened None
    Exhausted Fatigued None
    Slowed Entangled None
    Ability Drained Ability Damaged None
    Note: Veteran's Grit takes effect for existing conditions as well as conditions suffered during Combat Focus, but no condition is affected more than once.
    Special: Veteran's Grit applies to conditions forced upon the warrior by others. It doesn't apply to self-imposed conditions (such as Fatigued condition taken when exiting Rage).


    Action Without Thought (Maintain/Expend)
    While benefiting from Combat Focus, if a 13th level warrior is subject to a Mind-Afflicting effect, the effect is delayed for 1 round per Warrior level, or until it's expended (whichever comes first). He can choose to end his Combat Focus as an immediate action to thwart a single mind-afflicting effect altogether. Multiple effects cannot be delayed via Action Without Thought, but while an effect is delayed, the warrior knows of its nature and may choose to succumb to it and focus on a new effect, hoping his gamble was worthwhile and the latter is more severe.

    Battleshaper (Expend)
    A 15th level warriors gain an extra swift or immediate action every combat round (meaning, in a single combat round you can either take 2 immediate actions, 2 swift actions, or 1 immediate action and 1 swift action).
    Each round, you have the option of performing one of the following:
    - You can trade an immediate action and your Combat Focus to gain an extra move action.
    - You can trade a swift action and your Combat Focus to gain an extra standard action.

    Find the Mark (expend)
    A 17th level warrior's combat-rich background grants him insight of the best ways to attack in order to find the chink in his target's armor.
    As a swift action, the warrior can expend his Combat Focus to gain his Combat Edge bonus on all attack & damage scores until the beginning of his next turn. Alternatively, he can make but a single attack as a standard action, but resolve it as a touch attack.

    Combat Supremacy (Maintain/Regain)
    A 19th-level warrior, except for actively expending Combat Focus or losing it due to conditions, is in a constant state of Combat Focus.
    Furthermore, once per encounter, if the warrior voluntarily ends his Combat Focus, he may regain it as a free action - but no sooner than when the action that triggered the expenditure of Combat Focus is completed.
    In addition, during Combat Focus, the warrior enjoys 3 benefits:
    - As long as the warrior is on his feet (or otherwise when his movement is unhindered), he's never surprised, never flat-footed, and cannot be flanked.
    - The warrior never provokes AoOs for attacking, performing a combat maneuver or moving unhindered. This ability is not in effect when confronting an opponent that exceeds his Warrior level by 4 levels or more (if such thing ever happens).
    - Any attack against the warrior provokes an AoO, unless the attacker is another warrior of level-19 or higher.



    Combat Adaptation (Ex)


    Starting at 4th level, a warrior starts gaining access to combat tricks beyond his training.
    The warrior may spend a swift action to gain access to a combat feat to which he meets the prerequisites for 1 round per Con-bonus (minimum 1). To take a feat in such manner, a warrior must have seen it in action at some point in the past.
    The warrior may spend a swift action later on during the encounter to replace a chosen feat with another.
    At 8th level, a warrior may simultaneously benefit from two feats to which he meets the prerequisites, but must spend separate swift actions to gain them when the need arises. A warrior may even take a temporary feat that has another temporary feat as prereq, as long as he takes them in the appropriate order.
    For each 4 levels above 8th, a warrior may simultaneously benefit from one additional feat, as noted above.
    The total pool size of such instantly available feats equals [3 + Warrior class level + Int-mod].
    Renewal & Replacement: Certain conditions allow a warrior to swap feats in the pool in favor of other feats.
    - Whenever a warrior selects a feat from the pool via feat slot, he immediately gains a new feet of his choice to put into the pool.
    - A warrior may replace a single feat in the pool via 8 hours of training.
    - When leveling, a warrior may replace a single feat in the pool.
    - Somewhat meta-gaming, but at the beginning of every gamin session, the player may tell the DM he's replacing a single feat in the pool.
    Warcrafts: Whenever the pool size increases, instead of adding a feat, the warrior may replace an existing feat with a warcraft - essentially trading 2 feats for gaining a warcraft.
    Just like feats, warcrafts may also be retrained.
    Harnessing a warcraft requires a standard action and an investment of 2 adaptation points.
    Starting at 12th level, a warrior may spend a full round action to completely re-select all of his Combat Adaptations.





    // ==================================================



    A final touch for the big picture . . .



    Here's the best guide I know of for maximizing what one can do with the core Fighter and feats.
    If it's good enough for the core Fighter, it would be just as useful with my Warrior.


    And to allow warriors the option of self-sufficiency vs. “hard targets”, a handful of new feats is required:
    Spoiler
    Show

    Crom’s Hammer
    You call upon the blessings of the god of war to imbue your weapon with whatever metallic property you require.
    Requirements: Combat Edge +2, Craft (weaponsmith) 2, Knowledge (religion) 2, Pierce Magical Protection, worshiper of the god of war.
    Benefits: As a move action that doesn’t provoke AoOs, you make your weapon count as either adamantine, cold iron or silver for the remainder of the encounter. You may repeat the ritual to imbue your weapon with multiple effects.

    Dispelling Strike
    Requirements: Combat Edge +4, Mage Slayer, Pierce Magical Protection.
    Benefits: As a standard action, you can make s single attack with one of your favorite weapons against a target creature, object or area that's affected by magical effect(s). If your attack hits, you deal damage as normal (when relevant) and the target is affected by Dispel Magic as if by a caster of a level equal to your Warrior level.
    Each time you use this power, you take -1 Con ability burn

    Dust of the Damned
    You have learned an ancient battle ritual that taps into otherworldly forces and allows you to strike true against incorporeal opponents by reciting a long-forgotten war chant as you fight. This feat was originally created in ancient times, to allow warrior heroes to do battle against Ghosts. The end result turned out to be effective against all incorporeal opponents.
    Requirements: Warrior level 6 or BAB +9, Spellcraft 4, Knowledge (religion) 4, Pierce Magical Concealment, Pierce Magical Protection
    Benefits: As a standard action that provokes AoOs, you may recite the chant you have learned. For the remainder of the encounter, your weapon is enhanced with the Ghost Touch property.
    Each time you use this power, you take -2 Con ability burn

    Force Breaking Strike
    Your unique combat observation, offensive training and heavy experience in dealing with spellcasters grant you insight to find seemingly nonexistent vulnerabilities in continuous force effects.
    Requirements: Warrior level 17th, Spellcraft 4 ranks, Mage Slayer, Pierce Magical Concealment, Pierce Magical Protection
    Benefits: By spending your extra swift action, you may augment your 'Find the Mark' option to make your attack count as Disintegrate spell for the purpose of dispelling a continuous force effect.
    Each time you use this power, you take -3 Con ability burn

    Breach All Barriers
    This is the point where the warrior becomes a neigh unstoppable force.
    Requirements: Spellcraft 7 ranks, Force Breaking Strike
    Benefits: You may issue a Force Breaking Strike as a full round action to shatter any magical barrier in a single blow. This does not make you immune to any backlash that barrier might carry (e.g. Prismatic Wall).

    Incite Rage
    Requirements: Cha 19, Tireless Rage Warcraft, Battlefield Commander warcraft.
    Benefits: When you enter a rage, you can incite rage in any or all allies within 60' (any ally who doesn’t wish to become enraged is unaffected).
    An ally gains +4 to Strength, +4 to Constitution, and a +2 morale bonus on Will saves, but takes a -2 penalty to AC, for as long as you remain raging.
    The rage of affected allies lasts a number of rounds equal to 3 + their Con-mod, regardless of whether they remain within 60' of you.
    This is otherwise identical to normal Rage (including the fatigue at its end).


    Last edited by nonsi; 2014-11-28 at 10:09 AM.

  12. - Top - End - #12
    Ogre in the Playground
     
    nonsi's Avatar

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    Apr 2010

    Default Rogue

    .
    Class: Rogue

    Spoiler
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    Preface
    Spoiler
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    The concept of the Rogue is one that I like – a lot. It stands for the support guy that uses subtlety and his wits rather than direct brute force.
    My problem with the core Rogue is that it’s actually quite boring and not Rogue-ish enough.
    It has ten class features that basically amount to one and the designers didn’t take it far enough as the party’s skillmonkey.
    The core Rogue also carries a lot of baggage from earlier editions.

    So, given that it’s long overdue for this archetype to gain some love and respect, here’s how I think it should be designed.



    Hit Die: d8

    Table: The Rogue
    Saves
    Level BAB F R W Special
    1st +0 +0 +2 +0 Improvisation, Rogue's Expertise (1st), Rogue's Knack
    2nd +1 +0 +3 +0 Special Ability, Skill Savvy
    3rd +2 +1 +3 +1 Sneak Attack
    4th +3 +1 +4 +1 Special Ability, Skill Savvy (2 / encounter)
    5th +3 +1 +4 +1 Cunning Breach
    6th +4 +2 +5 +2 Special Ability, Skill Savvy
    7th +5 +2 +5 +2 Rogue's Expertise (2nd)
    8th +6 +2 +6 +2 Special Ability, Skill Savvy (3 / encounter)
    9th +6 +3 +6 +3 Sudden Strike
    10th +7 +3 +7 +3 Special Ability, Skillful Intuition
    11th +8 +3 +7 +3 Insightful Surge
    12th +9 +4 +8 +4 Special Ability, Skill Savvy (4 / encounter)
    13th +9 +4 +8 +4 Rogue's Expertise (3rd)
    14th +10 +4 +9 +4 Special Ability, Skill Savvy
    15th +11 +5 +9 +5 Death Blow
    16th +12 +5 +10 +5 Special Ability, Skill Savvy (5 / encounter)
    17th +12 +5 +10 +5 Cunning Brilliance
    18th +13 +6 +11 +6 Special Ability, Skill Savvy
    19th +14 +6 +11 +6 Rogue's Expertise (4th)
    20th +15 +6 +12 +6 Special Ability, Natural Skill-Trickster



    Class Features


    Class Skills and Skill Points: Same as the core Rogue, plus the Rogue also has Knowledge (dungeoneering) as class skill.

    Weapons and armor proficiencies: Rogues are proficient with all Simple & Martial Light Melee weapons, as well as all Simple range weapons. They’re also proficient with light armor and buckler.



    Improvisation (Ex)
    Rogues have a keen ability to adapt to nearly any situation.
    A rogue has a number of Improvisation points equal to twice his class level.
    A rogue's improvisation pool automatically resets at the beginning of each encounter.
    Whenever a rogue makes a d20 roll, he may choose to spend so many Improvisation points to gain an equal bonus to his roll.
    Improvisation can never grant a bonus to any single roll higher than 1/2 the rogue's class level rounded up.
    Improvisation may be used once per round at most.
    Improvisation may not be applied vs. opponents that gain the advantage of surprised vs. the rogue, or of which the rogue is unaware.


    Rogue's Expertise (Ex)
    Rogues are the kind of people that often get themselves into a lot of trouble. To survive out in the streets, they need to either outmaneuver the people they offend, get in and out of places where they cannot be chased, become undetectable, or fast-talk their way out of trouble.
    At the beginning of his career, and again at levels 7 / 13 / 19, a rogue chooses one of four fields of expertise. This choice grants the rogue 4 automatic ranks in 4 specific skills. In addition, the rogue gains a specific associated special ability. If upon taking an expertise, one of its skills is to result in more ranks than the maximum allowed by the character's level, the excess ranks are instead to be invested in other skills as the rogue sees fit.
    The 4 expertise are:
    Acrobat:
    - Skills: Balance, Climb, Jump and Tumble.
    - Associated Ability: Acrobatic Skill Mastery: The rogue may take 10 on all Balance, Climb, Jump and Tumble checks, even when rushed or distracted.
    Burglar:
    - Skills: Disable Device, Escape Artist, Search and Sleight of Hand
    - Associated Ability: Quickfingers. As given for the Dungeonscape Rogue ACF of the same name.
    Manipulator:
    - Skills: Bluff, Diplomacy, Intimidate and Sense Motive
    - Associated Ability: Innuendo. The rogue gains all benefits described for the Beguiler in the “Dead Levels II” article. All benefits are gained to maximum effect from the get-go.
    Stalker:
    - Skills: Hide, Listen, Move Silently and Spot
    - Associated Ability: Surprise Attack. During a surprise round, opponents are always considered flatfooted to you, even if they have already acted. You are never flatfooted after you act - even when attacked by someone with this ability.

    Writer's Note:
    Spoiler
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    I never liked the Trapfinding feature, because it makes no sense whatsoever. According to the core rules, someone with 15 ranks, skill focus and skill mastery in both Disable Device & Search could not deal with traps that a 1st level rogue with but a single rank in Disable Device could. This extra baggage should never have been carried along to 3e from its predecessors - and now there's no reason to. Anyone can deal with traps, but only rogues can do so masterfully.



    Rogue's Knack (Ex)
    When making any skill check, a rogue may use ½ his rogue level (rounded up) in place of the number of ranks he has in that skill. A rogue cannot use this ability on a skill that cannot be used untrained if he has no ranks in it.
    Furthermore, a rogue's regular skill-tricks-limit is increased to 1/class level.


    Special Ability (Ex)
    Spoiler
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    Throughout their adventuring career, rogues develop special talents that aid their stealth, agility, survivability and offensive prowess.

    Bonus Feat
    Instead of choosing a special ability, a rogue may choose any feat to which he qualifies for from the following list:
    Acrobatic Strike, Adaptive Flanker, Combat Acrobat, Cunning Evasion, Dash, Deadeye Shot, Dodge, Elusive Target, Fade into Violence, Flick of the Wrist, Hindering Opportunist, Mobility, Point Blank Shot, Quick Draw, Run, Stalwart Defense, TWF and Vexing Flanker.

    Acrobatic Stride
    Requirements: BAB +4.
    The rogue can run or charge in situations where others cannot.
    He may run or charge over difficult terrain that normally slows movement or allies blocking his path.
    This ability enables him to run down steep stairs, leap down from a balcony, or tumble over tables to get to his target.
    Depending on the circumstance, he may still need to make appropriate checks (e.g. Jump or Tumble checks) to successfully move over the terrain.
    In addition, when running or charging, the rogue may make any number of up to 45-degrees direction shifts and a single 90-degrees direction shift, so long as the final 10' (if he wishes to execute a Charge attack) are taken in a straight line.

    Ambidextrous
    Requirements: TWF feat, BAB +6.
    The Rogue reduces penalties for two weapon fighting by 2. An Ambidextrous Two Weapon Fighter's main hand and offhand deal normal Strength damage.

    Bleeding Attack
    Requirements: SA.
    A rogue with this ability can cause living opponents to bleed a number of HP/round equal to SA-dice sacrificed until the bleeding is stopped.
    Bludgeoning weapons cannot be used to render an opponent bleeding.
    Bleeding can be stopped with a DC 15 Heal check (retries allowed), a cure spell or 1d4 rounds after the target doesn’t take strenuous actions (any action that would make someone with 0 HP start losing HP).
    Multiple bleeding attacks stack.

    Brace for impact
    Requirements: Base Ref saves +6.
    As an immediate action, the rogue can "move with the punch", cutting dealt damage from an attack by 1/2 and moving away to an adjacent location.

    Darkstalker
    Requirements: Having taken "Stalker" as primary Rogue's Knack, Rogue level 6, Knowledge (nature) 4, Knowledge (dungeoneering) 4
    Benefits: When you hide/sneak, creatures with blindsense, blindsight, scent, or tremorsense must make a Listen check or a Spot check (whichever DC is higher) to notice you, just as sighted creatures would make Spot checks to detect you. In addition, you can flank creatures that have the all-around vision special quality.
    Normal: Creatures with these senses do not need to make Spot or Listen checks to notice other creatures within range. Creatures with all-around vision can't be flanked.
    Note: I know about the feat of the same name (LoM, p.179). I just think that nullifying all those powerful monster abilities by just anyone with no prereqs is way too easy.

    Dual Strike
    Requirements: BAB +4, TWF feat.
    Dual Strike allows the Rogue to strike with his offhand weapon in addition to his main hand weapon as part of a charge or a standard action.

    Duelist
    Requirements: BAB +6.
    A Duelist gains +1 to Hit, +2 to Damage and +2 Shield bonus to AC when fighting with only one weapon and having his offhand free.
    This ability can be chosen multiple times, its effects stack.
    A rogue may select this special ability once per 4 Rogue levels at most.

    Evasion
    Requirements: Base Ref +3.
    As given for the core Rogue.

    Fast Stealth
    Requirements: Hide & Move Silently 9 ranks.
    As long as the rogue is not running, he takes no penalties to his Hide & Move Silently checks.
    Even while running, the penalties diminish by 5

    Flank Everywhere
    Requirements: Sudden Strike.
    You are considered flanking an enemy if both you and an ally are threatening your foe in melee, regardless of his position.
    Your ally doesn’t count as flanking (unless he’s actually flanking of course).
    Even while running, stealth check penalties diminish by 5.

    Fluid Attack
    Requirements: BAB + 6.
    Make a 5'-step for free after every attack during the rogue’s turn, not counting offhand attacks.

    Hide in Plain Sight
    Requirements: Bluff 6 ranks, Hide 12 ranks, Move Silently 9 ranks.
    As long as the rogue is not running, he takes no penalties to his Hide & Move Silently checks.
    Even while running, the penalties diminish by 5

    Improved Evasion
    Requirements: Evasion and base Ref +7.
    As given for the core Rogue.

    Improved Flanking
    Requirements: BAB +4.
    When flanking an opponent, the rogue gains a +4 bonus on attacks instead of a +2 bonus on attacks.
    Other characters flanking with the rogue don’t gain this increased bonus.
    Improved Flanking stacks with other forms of flanking bonuses.

    Improved Sneak Attack
    Requirements: Rogue level 6.
    The rogue adds 1d6 to his SA damage.
    This ability can be chosen multiple times, limited to 1/6th Rogue level. Its effects stack.

    Improved Uncanny Dodge
    Requirements: Uncanny Dodge and base Ref +6.
    As given for the core Rogue.

    Ledge Walker
    Requirements: Balance 7 ranks.
    The rogue may move up to his speed along narrow surfaces without penalty and without provoking AoOs.

    Poison Use
    Requirements: Dex 15.
    As given for the official Assassin PrC.

    Shadow Strike
    You accurately strike even those you cannot clearly see.
    You can deal SA damage against targets with concealment (but not total concealment).

    Skill Mastery
    Requirements: 10 ranks in each of the selected skill.
    As given for the core Rogue.

    Slippery Mind
    Requirements: Base Will +3.
    As given for the core Rogue.

    Slow Reactions
    Requirements: SA
    The rogue can sacrifice 3d6 SA damage to prevent his target from taking immediate or swift actions for 1 round.

    Sniper
    Requirements: SA, Far Shot feat
    Make ranged SAs within a weapon’s 2nd range increment.

    Opportunist
    Requirements: BAB +6.
    As given for the core Rogue.

    Trap Spotter
    Requirements: Rogue's Expertise: Burglar
    Benefit: Whenever a rogue with this talent comes within 10’ of a trap, he receives an immediate Search skill check to notice the trap.
    This check should be made in secret by the DM.

    Uncanny Dodge
    Requirements: Base Ref +4.
    As given for the core Rogue.

    Wounding Strike
    Requirements: SA
    Sacrifice SA dice for causing ability damage at a rate of 1 point per d6. The target is entitled to Fort saves to negate the damage. The DC equals 10 + ½ Rogue level + the rogue’s Int-bonus.


    Skill Savvy (Ex)
    The rogue excels at learning useful tricks and ploys to confuse and confound his opponents.
    At 2nd level and every even Rogue level thereafter, a rogue gains a bonus skill-trick to which he qualifies. These bonus skill tricks don't cost the rogue any skill-points expenditure and don’t count against the usual limit of skill tricks a character may take.
    At levels 4/8/12/16 a rogue is able to use any skill-trick he knows 2/3/4/5 times (respectively) per encounter each, including using the same trick multiple times in a row.
    At 20th level the rogue may use any skill trick he knows an unlimited number of times per encounter.


    Sneak Attack (AKA “SA”) (Ex)
    Starting at 3rd level, a rogue’s attack deals extra damage any time his target would be denied their Dex-bonus to AC (whether the target actually has a Dex-bonus or not), when the rogue flanks his target or when a creature provokes an AoO from the rogue (generally referred to as "unable to properly defend themselves").
    SA damage equals 1d6 plus 1d6 per 3 Rogue levels.
    SA damage is not multiplied on critical hits.
    SA deals 1/2 damage to opponents that are immune to critical hist (i.e. creatures with no discernible anatomies, such as undead, plants, constructs, oozes, elementels, etc), except for swarms, gaseous and incorporeal creatures, which completely ignore SA damage (this one is a result of the following discussion).
    A rogue must be able to see the target well enough to pick out a vital spot. A rogue cannot sneak attack while striking a creature with concealment.
    Melee SA is applicable with light and finesseable weapons only, while carrying no more than light load (writer’s note: I want to promote the notion that rogues travel light and are generally less conspicuous).
    Ranged attacks can count as SA only if the target is at close range (within the weapon’s range increment).
    With a sap (blackjack) or an unarmed strike, a rogue can make a SA that deals nonlethal damage instead of lethal damage. Nonlethal SA damage is also applicable with weapons that deal lethal damage, taking the usual -4 penalty.
    SA is inapplicable unless an attack does bludgeoning/slashing/piercing damage, meaning area/drain/splash/elemental damages are inapplicable for SA (those are diametric opposites of precision).
    5 ranks in Heal add an additional 1d6 to SA damage against the rogue’s Heal-related group of creatures.
    At 3rd level, only the first attack against an opponent counts as SA (see Sudden Strike later on).
    Special: SA dice can count as improvisation points instead of damage dice. SA Improvisation points allow an extra d20-Improvisation-modifier (there are other uses for Improvisation detailed below) vs. your SA target and must be utilized before the beginning of your next turn. This special usage of Improvisation allows the rogue to lower the target's next attack roll, damage score, skill check, saving throw or power/spell DCs.


    Cunning Breach (Ex)
    Starting at 5th level, a rogue’s broad knowledge allows him to study an opponent and gain a brief flash of insight to breach their defenses.
    By spending 2 improvisation points as a free action, the rogue can ignore a single target’s SR and DR for 1 round.


    Sudden Strike (Ex)
    Starting at 9th level, every attack a rogue makes against opponents that are unable to properly defend themselves is a SA.
    When making a SA, the rogue gains a +2 attack bonus (+4 vs. unwary targets).
    When a rogue is unobserved (invisibility/total concealment/...), a successful SA made as a full round action counts as Coup de Grace. A rogue may choose to substitute death for unconsciousness for 3d6 rounds.


    Skillful Intuition (Ex)
    A 10th level rogue learns how to use his abilities in unorthodox ways. He may use his Dex-mod instead of his Str-mod for all Str based Class Skills, and may use his Int-mod instead of his Wis-mod for all Wis based Class Skills.


    Insightful Surge (Ex)
    An 11th level rogue can call upon the wealth of his experience and knowledge to gain a burst of speed when it is needed the most. By spending 3 improvisation points the rogue or an ally within 45' can take an extra standard action during a round.
    A rogue may only use this ability once per round but he may use it even when it isn't his turn.


    Death Blow (Ex)
    Starting at 15th level, a rogue may perform Coup de Grace attempts as a standard action against opponents that are unable to properly defend themselves (which is also a SA).


    Cunning Brilliance (Ex)
    At 17th level, a rogue becomes the ultimate jack of all trades. His sharp mind and keen sense of his surroundings allow him to duplicate almost any ability he witnesses.
    Three times per day, by spending 3 improvisation points as a free action, you gain the benefits and drawbacks of one (Ex) ability of another character class at a level no higher than your Rogue level minus 5 for 1 minute. You use the ability as if your level in the relevant class equaled your Rogue level. Improved (Ex) abilities (such as Improved Shield Ally) require 6 improvisation points. Features with double improvements (e.g. Tireless Rage) require 9 uses.
    For example, if you use a monk’s Flurry of Blows ability, you gain all the benefits and drawbacks described under Flurry of Blows (PH 40). You do not gain the benefits of unarmed strike, because that is a separate ability in the Monk’s class description.


    Natural Skill-Trickster (Ex)
    From this point and on, the rogue needs not spend skill points to learn a skill trick. He also regains all skill points previously invested into skill-tricks (if any).








    Rogue Variant: Jester
    Spoiler
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    To be a Jester is to see the joke in every tragedy. For them, life's a party, and most poor bastards are not invited.
    They live hard, play hard, and laugh hard knowing that at any moment their life might be cut short by an uncaring world.
    A jester is a rogue that trades significant combat prowess for manipulation and trickery.
    Jesters may play at being buffoons, but each is a student of life and of people, and they understand not only what makes people laugh, but what makes them cry.
    As adventurers, they often appreciate baubles and magical trinkets as much as anyone else, but their main goal is to have fun. When fighting enemies, their sense of humor takes a macabre and dark turn, becoming cruel and vicious to better demoralize their foe.
    As followers of the Laughing God Who Has No Temples, they are generally disrespectful atheists who wander the world looking for excitement and amusement, righting wrongs or committing crimes as the mood takes them.


    Alignment: Any Chaotic


    Table: The Jester
    Saves
    Level BAB F R W Special Replaced Rogue Feature(s)
    1st +0 +0 +2 +0 Laugh It Off, Bag of Tricks, Harlequin's Mask, Taunt Improvisation, Rogue's Expertise (1st), Rogue's Knack
    2nd +1 +0 +3 +0 Special Ability, Skill Savvy
    3rd +2 +1 +3 +1 Sneak Attack
    4th +3 +1 +4 +1 Special Ability, Skill Savvy (2 / encounter)
    5th +3 +1 +4 +1 Cruel Comment Cunning Breach
    6th +4 +2 +5 +2 Special Ability, Skill Savvy
    7th +5 +2 +5 +2 Punchline Rogue's Expertise (2nd)
    8th +6 +2 +6 +2 Special Ability, Skill Savvy (3 / encounter)
    9th +6 +3 +6 +3 Sudden Strike
    10th +7 +3 +7 +3 Special Ability, Killer Clown Skillful Intuition
    11th +8 +3 +7 +3 Last Trick Insightful Surge
    12th +9 +4 +8 +4 Special Ability, Skill Savvy (4 / encounter)
    13th +9 +4 +8 +4 Jack-in-the-Box King (3rd) Rogue's Expertise
    14th +10 +4 +9 +4 Special Ability, Skill Savvy
    15th +11 +5 +9 +5 Death Blow
    16th +12 +5 +10 +5 Special Ability, Skill Savvy (5 / encounter)
    17th +12 +5 +10 +5 Annoy the Gods Cunning Brilliance
    18th +13 +6 +11 +6 Special Ability, Skill Savvy
    19th +14 +6 +11 +6 Grandmaster of Comedy Rogue's Expertise (4th)
    20th +15 +6 +12 +6 Special Ability, Eternal Trickster Natural Skill-Trickster



    Laugh It Off (Ex)
    Fate protects fools and little children, and Jesters certainly adopt the role of fools.
    A Jester add his Cha-bonus as a morale bonus to his saves (once over), capped by 1/2 his Jester level, rounded up.
    Furthermore, a jester's fatalistic and sarcastic view of life renders him immune to Fear, Charm, Confusion & Insanity effects of all kinds.


    Bag of Tricks
    Jesters start their career with 4 bonus ranks in Bluff, Craft (trapmaking), Disguise, Intimidate, Perform (comedy) & Sleight of Hand.


    Harlequin's Mask (Ex)
    As long as a Jester's face is painted, masked, or adorned in the manner of a harlequin or other comedic figure, he gains +2 to all Bluff, Disguise, Intimidate & Perform (comedy) checks, as well as well as Feint checks.
    This bonus increases to +3/+4/+5 at levels 7/13/19 respectively.


    Taunt
    Jesters start their career with Taunt as bonus feat (see post #9), even without meeting the prerequisites.


    Cruel Comment (Ex)
    At 5th level, the Jester has learned to say extremely funny but hurtful things about others.
    As a swift action, the Jester can make a Bluff check opposed by the target's [d20 + level + Wis-bonus] check.
    If the target fails loses, it suffers a -4 to attack rolls, saves, and all other d20 checks until 3 rounds have passed.
    A target may not be targeted by Cruel Comment more than once per encounter, and this ability may be used only once every other round.
    Cruel Comment is a language-dependent compulsion effect. The jester may overcome language barrier by using sound imitations, pantomime or other rudimentary comedic techniques. This reduces the DC of this power by -2.


    Punchline (Sp)
    At 8th level, a jester may attempt to cause a taunted target to start laughing hysterically out of sheer frustration.
    Goading someone in this manner functions exactly like hideous laughter spell.
    Punchline is a language-dependent compulsion effect. The jester may overcome language barrier by using sound imitations, pantomime or other rudimentary comedic techniques. This reduces the DC of this power by -2.


    Killer Clown (Su)
    At 10th level, so long as he meets the requirements of his Harlequin's Mask ability, the Jester can make a special Intimidate check as a move action.
    If successful, this check causes the enemy to suffer the panicked condition for one round per Jester level.
    The victim is allowed a new saving throw each round to break the effect.
    This is a mind-affecting fear effect.


    Last Trick (Ex)
    At 11th level, the Jester can turn even his death into a joke.
    Any time the Jester is killed or knocked unconscious, he gains one "last-effort" standard action.


    Jack-in-the-Box King (Sp)
    Twice per day, a 13th level Jester may use fabricate or major creation as a spell-like ability, but only if he is constructing weapons or traps.


    Annoy the Gods (Su)
    As world-class pranksters, Jesters must learn to avoid the curses and transformations of enemies with a sense of humor.
    Any time a 17th level Jester has spent at least one round as the victim of an effect that could be removed by a break enchantment effect, the effect is removed.


    Grandmaster of Comedy (Ex)
    A 19th level jester masters such legendary display of comedy that it could lead to the demise of an entire army.
    Once per 24 hours, the jester can spend a standard action to deliver the effect of a hideous laughter spell vs. all opponents at up to medium range and having line of sight with the jester.
    Opponents that make the save realize that the joke is on them and must make another save or becomes victims of Cruel Comment. When performing to entertain an audience, the jester may exclude this secondary effect.


    Eternal Trickster (Su)
    At 20th level, the Jester can become a personification of The Laughing God Who Has No Temples.
    While meeting the requirements of his Harlequin's Mask ability, he does not age and is under the effect of a mind blank.


    Last edited by nonsi; 2015-01-02 at 05:12 PM.

  13. - Top - End - #13
    Ogre in the Playground
     
    nonsi's Avatar

    Join Date
    Apr 2010

    Default Priest

    .
    Class: Priest

    Spoiler
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    Preface
    Spoiler
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    One thing that has bothered me about clerics for the longest time, was that in terms of game mechanics, they’re virtually identical despite serving vastly different deities. You could have a cleric of Pelor, a cleric of Vecna, and a cleric of Hextor and the only readily notable difference would be the color of their garments and the shape of their holy symbol.
    To that, add solid inherent combat capabilities, heavy armor and buffs galore, and it's plain to see why this class needs a massive overhaul.



    Alignment: Must be within one step of their deity’s.

    Hit Die: d6

    Table: The Priest
    Saves
    Level BAB F R W Special
    1st +0 +2 +0 +2 Channeling, Deity’s Domains, Domain of Choice, Spell Talisman
    2nd +1 +3 +0 +3 Divine Gift
    3rd +1 +3 +1 +3 Turn or Rebuke Undead
    4th +2 +4 +1 +4 Divine Gift
    5th +2 +4 +1 +4 Divine Resilience
    6th +3 +5 +2 +5 Divine Gift
    7th +3 +5 +2 +5 Bonus Domain
    8th +4 +6 +2 +6 Divine Gift
    9th +4 +6 +3 +6 Atonement
    10th +5 +7 +3 +7 Divine Gift
    11th +5 +7 +3 +7 Rising Church (followers)
    12th +6 +8 +4 +8 Divine Gift
    13th +6 +8 +4 +8 Bonus Domain
    14th +7 +9 +4 +9 Divine Gift
    15th +7 +9 +5 +9 Ghostbane Blessing
    16th +8 +10 +5 +10 Divine Gift
    17th +8 +10 +5 +10 Divine Cohort
    18th +9 +11 +6 +11 Divine Gift
    19th +9 +11 +6 +11 Bonus Domain
    20th +10 +12 +6 +12 Divine Gift, Divine Ascension



    Class Features:


    Class Skills: Concentration, Craft, Diplomacy, Heal, Intimidate, Knowledge (religion, the plains), Profession, Sense Motive and Spellcraft.
    Skill Points Per Level: 4 + Int-mod


    Weapons and armor proficiencies: Priests are proficient with all Simple Light and 1-H weapons, with all Simple range weapons, as well as with their deity’s signature weapon(s). They’re also proficient with medium armor and light shield.



    Channeling
    Good-aligned priests channel positive energy, while evil-aligned priests channel negative energy. Neutral priests much choose whether to channel positive or negative energy. This choice determines which spell list they use and whether they turn or rebukes undead.
    Spells: A priest casts divine spells, which are drawn from the appropriate priest spell list – Positive Energy or Negative Energy – based on which energy type he channels (see below). Priests’ spellcasting is Cha-based.
    Special: Given that:
    1. The Priest has a fixed spell list.
    2. Domain spells often overlap with the core list.
    3. In some cases (read on), a priest doesn’t have access to certain spells.
    Then:...
    Whenever (2) or (3) occur, a priest may choose another spell from the core Cleric’s spells (including from SC) instead.

    Priest Spells
    Spoiler
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    Spoiler: Positive Energy Spell List
    Show

    0 Level Priest (+) Spells (Orisons)
    Create Water: Creates 2 gallons/level of pure water.
    Cure Minor Wounds: Cures 1 point of damage.
    Detect Magic: Detects spells and magic items within 60 ft.
    Light: Object shines like a torch.
    Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
    Read Magic: Read scrolls and spellbooks.

    1st Level Priest (+) Spells
    Bless: Allies gain +1 on attack rolls and saves against fear.
    Bless Water (M): Makes holy water.
    Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
    Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
    Shield of Faith: Aura grants +2 or higher deflection bonus.

    2nd Level Priest (+) Spells
    Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
    Align Weapon: Weapon becomes good, evil, lawful, or chaotic.
    Consecrate (M): Fills area with positive energy, making undead weaker.
    Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
    Spiritual Weapon: Magic weapon attacks on its own.

    3rd Level Priest (+) Spells
    Create Food and Water: Feeds three humans (or one horse)/level.
    Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
    Dispel Magic: Cancels spells and magical effects.
    Prayer: Allies +1 bonus on most rolls, enemies -1 penalty.
    Searing Light: Ray deals 1d8/two levels damage, more against undead.

    4th Level Priest (+) Spells
    Death Ward: Grants immunity to death spells and negative energy effects.
    Dismissal: Forces a creature to return to native plane.
    Divination (M): Provides useful advice for specific proposed actions.
    Imbue with Spell Ability: Transfer spells to subject.
    Restoration: Restores level and ability score drains.

    5th Level Priest (+) Spells
    Commune (X): Deity answers one yes-or-no question/level.
    Disrupting Weapon: Melee weapon destroys undead.
    Flame Strike: Smite foes with divine fire (1d6/level damage).
    Hallow (M): Designates location as holy.
    Raise Dead (M): Restores life to subject who died as long as one day/level ago.

    6th Level Priest (+) Spells
    Banishment: Banishes 2 HD/level of extraplanar creatures.
    Blade Barrier: Wall of blades deals 1d6/level damage.
    Dispel Magic, Greater: As dispel magic, but up to +20 on check.
    Heal: Cures 10 points/level of damage, all diseases and mental conditions.
    Heroes’ Feast: Food for one creature/level cures and grants combat bonuses.

    7th Level Priest (+) Spells
    Control Weather: Changes weather in local area.
    Dictum or Word of Chaos: Kills, paralyzes, slows, or deafens non (lawful or Chaotic) subjects.
    Holy Word: Kills, paralyzes, blinds, or deafens nongood subjects.
    Regenerate: Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35).
    Resurrection (M): Fully restore dead subject.

    8th Level Priest (+) Spells
    Antimagic Field: Negates magic within 10 ft.
    Cloak of Chaos or Shield of Law (F): +4 to AC, +4 resistance, and SR 25 against lawful spells.
    Discern Location: Reveals exact location of creature or object.
    Earthquake: Intense tremor shakes 80-ft.-radius.
    Holy Aura (F): +4 to AC, +4 resistance, and SR 25 against evil spells.

    9th Level Priest (+) Spells
    Heal, Mass: As heal, but with several subjects.
    Heavenly Host SC: Summon heavenly assistants.
    Miracle (X): Requests a deity’s intercession.
    Storm of Vengeance: Storm rains acid, lightning, and hail.
    True Resurrection (M): As resurrection, plus remains aren’t needed.


    Spoiler: Negative Energy Spell List
    Show

    0 Level Priest (-) Spells (Orisons)
    Create Water: Creates 2 gallons/level of pure water.
    Daze: Humanoid creature of 4 HD or less loses next action.
    Detect Magic: Detects spells and magic items within 60 ft.
    Inflict Minor Wounds: Touch attack, 1 point of damage.
    Light: Object shines like a torch.
    Read Magic: Read scrolls and spellbooks.

    1st Level Priest (-) Spells
    Bane: Enemies take -1 on attack rolls and saves against fear.
    Curse Water (M): Makes unholy water.
    Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5).
    Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
    Shield of Faith: Aura grants +2 or higher deflection bonus.

    2nd Level Priest (-) Spells
    Align Weapon: Weapon becomes good, evil, lawful, or chaotic.
    Spiritual Weapon: Magic weapon attacks on its own.
    Death Knell: Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 level.
    Desecrate (M): Fills area with negative energy, making undead stronger.
    Inflict Moderate Wounds: Touch attack, 2d8 damage +1/level (max +10).

    3rd Level Priest (-) Spells
    Animate Dead (M): Creates undead skeletons and zombies.
    Bestow Curse: -6 to an ability score; -4 on attack rolls, saves, and checks; or 50% chance of losing each action.
    Contagion: Infects subject with chosen disease.
    Dispel Magic: Cancels spells and magical effects.
    Inflict Serious Wounds: Touch attack, 3d8 damage +1/level (max +15).

    4th Level Priest (-) Spells
    Death Ward: Grants immunity to death spells and negative energy effects.
    Dismissal: Forces a creature to return to native plane.
    Divination (M): Provides useful advice for specific proposed actions.
    Poison: Touch deals 1d10 Con damage, repeats in 1 min.
    Restoration: Restores level and ability score drains.

    5th Level Priest (-) Spells
    Commune (X): Deity answers one yes-or-no question/level.
    Flame Strike: Smite foes with divine fire (1d6/level damage).
    Raise Dead (M): Restores life to subject who died as long as one day/level ago.
    Slay Living: Touch attack kills subject.
    Unhallow (M): Designates location as unholy

    6th Level Priest (-) Spells
    Banishment: Banishes 2 HD/level of extraplanar creatures.
    Blade Barrier: Wall of blades deals 1d6/level damage.
    Create Undead: Create ghouls, ghasts, mummies, or mohrgs.
    Dispel Magic, Greater: As dispel magic, but up to +20 on check.
    Harm: Deals 10 points/level damage to target.

    7th Level Priest (-) Spells
    Blasphemy: Kills, paralyzes, weakens, or dazes nonevil subjects.
    Control Weather: Changes weather in local area.
    Destruction (F): Kills subject and destroys remains.
    Dictum or Word of Chaos: Kills, paralyzes, slows, or deafens non (lawful or Chaotic) subjects.
    Resurrection (M): Fully restore dead subject.

    8th Level Priest (-) Spells
    Cloak of Chaos or Shield of Law (F): +4 to AC, +4 resistance, and SR 25 against lawful spells.
    Create Greater Undead (M): Create shadows, wraiths, spectres, or devourers.
    • Discern Location:[/b] Reveals exact location of creature or object.
    Earthquake: Intense tremor shakes 80-ft.-radius.
    Unholy Aura (F): +4 to AC, +4 resistance, and SR 25 against good spells.

    9th Level Priest (-) Spells
    Energy Drain: Subject gains 2d4 negative levels.
    Hellish Horde SC: Summon hellish assistants.
    Implosion: Kills one creature/round.
    Storm of Vengeance: Storm rains acid, lightning, and hail.
    True Resurrection (M): As resurrection, plus remains aren’t needed.




    Domains
    A priest’s deity influences his alignment, what magic he can perform, his values, and how others see him. A priest selects 3 domains — 2 normally granted by his deity, and an extra domain that must be “approved” by his deity, and thus must not conflict with his deity’s tenet. A priest of Pelor couldn’t pick the Death domain, for instance, but Strength is acceptable.


    Spell Talisman
    Once per day, at the culmination of his daily prayer for spells, a priest can store divine spells directly into his holy symbol. He can have up to [1 + 1/2-class-level + Wis-mod] spell-levels stored in this manner and have them activated as a silent move action, by firmly presenting his holy symbol.


    Divine Gift
    At 2nd level, and every subsequent even-numbered level, a priest may chose one priest spell from the core Cleric spell list and add it to his spell list. The chosen spell must be of a level he could normally cast.
    ACF: Gift of Arcana: If you revere a deity that strongly represents magic (e.g. Boccob, Mystra, Wee Jas etc) and you have taken the Magic domain, then whenever you gain Divine Gift as a class feature, instead of choosing a divine spell, you may selects a spell from the Mage spell list that is at most one level lower than the highest-level Priest spell you can cast. You gain this as a bonus spell known. The spell is treated as one level higher than its true level for all purposes.


    Turn or Rebuke Undead (Su)
    Beginning at 3rd level, a priest, regardless of alignment, has the power to affect undead creatures by channeling the power of his faith through his holy (or unholy) symbol. Priests who channel positive energy turn undead, and those who channel negative energy rebuke undead.
    A priest may attempt to turn undead a number of times per day equal to 3 + his Charisma modifier. A priest with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead.

    Spoiler: Revised Turn/Rebuke Rules
    Show

    Turning Undead
    All undead within 60' must make a Will save, with a DC of 10 + 1/2 Priest level + Charisma modifier. They gain a bonus on this save equal to their Turn Resistance. On a failure, they are turned, with varying effects based on how many hit dice they have relative to the priest’s level + Cha-mod:

    Hit Die Effect
    1/2 level or fewer Instantly destroyed
    (1/2 level +1) to level Panicked for 1d4 rounds, and frightened for 1 minute
    (Level + 1) to (level + Cha-bonus) Frightened for 1d4 rounds and shaken for 1 minute
    (level + Cha-bonus + 1) or higher shaken for 1d4 rounds

    Rebuking Undead
    Rebuking Undead works identically to turning undead, but creatures that would be destroyed are instead dominated. At any one time, a priest may command any number of undead whose total Hit Dice do not exceed his level. He may voluntarily relinquish command on any commanded undead creature or creatures in order to command new ones.

    Priests who channel opposite energies may attempt to counter each other's turn or rebuke attempts. Doing so works just like casting dispel magic, using their Priest level + charisma modifier in place of CL check. Priests may attempt to break each other's control over turned or rebuked undead in the same manner.


    ACF: Blast the Infidels
    Instead of undead, the character’s turning power affects Humanoid, Monstrous Humanoid, Fey and Giant types. To be affected, a target creature has to be of opposing alignment (all extreme alignments - LG, CG, LE, CE - are opposed to TN) or faith (deities in conflict with patron deity, or opposing philosophy).

    ACF: Rebuke Dragons [Knowledge (arcane) 2, must revere a draconic deity]
    You gain Draconic as bonus language and the ability to rebuke or command dragons (DrM, p 14).
    Special: Standard priests and Clerics (variant Priest - see below) may select this ACF, but other Priest variants may not.



    Divine Resilience (Ex)
    Priests’ dealings with divine powers strengthens their physical resilience vs. corrupting effects.
    A 5th level priest gains a +4 sacred/profane bonus to resist all corrupting effects (poison, disease (magical & mundane), ability drain/damage, Energy Drain etc).


    Atonement (Sp)
    Beginning at 9th level, a priest may use atonement once per week as a spell-like ability. The casting time is reduced to 5 rounds, and he does not need to provide the focus or pay an XP cost. If the XP cost would normally be mandated, the subject must undertake a quest or some other sort of penance on behalf of the deity before the benefits of the atonement spell take effect.


    Rising Church
    At 11th level, a priest gains the benefits of the Leadership feat, with the following exceptions:
    His leadership score is equal to his Priest level plus his inherent charisma modifier (i.e. before any temporary bonuses or magic items), and he receives twice as many followers as normal.
    However, instead of a single cohort of the given level, the priest gains 3 cohorts of up to ½ the given level.
    At 12th level, the number of followers is doubled, at 13th it triples and so on.
    The number of cohorts increases by 1 with each 3 levels passed 11th.


    Ghostbane Blessing (Su)
    A 15th level priest’s meddling with the divine grants him power over creatures out of this world.
    The priest can augment the nature of his Turn/Rebuke Undead power to aid fight off incorporeal horrors.
    Instead of turning undead, the priest grants all allies within 60’ line of effect (self included) the ability to see ethereal creatures and objects (such as ghosts) as easily as if they were material.
    In addition, all allies’ physical attacks and donned armor gain the Ghost-Touch property.
    This effect lasts 1 minute.


    Divine Cohort (Ex)
    At 17th level, a priest's deity sends him a group of three powerful outsiders to serve him. These beings are not dominated or otherwise magically compelled— they serve the priest loyally and will aid him in combat, but they will not obey commands which are self-destructive or radically opposed to their nature. If slain, a replacement arrives 1d6 days later. The type of servant depends on the deity's alignment.
    Deities who are neutral on one alignment axis (Good-Evil or Law-Chaos) must pick one or the other-- a NG deity could dispatch a cohort of Couatls or Lillends, while a CN god could grant a cohort of Lillends or Vrocks. A true neutral deity simply picks one of the four options. All cohorts must be of the same type-- a neutral god won't "mix-and-match" from among the available options.
    • Lawful Good— Couatls
    • Chaotic Good— Lillends
    • Lawful Evil— Erinyes
    • Chaotic Evil— Vrocks


    Divine Ascension (Ex)
    At 20th level, a priest is ready to sit at his god’s right-hand side. His type changes to Outsider (native) and he gains 60’ darkvision (or 30’ increase – whichever’s greater, up to 120’) and immunity to sleep, poison, disease and paralysis.







    Priest Variants
    Spoiler
    Show


    Not all priests gain rank within their order.
    Not all priests belong to an order.
    Not all priests revere a deity.
    Some priests follow their own moral compass and set of rules.

    Each Variant Priest shares many traits and qualities with the standard Priest, and trades some of them to gain others.



    Spoiler: Cleric (War Priest)
    Show

    Loses:
    • Spell Talisman
    • Access to 3 domains of choice.
    • Atonement
    • Spellcasting progression and strain toll degrade and set to match that of the Witch’s primary circle (see below).

    Gains:
    Class skills: Jump, Handle Animal, Ride and Swim
    Domains: Selection of any 2 domains from: Community, Destruction, Glory, Strength and War. When Bonus Domain feature is gained, choose from the remaining domains.
    HD: d8
    • Med BAB
    • Heavy armor proficiency
    Righteous Might: Righteous Might is removed from the spell list, and instead may be activated as a swift action once per day at 9th + once more per 3 levels thereafter.


    Note: Not all deities have war priests (DM’s discretion).


    Spoiler: Divine Trickster
    Show

    Requirements: Must revere a deity associated with thieving & trickery, must take Trickery and Luck domains

    Loses:
    • Good Fort Save (becomes poor)
    • Medium armor
    • Shield Proficiency
    • Spell Talisman
    • Divine Resilience
    • Bonus Domains
    • Rising Church
    • Divine Cohort

    Gains:
    • Good Ref Save
    Class Skills: the following skills are added as class skills: Balance, Bluff, Climb, Disable Device, Disguise, Escape Artist, Gather Information, Hide, Listen, Move Silently, Search, Spot, Tumble and Use Rope.
    Skill points per level: 6 + Int-mod
    Level 5: Sneak Attack (as the Rogue ability)
    Levels 7, 11, 17, 19: Choose one of the Rogue’s special abilities to which the divine trickster qualifies via class levels & features.
    Level 13: Sudden Strike (as the Rogue ability)


    Spoiler: Druid
    Show

    Writer's comment: This is not how I envision the Druid (post #15). However, it's an alternative for players/DMs who might find it more appropriate to regard the Druid as a divine caster and fold it into the Priest class.
    Note: Notice that going for this solution kills Trinity Mystic feat, and forces using the alternative Witchcraft rules (see the Witch class; post #18), which is not necessarily a bad thing.


    Loses:
    • 3 Domains of choice
    • Scribe Scroll
    • Spell Talisman
    • All spells that are not shared by both positive and negative channeling
    • Turn/Rebuke undead
    • Atonement
    • Rising Church
    • Ghostbane Blessing
    • Divine Cohort
    • Divine Ascension


    Gains:
    • Auto progress of Knowledge (nature)
    Level 1: Nature Sense*, Wild Empathy
    Level 1: You start with Animal & Plant domains.
    Level 1: choose 2 other domains from: Air, Earth, Fire, Water & Weather. Choose from the remaining three at levels 7, 13 & 19. Fill the missing known spells from the Druid list and/or core Cleric spells that are not alignment-associated (player's choice).
    Level 2/4/6/8/10/12/14/16/18/20: Instead of Divine Gift, you may (but are not compelled to) gain a Drift, as specified for the Geomancer PrC (CDiv), gaining access to higher drift stages every 4 levels passed 2nd.
    Level 3: Rebuke Animals & Plant-Creatures
    Level 9: Wild Shape (Animal ; Medium, Small) *
    Level 11: Wild Shape (Large) *
    Level 15: Wild Shape (Vermin) *
    Level 17: Wild Shape (Plant ; Tiny) *
    Level 20: One with the Green*

    * Taken from this codex' Druid class.


    Spoiler: Elemental Adept
    Show

    Requirements: Knowledge (the planes) 4

    Loses:
    • 3 Domains of choice
    • Spell Talisman
    • Turn/Rebuke undead
    • Atonement
    • Rising Church
    • Divine Cohort
    • Divine Ascension
    • Reveres the elements rather than a deity, therefore doesn’t have access to spells related to holy/unholy, undead or spirits (i.e. no Bless Water, Consecrate/Desecrate, Spiritual Weapon, Speak with Dead, Hallow/Unhallow, Commune, Raise Dead, Create/Control Undead, Soul Bind, etc).

    Gains:
    Automatic Languages: Aquan, Auran, Ignan and Terran
    • Starts with all 4 elemental domains (Air, Earth, Fire and Water)
    • May select any spell with the Air, Earth, Fire or Water descriptor (from any list of any official full-caster base class) via Divine Gift or as replacement for banned spells.
    • Elemental resistance equal to the elemental adept’s class level + Cha-bonus.
    Class Skills: Knowledge (Geography / nature / the planes), Survival, Swim.
    Level 3: Flaming/Frost/Shock Weapon (may switch element once / round as a swift action), with melee weapons, projectiles and unarmed strikes. This extends to include acid damage.
    Level 9: Plane Shift – travel & return – 1 / day per 5 levels.
    Level 11: Flaming/Icy/Shocking burst Weapon (may switch element once / round as a swift action), with melee weapons, projectiles and unarmed strikes. This extends to include acid damage.
    Level 17: Elemental Transformation (Ex): The elemental adept’s type changes to elemental (native), granting him all the immunities of elementals. Furthermore, the elemental adept no longer needs to eat, drink or breathe. As a standard action, the elemental adept may transform (Su), at will, to (or from) an actual elemental of HD equal to his elemental adept class level. Any spell or power that would drive an elemental to its native plane, instead forces an elemental adept out of true elemental form. An elemental adept in true elemental form may not be turned or rebuked. In true elemental form, an elemental adept loses the ability to cast spells, talk or activate magical devices, and loses access to (or the benefits of) all carried equipment.
    Level 20: Elemental Lord: Once per day, the elemental adept may cast Elemental Swarm or Summon Elemental Monolith as a spell like ability.


    Spoiler: Exorcist
    Show

    Loses:
    • 1st level bonus domain
    • Turn or Rebuke Undead
    • Divine Resilience
    • Rising Church
    • Divine Cohort

    Gains:
    Automatic Languages: Abyssal, Celestial and Infernal
    Class Skills: Decipher Script, Knowledge (history / the planes), Lucid Dreaming and Spellcraft.
    Spells: Consecrate, Speak with Dead, Dispel Evil and Raise Dead.
    Level 3: Turn Spirits * (The energies of this power do not heal the living)
    Level 3: Detect Spirits * (see the Spirit Shaman (CDiv))
    Level 5: Immune to fear, charm & possession
    Level 11: Exorcism (see the Spirit Shaman (CDiv)). Each attempt costs 1 use of Turn Spirits. An Exorcist can bypass this cost if he has the target immobilized and conducts a ritual that takes [10min + 1min/HD of the possessing spirit].
    Level 17: Retributive Possession

    Note: The term “Spirit” includes any of the following:
    • All incorporeal undead & outsiders
    • All fey
    • All elementals
    • Creatures in astral form or with astral bodies (but not creatures physically present on the Astral plane)
    • All creatures with the spirit subtype - including spirits that are possessing another being.
    • Spiritfolk and Telthors (see Unapproachable East)
    • Spirit creatures created by spells like Dream Sight and Wood Wose (see CDiv, chapter 7)

    Retributive Possession (Su)
    Whenever an incorporeal spirit attempts to possess the Exorcist, he’s entitled to a save vs. possession (even though he’s immune to possession). If successful, the spirit is trapped within his body, where it is harmless. He can retain in this manner a number of spirits whose total HD does not surpass twice his Priest level, and no single spirit can exceed his own HD.
    The Exorcist can affect the spirit trapped within him with appropriate spells.
    Alternatively, the Exorcist can send the creature into an object of his choosing by touching it, which comes to life as the Animate Object spell, but is permanent until the spirit succeeds on an opposed class level check ([d20 + HD + Cha-mod] vs. [10 + Exorcist’s class-level + Cha-mod]). It may attempt an opposed check once every 24 hours, with a cumulative -1 penalty per failure. The HD of the animated object cannot exceed the possessing spirit. It can be driven into any object within that limitation. The Exorcist may release the spirit at any time.


    Spoiler: Healer
    Show

    Requirements: Heal 4. Domains: Must channel positive energy; Must take the Healing domain at 1st level.

    Loses:
    • Spell Talisman
    • Medium armor
    • Shields
    • Divine Gift – all of them
    • Rising Church
    • Divine Cohort

    Gains
    HD: d8
    Level 1: Lay On Hands
    Level 1: Healer's Intuition
    Level 2+: Mercy
    Level 11: Reach Healing
    Level 17: Beacon of Healing
    Level 20: Shallow Grave


    Lay On Hands (Su)
    A Healer's most iconic feature is his ability - beyond spells - to effortlessly cure wounds.
    A Healer can use this ability a number of times per day equal to [Wis-mod + 1/2 Healer class level (round fractions up)].
    With one use of this ability, a Healer can heal [Wis-mod (min 1) * class-level] HP.
    Using this ability is a standard action, unless the Healer targets himself, in which case it is a swift action.
    Alternatively, a Healer can use this healing power to deal damage to undead creatures. Using lay on hands in this way is a part of a successful melee touch attack and doesn't provoke AoOs. Undead do not receive a saving throw against this damage.


    Healer's Intuition (Su)
    The Healer has a knack for telling if something is wrong with those he views. He can feel the conditions and spells that afflict them.
    A Healer who sees a living being can spend a move action and discern all conditions and negative effects currently afflicting the target, as well as the penalty's type (natural, extraordinary ability, spell, or supernatural ability).


    Mercy (Su)
    With level progression, a Healer learns how to use his Lay On Hands ability to remove conditions.
    At the levels specified below, a Healer may remove any one or more of the conditions associated with the indicated level, by subtracting a number of healing points noted in parenthesis per effect.
    A Healer may simultaneously remove as many conditions as he sees fit, provided he trades enough healing points.

    Code:
    Level	Conditions
    ============================
    2 (5)	Dazzled, Shaken, Sickened
    4 (10)	Deafened, Fatigued, Frightened
    6 (15)	Blinded, Dazed, Panicked
    8 (20)	Cursed, Diseased, Poisoned
    10 (25)	Cowering, Exhausted, Nauseated
    12 (30)	Stunned, Paralyzed, Ability-Drained
    14 (35)	Dying, Unconscious
    16 (40)	Petrified, Polymorphed
    18 (45)	Dead (effect as Raise Dead)

    Reach Healing (Su)
    At 11th level, you gain the Reach Spell feat as a bonus feat. If you already have this feat, you may choose another metamagic feat that you qualify for in its place. In addition, a number of times per day equal to your Wis-bonus, you may apply Reach Spell to any Conjuration (Healing) spell that you cast without modifying the SL of the spell.


    Beacon of Healing (Su)
    Starting at 18th level, a healer may use Lay On Hands at medium range and heal multiple targets via Lay On Hands.


    Shallow Grave (Su)
    Starting at level 18, once per day as a free action, you can prevent an ally within 5’ per level from dying or falling unconscious for [Wis-mod + 1 / 5 levels] rounds. The ally can continue to act normally during the duration of Shallow Grave, but immediately dies at the end of your turn when the effect expires (if the ally would be dead already without Shallow Grave), unless receiving healing before that.


    Spoiler: Oracle
    Show

    Requirements: Must take the Oracle domain (SC) as your domain of choice

    Loses:
    • Medium armor
    • Shield Proficiency
    • 3 Turn or Rebuke Undead
    • 5 Divine Resilience
    • 9 Atonement
    • 11 Rising Church
    • 15 Ghostbane Blessing
    • 17 Divine Cohort

    Gains:
    Class Skills: Appraise, Decipher Script, all Knowledge skills, Lucid Dreaming and Speak Language.
    Skill Points: 2 extra skill points per level, to be spent on any of the above.
    Lore (Ex): Thanks to long hours of study, an oracle has a wide range of stray knowledge. This ability is identical to the Bard's Bardic Knowledge class feature, using the priest's class level in place of Bard level.
    Additional Spells: Add the following spells to the priest's class spell list: 0—message; 1st—identify; 2nd—fox's cunning; 3rd—tongues (reduced from 4th level); 4th—detect scrying; 5th—Zone of Revelation (SC); 6th—analyze dweomer; 7th—sequester; 8th—vision; 9th—foresight.
    Level 1: Random Visions, Power Divination
    Level 3: Sixth Sense
    Level 5: Evasion
    Level 9: Uncanny Dodge
    Level 11: Blind Sense
    Level 15: Quick Warning
    Level 17: Blind Sight


    Random Visions (Su)
    An oracle can grant a glimpse of the future to a creature touched.
    Granting a vision takes 1 minute, during which time the oracle and the target must remain in contact with one another.
    At the end of this time, the subject and the oracle both receive a brief image of the future, usually no more than 1 year into the future.
    This is only one possible version of the future, making such visions unreliable at best.
    Most visions are slanted toward the alignment of the oracle that granted them. For example, the visions granted by a chaotic evil oracle often show scenes of death and destruction, while those of a Neutral good oracle tend to be of joyous events or occasions.
    A creature cannot be subject to another vision until the current vision has either come to pass or been prevented.
    An oracle cannot use this ability on himself.
    Note: Every once in a while, an oracle gains a vision about a total stranger. These visions are the most difficult to undo.


    Power Divination (Su)
    Oracles gain +1 CL to all Divination and Oracle domain spells. This stacks with the Oracle domain’s granted power.
    At 7th level and every 6 levels thereafter, this bonus increases by +1.


    Sixth Sense (Ex)
    The oracle now adds his Wisdom bonus to his initiative rolls and Ref saves, and is never surprised.


    Quick Warning (Su)
    The oracle is able to mentally warn his allies of impending danger. All allies within 60’ of the oracle gain Evasion and Uncanny Dodge.
    This ability only functions if the oracle is conscious and able to communicate with his allies.









    Extra Stuff on Domains
    Spoiler
    Show

    New Domains:

    Concealment
    Granted Powers: permanent Nondetection effect
    Spells: Pass Without Trace(1), Invisibility(2), Undetectable Alignment(3), Nondetection(4), Mind Mask*(5), Veil(6), Phase Door(7), Screen(8), Etherealness(9)

    Corruption
    Granted Powers: Immune to disease
    Spells: Ray of Enfeeblement (1), Blindness/Deafness(2), Contagion(3), Sterilize*(4), Feeblemind(5), Pox(6) (BoVD, p.101), Insanity(7), Befoul(8) (BoVD, p.85), Energy Drain(9)

    Denial
    Granted Powers: once per day, as a free action, you may prevent an opponent from attacking you. Will save vs. DC [10 + ½ CL + CHA-mod] negates
    Spells: Sanctuary(1), Touch Me Not(2) (BoEF, p.116), Dispel Magic(3), Globe of Invulnerability(4), Mass Sanctuary(5) (BoEF, p.115), Repulsion(6), Sequester(7), Mind Blank(8), Peace Aura(9) (BoEF, p.112)
    Special: A priest can never choose both Denial and Pleasure domains.

    Fertility
    Granted Powers: you cast all your domain spells with + 2 to your CL
    Spells: Analyze Fertility(1) (BoEF, p.99), Block the Seed(2) (BoEF, p.101), Moon's Blood*(3), Ehlonna's Blessing*(4), Fertility*(5), Compatibility*(6), Gender Switch*(7), Parthenogenesis*(8), Mass Fertility*(9)

    Light
    Granted Powers: +2 to domain spells' DC and +2 to save vs. spells with the light descriptor
    Spells: Faerie Fire(1), Scorching Ray(2), Daylight(3), Rainbow Pattern(4), True Seeing(5), Disintegrate(6), Prismatic Spray(7), Scintillating Pattern(8), Prismatic Sphere(9)

    Pleasure
    Granted Powers: you gain +2 to save against all sex associated spells. Furthermore, any sex associated spell gains +2 to its DC
    Spells: Grope(1) (BoEF, p.106), Disrobe(2) (BoEF, p.103), Orgasmic Vibrations(3) (BoEF, p.112), Mirror Talk(4) (BoEF, p.111), Seduction(5) (BoEF, p.115), Hedonist's Delight(6) (BoEF, p.107), Mirror Walk(7) (BoEF, p.111), Mass Orgasmic Vibrations(8) (BoEF, p.112), Rapture*(9)
    Special: A priest can never choose both Denial and Pleasure domains.

    Sonic
    Granted Powers: Sonic resistance 5 and +2 on saves versus sound/sonic based effects
    Spells: Ventriloquism(1), Sound Burst(2), Sculpt Sound(3), Shout(4), Song of Discord(5), Sympathetic Vibration(6), Word of Recall(7), Greater Shout(8), Wail of the Banshee(9)

    Void
    Granted Powers: +2 to initiative and Lightning Reflexes as bonus feat
    Spells: Bleach(1), Invisibility(2), Blink(3), Dimension Door(4), Swift Etherealness(5) (PHB II, p.113), Antimagic Field(6), Banishment(7), Mind Blank(8), Time Stop(9)


    * See details below



    New Domain Spells:

    Note: Due to posting space restrictions, I'm providing short descriptions. If someone finds lacking details, please let me know. In general, unless noted otherwise, Range=touch (Duration is easily deducible).


    Concealment:
    Mind Mask(5): A minor Mind Blank you might say. The spell prevents information gathering and Scrying by any spell effect of level 7 or lower.


    Corruption:
    Sterilize(4): This spell makes a target that fails its Fort save becomes totally sterile, unable to impregnate or become pregnant. Only Fertility and Mass Fertility can undo this spell's effect.


    Fertility:
    Moon's Blood(3): This kills a fetus instantly, dissolving it and terminating pregnancy in a torrent of blood within 1 minute (Fort negates).
    Ehlonna's Blessing(4): Cast during labor, this spell ensures that a mother touched and her offspring survive childbirth and that the delivery is quick and relatively painless.
    Fertility(5) : This spell makes the target's genitals fertile / receptive, even if the target is after menopause or physical mutilation, and for 1 hour / CL ensures that, with copulation, conception will take place. This spell is especially in demand for creatures with very low natural fertility (e.g. elves, dragons, etc).
    Compatibility(6): Compatibility allows 2 subjects normally not cross-fertile to interbreed for 1 hour / CL. If their species are basically similar (humanoid), there is no saving throw. If there are extreme differences, both subjects are allowed a saving throw vs. spells to negate the effect. The mother is then able to carry the offspring to term. See the Orcs of Thar gazetteer for information on crossbreeding.
    Gender Switch(7): A touched subject that fails its Fort save has its gender reversed (male into female and vice versa). The result is not magical and never wears off unless this spell is used once again.
    Parthenogenesis(8): This spell impregnates a touched female with an offspring identical to herself (or as closely resembling as possible, if the offspring is a male. There's 7% for 2 offspring and 1% for a trio (check if male or female for each) but no more than that.
    Mass Fertility(9): Same as Fertility , but the spell targets all creatures within 30'.


    Pleasure:
    Rapture(9): Any and all negative conditions placed upon all targets of the caster's choice within short range are instantly removed. For this spell, a negative condition is any undesired condition that's removable or avoidable with Dispel Magic, Remove Curse, Freedom of Movement, Break Enchantment, Heal, Greater Restoration, Regenerate and Mind Blank. Rapture affects up to 1 ally per WIS-bonus.




    Changes to Core Domains:

    • Animal: Also grants Wild Empathy.

    • Luck: 9th level spell is Foresight. Miracle is a personal request to a deity. It can never be domain-associated (especially due to the existence of Arcane Disciple feat).

    • Trickery: Also grants +2 to save vs. any magical falsehood.

    • War: 4th level spell is Black Tentacles (replaces Divine Power which was removed).

    Last edited by nonsi; 2015-01-06 at 12:32 PM.

  14. - Top - End - #14
    Ogre in the Playground
     
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    Apr 2010

    Default Mage

    .
    Class: Mage

    Spoiler
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    Preface
    Spoiler
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    The core Wizard is quite an oddball. It’s considered to be the most powerful base class of all.
    The thing is that it’s not the class at all. There are just too many not-so-well-thought-out spells that enable a wizard to trump others too easily if s/he just manages to execute them. Add several feats and magical items that allow the Wizard to shatter the action economy on top of that and you get a clear picture of the real problem with the Wizard class. A poorly designed wizard is by far the weakest character in a group, whereas a properly optimized one is by far the strongest character in a group (and some PrCs, like Icantatrix or Initiate of the Seven Fold Veil, are just begging for you to take them).

    Just about the same goes for the Sorcerer.

    Now, given that all official arcane spellcasters are generally categorized as “Mage”, and given my approach of assigning each method of spellcasting to a specific base spellcaster, I find the name “Mage” more than appropriate for the base class that does arcane magic.

    So, from here, I’ve decided to use spell schools to wrap multiple classes into a single class.
    I’ve also found it appropriate to make daily memorization more realistic and to make sure that stealing/destroying one’s spellbook doesn’t function as a shutdown switch.


    And as far as class name goes, basically, “Mage” is synonymous with Magus / Spellbinder / Wizard. They’re all legitimate names for a member of this class.
    Yes, I can hear it now… “wait a minute, what happened to the Sorcerer”.
    Well, the Sorcerer was always regarded as the one with innate magical capabilities. Many, yours truly included, regard the concept of the Warlock as the Sorcerer-should’ve-been. Therefore, as far as I’m concerned, “Sorcerer” is synonymous with “Warlock”.



    Hit Die: d4

    Table: The Mage
    Saves
    Level BAB F R W Special
    1st +0 +0 +0 +2 Scribe Scroll
    2nd +1 +0 +0 +3 Bonus Feat
    3rd +1 +1 +1 +3
    4th +2 +1 +1 +4 Minor School Esoterica *
    5th +2 +1 +1 +4
    6th +3 +2 +2 +5 Spellpower
    7th +3 +2 +2 +5
    8th +4 +2 +2 +6 Bonus Feat
    9th +4 +3 +3 +6
    10th +5 +3 +3 +7 Moderate School Esoterica *
    11th +5 +3 +3 +7
    12th +6 +4 +4 +8 Fabricate Focus
    13th +6 +4 +4 +8
    14th +7 +4 +4 +9 Bonus Feat
    15th +7 +5 +5 +9
    16th +8 +5 +5 +10 Major School Esoterica *
    17th +8 +5 +5 +10
    18th +9 +6 +6 +11 Arcane Apotheosis
    19th +9 +6 +6 +11
    20th +10 +6 +6 +12 Bonus Feat

    * Taken from the Master Specialist PrC (CM, p.70), with minor tweaks here & there.



    Class Features:


    Class Skills: Appraise, Bluff, Concentration, Craft, Decipher Script, Knowledge (arcana, the planes), Profession, and Spellcraft
    Skill Points Per Level: : 2 + Int modifier.

    Weapons and armor proficiencies: Mages are proficient with all Simple Light melee weapons and with 1 simple range weapon. They’re not proficient with armor or shields at all. Armor of any type interferes with a mage’s movements, which can cause his spells with somatic components to fail.



    Mage Spellcasting
    Spoiler
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    Mages are specialists. A mage chooses one of the eight primary spell schools. This is her specialization school. A mage then chooses 4 spell schools that are forever beyond her reach, with a special clause that Conjuration & Transmutation schools each count as 2 schools, and when either (Conjuration / Transmutation) is chosen as specialization school, a mage must select 5 banned schools. OTOH, when either Conjuration or Transmutation is chosen as a prohibited school, it counts as if she had selected 2 prohibited schools (so, in effect, a mage may choose Conjuration & Transmutation as her prohibited schools and gain access to all other schools).
    A mage has one additional spell permanently memorized from each spell level she has access to. These spells must be taken from the mage’s school of specialization.
    A mage gains a +2 bonus on Spellcraft checks to learn spells of her chosen school.
    A mage pays only half the time and cost for copying spells of her specialization school to her spellbook.
    Special: A mage may choose not to specialize, but the vast majority don't take this option, because it comes with a significant reduction in power and an overall decreased number of known spells (see the Wizard ACF below).

    All mages have the spell Read Magic permanently memorized, even if Divination is among their prohibited schools.
    All mages also have the spell Prestidigitation permanently memorized – the one spell that teaches a mage the basic principles of arcane magic.
    The Mage-Spells list encompasses all arcane spells from all officially published WotC materials, without distinction of the official arcane classes those spells are originally restricted to (e.g. Sorcerer only or Wizard only).



    A mage records her spells in spellbooks. She studies them continuously, going through them whenever she has the time.

    A mage begins play with a spellbook containing all 0-level Mage spells, except those from her prohibited schools, plus 3 1st-level spells of her choice.
    A mage also selects a number of additional 1st-level spells equal to her Int-bonus to add to her spellbook.
    Every time a mage gains a level, she adds 2 Mage spells of her choice (up to the maximum SL she can cast) to her spellbook.
    At any time, a mage can also add spells found in other mages' spellbooks to hers, or gain new ones via research.

    Every mage has a small repertoire of spells (taken from the spells recorded in her spellbook(s)) that she knows innately and has permanently memorized, without the need for “going back to the pages”. These spells are available to the mage on-the-fly.

    Mage Spells-Permanently-Memorized
    Code:
    Level	0th	1st	2nd	3rd	4th	5th	6th	7th	8th	9th
    =================================================================================== 
    1st	2	1	-	-	-	-	-	-	-	-
    2nd	3	1	-	-	-	-	-	-	-	-
    3rd	3	2	1	-	-	-	-	-	-	-
    4th	4	2	1	-	-	-	-	-	-	-
    5th	4	2	2	1	-	-	-	-	-	-
    6th	5	2	2	1	-	-	-	-	-	-
    7th	5	3	2	2	1	-	-	-	-	-
    8th	6	3	2	2	1	-	-	-	-	-
    9th	6	3	3	2	2	1	-	-	-	-
    10th	7	3	3	2	2	1	-	-	-	-
    11th	7	3	3	3	2	2	1	-	-	-
    12th	8	3	3	3	2	2	1	-	-	-
    13th	8	3	3	3	3	2	2	1	-	-
    14th	9	3	3	3	3	2	2	1	-	-
    15th	9	4	3	3	3	3	2	2	1	-
    16th	9	4	3	3	3	3	2	2	1	-
    17th	9	4	4	3	3	3	3	2	2	1
    18th	9	4	4	3	3	3	3	2	2	1
    19th	9	4	4	4	3	3	3	3	2	2
    20th	9	4	4	4	3	3	3	3	2	2
    A mage may temporarily memorize a certain amount of spells each day.
    The total number of spell levels a mage can temporarily memorize equals twice the mage’s class level plus her Int-bonus.
    Two zero-level spells count as one 1st level spell for this purpose.
    At each even level, a mage may replace one of her permanently memorized spells with another, taking the new spell from her spellbook.

    A mage may also cast spells from an open spellbook.
    It takes 1 round per SL of preparations and twice as long to cast spells from an open spellbook.
    Spells from other books cannot be cast by a mage until she’s successfully copied them to her book(s).



    Scribe Scroll
    All mages may Scribe Scrolls, starting at 1st level.


    Bonus Feat
    At 2nd level, and again at levels 8, 14 and 20, a mage gains a bonus feat.
    This may be any feat that’s associated with spells or spellcasting in any way.
    The mage must meet all of the chosen feat’s requirements for taking it.


    Minor School Esoterica (Ex)
    At 4th level, your focus on your chosen school opens your mind to new possibilities and grants you the first taste of unique skills.
    You gain an ability from those below based on your chosen school.
    Abjuration: You gain a competence bonus on dispel checks equal to 1/3 your CL.
    Conjuration: Any creature you summon or call appears with extra hit points equal to your CL.
    Divination: Divination spells you cast that have a duration of concentration remain in effect for a number of extra rounds equal to 1/2 your Mage level after you cease concentrating. You can cast other spells and otherwise act normally during this duration.
    Enchantment: Targets of your charm spells do not gain a bonus on their saves due to being currently threatened or attacked by you or your allies. In addition, subjects of your compulsion spells do not get a bonus on saves due to being forced to take an action against their natures.
    Evocation: When casting a damaging evocation spell, damage is dealt as if your level was x 1.5 your actual CL.
    Illusion: The save DCs of your illusion spells that have a saving throw entry of “Will disbelief” increase by 2.
    Necromancy: When you cast a necromancy spell, undead allies within 60' gain turn resistance and a bonus on saves equal to ½ your CL for a number of rounds equal to your CL.
    Transmutation: When a transmutation spell you have cast is successfully dispelled, it remains in effect for 1 round and then ends as normal for dispelling. If a creature is responsible for the dispelling effect, it knows that the spell has been dispelled but is functioning for another round.


    Spellpower (Ex)
    Upon reaching 6th level, your understanding of your school of specialization deepens.
    You add +1 to your CL and spell DC whenever you cast a spell of your chosen school.
    At 12th level and again at 18th, the above bonuses increase to +2 and +3 respectively.
    Spellpower does not stack with Spell Focus or Spell Penetration feats – those still exist to allow secondary focus.


    Moderate School Esoterica (Ex)
    At 10th level, your long study of your chosen school leads to a breakthrough.
    You gain an ability from those below based on your chosen school. Each ability is triggered automatically when you cast a spell from your chosen school and lasts for a number of rounds equal to the spell's level.
    Abjuration: If you are subject to a spell that has a partial or half effect on a successful save, you suffer no adverse effect if you successfully save.
    Conjuration: Dispel checks made against your conjuration spells treat your CL as if it were 5 higher than normal.
    Divination: You gain Uncanny Dodge (PHB 50) for the duration of the spell.
    Enchantment: You can immediately reroll any failed Will save against an enchantment or mind-affecting spell or ability; you must accept the result of the second roll.
    Evocation: You gain resistance 20 to any one energy type that matches a descriptor used by the spell you just cast.
    Illusion: You gain concealment.
    Necromancy: You are immune to ability damage, ability drain, energy drain, and negative levels.
    Transmutation: You can immediately reroll any failed Fortitude save against a transmutation spell or ability; you must accept the result of the second roll.


    Fabricate Focus (Su)
    12th level mages are able to transcend even the need for spell foci.
    Extra spell energy is drawn – +1 strain cost per SL – to create a quazi-real focus that vanishes after spell discharge.
    If a spell requires a focus that’s consumed by the casting of the spell, a mage may not fabricate a focus for that spell.


    Major School Esoterica (Ex)
    At 16th level, your knowledge of your chosen school reaches its peak.
    You gain an ability from those below based on your chosen school; each one can be used three times per day.
    Abjuration: When casting an abjuration spell that normally has a range of personal, you can instead choose to cast it as a touch spell that affects a single creature. When casting an abjuration spell that is an emanation centered on you, you can instead choose to cast it as a touch spell that emanates from the touched creature.
    Conjuration: You can cast a conjuration spell with a casting time of 1 standard action as a swift action.
    Divination: When you cast a divination spell, you also gain true seeing (as the spell) for 5 rounds.
    Enchantment: Any creature that successfully saves against one of your enchantment spells must save again 1 round later (as if you had cast the spell again) with a +5 bonus on the save.
    Evocation: Any creature that fails its save against one of your evocation spells takes damage again 1 round later equal to half the damage it took when you cast the spell.
    Illusion: You can cast any illusion spell as a stilled and silent spell (as per the Still Spell and Silent Spell feats) without an increase in caster level.
    Necromancy: When you cast a necromancy spell, undead allies within 60' gain fast healing 10 for 5 rounds.
    Transmutation: When a creature successfully saves against a transmutation spell you cast, it takes damage equal to the level of the spell.


    Arcane Apotheosis (Ex)
    You may spend 10min in a special ritual to fuse arcane weaving into your own body.
    You may prepare specific spells for discharge as a free action.
    You can store as many SL as your CL + Int-mod.
    Such prepared spells may be invoked even within Antimagic and Dead Magic Zones (but not prepared within them).
    Spells that are prepared in such manner require constant effort to maintain on the Mage’s side. As long as they’re in effect, their strain toll cannot be replenished. Furthermore, they dissipate with no effect when the Mage falls asleep or unconscious.
    While this ability is unquestionably a great boon, it can also be very dangerous. If the Mage is struck by Spellfire (see the "New Feats" spoiler) while charged with arcane power, a chain-reaction causes all the stored SLs to discharge and add to the damage the Mage takes (no save).







    Arcane Feats
    Spoiler
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    Arcane Breach
    Requirements: Arcane Apotheosis, able to cast Antimagic Field and Mage’s Disjunction without preparation
    Benefits: Spells don’t work within Antimagic. This does not mean that once fully activated, they’ll function within one.
    However, for you, one spell is an exception: Mage’s Disjunction.
    Prepared via Arcane Apotheosis, Disjunction can cause an Antimagic that surrounds you to collapse.

    Arcane Slash
    Requirements: able to cast 3rd level arcane spells, Spellstrike, Weapon Focus with any 1-handed or 2-handed slashing weapon
    Benefits: As a standard action that doesn’t provoke AoOs, you’re able to slice through the air, creating a 120' line (5' wide) of disruptive discharge that deals [1d6/SL + 1/CL + the weapon’s base damage].
    thare’s no save. The discharge is too fast to allow reaction and affects all within the AoE. However, targets that can see you and are able to move as an immediate action (via feats or features) are allowed to do so to avoid the AoE.

    Arcane Webweaving
    Requirements: Mage 6, Concentration 6, Spellcraft 9, Enlarge Spell, Extend Spell, Widen Spell
    Benefits: You have gained an understanding of the rudiments of the war weaving craft.
    You can thread together unseen strands of life force to connect willing allies in a magically resonant network known as an Arcane Webweave.
    With a silent act of concentration (DC 15, may take 10), you can connect a number of allies equal to your Int-bonus.
    Creatures must be within 30’ to have their life force woven into a Webweave, and they must be living creatures.
    Webweave lasts for 24 hours or until you weave a new one.
    You’re always connected to your own Webweave, and you don’t count against the limit of allies that can be connected.
    The advantages of Webweaving:
    - One Spell for All: Once you have woven a Webweave, you can send your spells across the life-force strands to your allies. Although you cast but a single spell, you can have it affect every creature in your Webweave as if the group were a single creature.
    - Selective Boon: You can exclude specific creatures connected to a Webweave from a spell if you like (e.g if one of them gets charmed or dominated, you wouldn’t want to make things easier for them to kill you).
    Constraints & Limitations:
    - Level Cap: The maximum level of a spell you can cast into a Webweave equals 1/3 your CL rounded down.
    - Typical behavior: A Webweave doesn’t change the range of a spell (e.g. when you cast bull’s strength, you must touch each Webweaving ally you wish to affect).
    - Beneficial effects: Only spells with the “harmless” designation in their saving throw entry or ones requiring willing targets can be cast into a Webweave. In addition, spells with a range of personal cannot be cast through a Webweave.
    - Post-discharge distribution: If the spell requires decision-making on your part, you must make the same decision for everyone the spell is meant to affect. For instance, if you cast Protection from Elements, the same element selection applies to all recipients.
    - Weabweaving allies are not spell-conduits: You can’t affect objects with spells cast into your Webweave, even if those objects are held by your allies (for instance, you can’t use Webweaving to apply touch-range enhancements to weapons held by others).

    Discharge Spell Siphon
    Requirements: able to cast at least 1 arcane force damage spell of 5th level or higher
    Benefits: By first storing a siphoned spell into an item and unraveling its magic, you’re able to cause the item to detonate at your command. The siphoned spell may be detonated from immediately up to a number of rounds equal to your Int-bonus. The detonated spell causes splash damage in a 10' radius equal to Xd6 in damage, where X equals the stored spells level.

    Enlarged Webweave
    Requirements: Mage 12, Spellcraft 15, Arcane Webweaving, Widen Spell
    Benefits: You can stretch your magic across your Webweave beyond normal distances. Spells you cast through a Webweave have their range category increased:
    - You can now cast spells with range “personal” as touch spells through your Webweave.
    - touch spells become close range.
    - close-range spells become medium range.
    - medium-range spells become long range.
    - Long-range spells stretch as far as your line of sight goes.
    - Spells with fixed ranges other than “touch” have their range doubled.

    Immediate Spell
    Benefits: You may cast a swift action spell as an immediate action.
    This raises the spell's level by +2.

    Mastery of the Elements
    Requirements: see below
    Benefits: This feat provides the benefits specified for the Archmage's feature of the same name.
    To qualify for this feat, one must know at least one evocation spell per element type (acid, cold, electric and fire) - Each of which of 4th SL or higher.

    Quiescent Weaving
    Requirements: 9th Maga level, Spellcraft 12 ranks , Arcane Webweaving
    Benefits: You have learned how to weave spells into your Arcane Webweave for later use.
    The maximum number of spells you can store into your Weabweave equals 1/6 you CL.
    Quiescent weaving enables you to prepare beneficial spells you know your allies will need in a crisis. You can release the quiescent spells right away at the beginning of a fight, as a move action, then commence with more offensive spellcasting.
    To make a quiescent weave, you must designate the Webweave as the target for the spell as you cast it (regardless of what the spell’s normal target is). The spell is now woven into the Webweave in a dormant state; it doesn’t use up its duration or affect targets in any way.
    When you release the spells in your quiescent weaving, they all instantly discharge together, and take effect in the order they were cast.

    Seeking Spell
    Benefits: You may alter any ranged touch attack spell so that you take no penalty to your attack roll when firing at a target engaged in melee.
    If your seeking-spell misses due to concealment or partial cover, you can reroll your miss-chance percentile roll one time to see if you actually hit.
    A seeking spell counts as one level higher than the spell's actual level.

    Spell Continuity
    Requirements: Spellstrike, Still Spell, CL 8th
    Benefits: You have learned how to maintain a steady flow of magic between yourself and a foe you've successfully targeted with Spellstrike for 1 round.
    Within the next combat round, if your target did not make any kind of teleportation and you're not threatened, you can Still-Spell target it with any spell that may target a single opponent (including touch attacks) at no extra strain cost, making an automatic successful hit.
    Special: A Mage possessing this feat knows when he's been marked for Spell Continuity.

    Spell Shaping
    Benefits: This feat provides the benefits specified for the Archmage's feature of the same name.
    To qualify for this feat, one must know at least one evocation spell per “AoE type” (touch, ranged touch, line, cone, spread, burst and chained/ricochet), and at least one evocation spell from each 1st through 7th SLs.

    Spell Tokenizer
    Requirements: Int 13+, 5th Mage level
    Benefits: Drawing from your enhanced studies of Prestidigitation, you've learned how to effortlessly alter the color, sound, smell, and look of spells as you cast them. These changes do not alter the outcome of spells in any way, however they do make it more difficult for another Mage to identify a spell as it is being cast, which raises the DC of this task by 10 (by 5 for anyone that took this feat).

    Spellfire
    Requirements: Spellstrike, Spell Shaping, Mastery of the Elements
    Benefits: This feat is quite similar to the Archmage's Arcane Fire feature, but deals 1d10 per SL plus 1d10 per Int-mod, and without taking class level into account.

    Suppressible Spell
    Benefits: You may make any spell that is dismissible by the caster into a suppressible spell. When you would dismiss the spell, you may choose to have the spell suppressed instead.
    While all effects of a suppressed spell cease as if it had been dismissed, the spell's duration continues to be counted. While suppressed, the spell is not ended by any action you or the target creature takes that would normally do so. For example, a character under the effects of a suppressed invisibility spell can attack without ending the spell.
    At any time before the spell's duration fully expires, you may reinstate the spell. Doing so requires the same type of action as casting the spell in the first place, including any verbal or somatic components needed.
    You must be within the spell's range from the area, object, or creature that was the original target of the spell in order to suppress or reinstate the spell effect.
    If the spell affects multiple creatures or objects, you may selectively suppress or reinstate the spell's effects on each of the targets currently within range.
    There is no limit to the number of times a spell may be suppressed or reinstated during the spell's duration, even if the duration has been made permanent with the permanency spell.
    A suppressible spell counts as one level higher than the spell's actual level.


    Counterspell Feats
    Spoiler
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    Preliminary Note: Counterspell feats are in no way limited to mages, it's just that mages are stereotypically more associated than other casters with the image of counterspelling (plus there's no more room in the Feats entry and I wanted to cover the issue in one place)


    Counterspelling Mechanics Adaptation: You must know (permanently memorized) and identify the spell. The strain toll is as if casting a spell of equal level



    Improved Counterspell (PHB-I)
    Benefits: You don't have to know the spell, but then you block the effect that targets you directly rather than disrupt another caster's spellcasting.

    Dampen Spell (PHB-II)
    Requirements: Improved Counterspell
    Benefits: As described in PHB-II, but subject to the counterspell rules above.

    Deflect Ray (new feat)
    Requirements: Able to cast 4th-level spells, Improved Counterspell
    Benefits: When counterspelling magical ray attacks, you can redirect it back at the caster or at anyone else within the ray's remaining range.

    Reactive Counterspell (MoF/PGtF)
    Requirements: Able to cast 5th -level spells, Combat Reflexes, Dampen Spell
    Benefits: Counterspell as an immediate action.

    True Counterspell (new feat)
    Requirements: Able to cast 7th-level spells, Deflect Ray, Reactive Counterspell
    Benefits: When counterspelling any magical effect, you can redirect it back at the caster or at anyone else within the spell's full range.






    Mage ACF: Wizard
    Spoiler
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    Some mages just insist on delving into all arcane schools.
    Balancing all arcane schools is particularly difficult and this comes with a price.

    Wizards don't get extra known spells from a school of focus, since they don't have one.
    Wizards lose Minor/Moderate/Major School Esoterica and Spellpower class features.
    Wizards take a -1 penalty* to their CL for all schools. This counts for all game statistics except Spells Known & Tolerance.
    Wizards take a -1 penalty* to all spell DCs.

    * A wizard that has taken Trinity Mystic feat (see "Spellcasters and Multiclassing" - post #10) no longer suffers CL or DC penalties.


    Mage ACF: Bonded Item
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    This ACF is designed to enable the "mage and her signature staff of power" archetype, Harry-Potter-themed casting and many more.

    Bonded Items are magically linked to their masters.
    A bonded item grows in power as the mage advances in levels
    A bonded item retains its appearance and original functions (including any existing magical powers).

    A mage may only ever be bonded with one item at a time.

    The decision of casting spell via bonded item must be made upon taking 1st Mage level – by spending an HD-granted feat or burning (retraining) an existing feat that doesn't serve as prerequisite for other feats.
    The mage loses her class related bonus feats (levels 2/8/14/20) and instead her Bonded Item increases in power every time such feat is traded (see below).


    Items that are the subject of an arcane bond must fall into one of the following categories:
    - Amulet
    - Ring
    - Wand
    - Weapon, including Staff (Weapons acquired at 1st level are not made of any special material)
    These items are always of masterwork quality.

    If the item is an amulet or ring, it must be worn to have effect (and occupies the ring or neck slot accordingly)
    Wands and weapons must be held in one hand.

    The mage's bonded item serves as a spell focus for all of her spells. If a spell's description mentions a focus component, the mage's bonded item replaces it – unless the mentioned focus takes active part in the spell effect itself (e.g. Trap the Soul), in which case the mage cannot use her bonded item as focus.
    Using her bonded item to cast spells, the mage gains a +1 CL boost.
    Casting spells without using her bonded item, the mage takes a -2 CL penalty, and must make a concentration check or lose the spell (DC = 20 + SL).


    If a bonded item's owner dies, or the item is replaced, the item reverts to being an ordinary masterwork item of the appropriate type.
    If a bonded item is damaged, it is restored to full hit points the next time the mage completes a full night's rest with the item in her possession. If the item of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per mage level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item (if any).

    A mage can magically enhance her bonded item.
    If the bonded item is enhanced for usability via charges, it loses its abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded item properties.
    The magic properties of a bonded item, including any magic abilities added to the item, only function for the mage who owns it.
    A mage can designate an existing magic item as her bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.




    A Bonded Item gains powers as its master gains levels according to the table given below:


    Code:
    Mage Level	Item Characteristics	Far-Bonding
    ================================================================================================
    1st		Durability		Sense Item
    2nd		Bonded Focus 		Call item (30'; speed 30')
    8th		Bonded Potency		Call item (line of sight; speed 60')
    14th		Bonded Resistance	Call item (same plane; as Teleport Object)
    20th		Bonded Boon		Call item (any of the known planes / reconstruction)


    Bonded Item Statistics:


    Durability (Su)
    The potent arcane energies within a Bonded Item render it extremely resistant to harm.
    A Bonded Item gains hardness as well as HP equal to +1 per Mage level. This stacks with any other effect that makes an item more durable, such as Hardening spell effect.
    When unattended, it is treated as an attended item and uses the mage's saving throws (if and when they're better than its own).

    Sense Item (Su)
    The mage is always aware of the exact direction and distance to her Bonded Item and is automatically aware of any attempt to pickpocket the item from her through the Sleight of Hand skill, although magic that obscures divinations can disrupt this awareness.

    Bonded Focus (Su)
    If the bonded item is an amulet or a ring, it grants a stacking +2 bonus on Concentration checks made to cast arcane spells when casting on the defensive or while Grappled.
    If it is a wand or a weapon, it counts as +1/+2/+3/+4 weapon at levels 2/8/14/20 respectively (with wand counting as improvised weapon), and the mage gains her Int-mod vs. attempts to Disarm or Sunder her bonded item.

    Call Item (Sp)
    As a standard action, the mage can make her Bonded Item fly to her presence, as long as it is within 30', although if the item is in the possession of another creature, that creature may make a Ref save vs. DC [10 + ½ mage level + Int-mod] to negate the effect. The item appears properly equipped on the mage if there is space for it, or on the ground in her square if not.
    When the mage reaches 8th level, she can call the item, provided is it is anywhere within her line of sight and the item flies faster to her.
    Starting at 14th level, she can summon it from any distances so long as it is on the same plane.
    Starting at 20th level, she can call it even from other planes of existence and even reform the item whole in her hands when called if it has been destroyed or disjoined.
    Effects that ward against teleportation or planar travel may prevent Call Item from working as expected.

    Bonded Potency (Su)
    Bonded item grants a stacking +2 bonus on CL checks made to overcome a creature’s SR.

    Bonded Resistance (Su)
    Bonded item grants the mage SR as the spell of the same name (12 + arcane CL).

    Bonded Boon (Su)
    Using her bonded item, the mage may cast one additional spell per day without paying the tolerance toll.







    A Mage’s Library & Laboratory (optional)
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    This optional rule is for those who seek the added thematic value of the “researcher’s” lib & lab and the real feel of research.
    It has a drawback of being a resource & time consuming factor, but with the right investment, it can increase the chances of spell research and item creation quite substantially.
    (The details given below are irrelevant to the two spells acquired automatically with each level progression)


    - Spell research requires [1 day per SL] and costs 500gp per day.

    - To research 1st level spells, a Mage requires 4000 gp worth of library content. Each additional SLrequires +2000gp more (9th level spells require a library worth 20000 gp).
    Furthermore, a Mage must establish a laboratory worth 40% of the required library value to enjoy its benefits to the fullest.
    For each 2000gp beyond the minimum requirement (and proportional lab value), a Mage receives a +1 crcumstance bonus to all her spell-research related Spellcraft checks and +3% to all her item creation percentage checks.

    Last edited by nonsi; 2014-12-09 at 01:39 AM.

  15. - Top - End - #15
    Ogre in the Playground
     
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    Apr 2010

    Default Druid

    .
    Class: Druid

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    Preface
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    The core Druid is too powerful. No player with a bit of game mileage really questions this claim.
    The problem doesn’t lie in the class stepping on other classes’ toes as much as simply being too much keyed toward battlefield dominance.
    First, BAB should be dropped to poor progression (at least when having access to spells). Druids in the original sense (the Celtic priests of the land) shouldn’t be especially combative; solving your problems with summoning or weather control or the like seems more in-flavor than rivaling rogues in martial combat.
    Second, while Animal Companion & Wild Shape need some serious toning down, I actually find the Druid lacking in truly encompassing the stuff that’s required to being the one dominant figure over all things associated with nature.
    When it comes to things related to nature, a druid should at least be able to provide all basic level-appropriate options. It’s more of a “what” question and less of “how much”, so I significantly enriched the class’ scope of features.



    Hit Die: d6

    Alignment: Any Neutral

    Equipment Restrictions: Druids are prohibited from using metal combat gear at all.


    Table: The Druid
    Saves
    Level BAB F R W Special
    1st +0 +2 +0 +2 Nature Sense, Wild Empathy, Animal Companion, Track
    2nd +1 +3 +0 +3 Create Infusion
    3rd +1 +3 +1 +3 Defender of Nature, Speak with Animals
    4th +2 +4 +1 +4 Nature's Remedy
    5th +2 (+3) +4 +1 +4 Wild Shape (Animal ; Medium, Small)
    6th +3 (+4) +5 +2 +5 Wild Dominion
    7th +3 (+5) +5 +2 +5 Wild Shape (Large)
    8th +4 (+6) +6 +2 +6 Honed Senses
    9th +4 (+6) +6 +3 +6 Wild Shape (Vermin)
    10th +5 (+7) +7 +3 +7 Avenger of Nature, A Thousand Faces
    11th +5 (+8) +7 +3 +7 Wild Shape (Plant ; Tiny)
    12th +6 (+9) +8 +4 +8 Extraordinary Wild Shape
    13th +6 (+9) +8 +4 +8 Wild Shape (Swarm)
    14th +7 (+10) +9 +4 +9 Mastery of Self
    15th +7 (+11) +9 +5 +9 Wild Shape (Elemental)
    16th +8 (+12) +10 +5 +10 Voices of World
    17th +8 (+12) +10 +5 +10 One with the Green
    18th +9 (+13) +11 +6 +11 Wild Shape (Huge)
    19th +9 (+14) +11 +6 +11 Resident of the Elemental Planes
    20th +10 (+15) +12 +6 +12 Essence of Eternity



    Class Features:


    Class Skills and Skill Points: Same as the core Druid, plus Climb, Hide, Knowledge (the planes) and Move Silently as class skills.


    Weapons and armor proficiencies: Druids are proficient with all Simple weapons that don’t contain metal parts (or with adequate substitutions). They’re also proficient with medium armor and shields.



    Druid Spells
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    All druids have the spells noted below as known spells.
    In addition, all druids know the Summon Nature’s Ally line.
    A druid also knows an additional number of 0-level spells equal to his Wis-bonus.
    Furthermore, whenever a druid gains a level (including 1st level), he may select a single spell from any of the levels available to him and gain this spell as a known spell.
    At 2nd level and each level thereafter, a druid may also retrain a single spell he’d previously selected and replace it with another Druid spell of equal or lower level.


    0-Level Druid Spells (Orisons)
    • Create Water: Creates 2 gallons/level of pure water.
    • Detect Poison: Detects poison in one creature or object.
    • Know Direction: You discern north.
    • Light: Object shines like a torch.
    • Naturewatch (SpC): As deathwatch, but on animals and plants.
    • Purify Food and Drink: Purifies 1 cu. ft./level of food or water.

    1st-Level Druid Spells
    • Charm Animal: Makes one animal your friend.
    • Detect Animals or Plants: Detects kinds of animals or plants.
    • Endure Elements: Exist comfortably in hot or cold environments.
    • Entangle: Plants entangle everyone in 40-ft.-radius.
    • Obscuring Mist: Fog surrounds you.
    • Shillelagh: Cudgel or quarterstaff becomes +1 weapon and deals damage as if two sizes larger.

    2nd-Level Druid Spells
    • Fog Cloud: Fog obscures vision.
    • Gust of Wind: Blows away or knocks down smaller creatures.
    • Hold Animal: Paralyzes one animal for 1 round/level.
    • Soften Earth and Stone: Turns stone to clay or dirt to sand or mud.
    • Warp Wood: Bends wood (shaft, handle, door, plank).
    • Wood Shape: Rearranges wooden objects to suit you.

    3rd-Level Druid Spells
    • Meld into Stone: You and your gear merge with stone.
    • Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
    • Quench: Extinguishes nonmagical fires or one magic item.
    • Remove Disease: Cures all diseases affecting subject.
    • Speak with Plants: You can talk to normal plants and plant creatures.
    • Water Breathing: Subjects can breathe underwater.

    4th-Level Druid Spells
    • Air Walk: Subject treads on air as if solid (climb at 45-degree angle).
    • Control Water: Raises or lowers bodies of water.
    • Dispel Magic: Cancels spells and magical effects.
    • Flame Strike: Smite foes with divine fire (1d6/level damage).
    • Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
    • Summon Elementite Swarm (SpC): Summon an elementite swarm to follow your commands.

    5th-Level Druid Spells
    • Baleful Polymorph: Transforms subject into harmless animal.
    • Call Lightning Storm: As call lightning, but 5d6 damage per bolt.
    • Commune with Nature: Learn about terrain for 1 mile/level.
    • Control Winds: Change wind direction and speed.
    • Death Ward: Grants immunity to all death spells and negative energy effects.
    • Wall of Thorns: Thorns damage anyone who tries to pass.

    6th-Level Druid Spells
    • Liveoak: Oak becomes a treant guardian.
    • Move Earth: Digs trenches and builds hills.
    • Phantom Stag (SpC): Magic stag appears for 1 hour/level.
    • Stone Tell: Talk to natural or worked stone.
    • Summon Greater Elemental (SpC): Summon a greater elemental to follow your commands.
    • Transport via Plants: Move instantly from one plant to another of the same kind.

    7th-Level Druid Spells
    • Changestaff: Your staff becomes a treant on command.
    • Control Weather: Changes weather in local area.
    • Creeping Doom: Swarms of centipedes attack at your command.
    • Transmute Metal to Wood: Metal within 40 ft. becomes wood.
    • Plane Shift: As many as eight subjects travel to another plane.
    • Wind Walk: You and your allies turn vaporous and travel fast.

    8th-Level Druid Spells
    • Animal Shapes: One ally/level polymorphs into chosen animal.
    • Control Plants: Control actions of one or more plant creatures.
    • Earthquake: Intense tremor shakes 80-ft.-radius.
    • Repel Metal or Stone: Pushes away metal and stone.
    • Whirlwind: Cyclone deals damage and can pick up creatures.
    • Unyielding Roots (SpC): Creature grows roots that keep it stationary and heal it every round.

    9th-Level Druid Spells
    • Elemental Swarm: Summons multiple elementals.
    • Nature’s Avatar (SpC): Animal gains +10 on attack rolls and damage rolls, haste, and 1d8 hp/level.
    • Shambler: Summons 1d4+2 shambling mounds to fight for you.
    • Storm of Vengeance: Storm rains acid, lightning, and hail.
    • Transmute Rock to Lava (SpC): Transforms one 10-ft. cube with subsequent fire damage and effects.
    • Tsunami (SpC): Massive wave deals 1d6 damage/level.





    Nature Sense (Ex)
    Every druid is particularly at home in his native surroundings, gaining Terrain Mastery as given for the Horizon Walker.
    At 2nd level and each level thereafter, a druid gains Terrain Mastery in another terrain. Planar terrain mastery may not be taken before a druid has gained terrain mastery in all non-planar terrains. Also, a druid may not choose terrain mastery for a plain where he’d never visited before (meaning this benefit might be skipped at various levels).
    In addition, the druid gains half his level (rounded up) on all Knowledge (geography) & Survival checks in any of his chosen terrains and is always considered trained in such checks.
    Non-aquatic druids may choose Aquatic terrain as soon as 5th level, which also grants them extraordinary water breathing capabilities.
    Starting at 9th level, or one level after a druid has gained mastery in all 8 terrains of the material prime (whichever comes later), a druid gains 1 bonus rank per level in Knowledge (the planes) - limited by the druid's normal character level limit. At level 15 and on, a druid's ranks in Knowledge (the planes) determine the strength of the elementals he can Wild-Shape into (see the "Wild Shape and alteration" spoiler in post #4).
    Whenever a druid is in one of his favored terrains, he can move unhindered through any sort of naturally created difficult terrain. Areas that have been magically manipulated to impede motion still affect him normally though.
    If he is in his favored terrain, he may also choose not to leave any trail (making him impossible to track).
    Furthermore, the Druid's knowledge of the terrain and its natural denizens grants him +4 to save against any special attacks they might have (Ex, Su or Sp).
    A druid in one of his favored terrains knows all the signs of the wilderness. He never gets lost. He can easily live off the land in comfort, and can provide for companions. The druid can take 10 on any Survival check, even when in immediate danger and distracted. If the druid is not in immediate danger and distracted, he can take 20 even if the check has a penalty for failure.


    Wild Empathy (Ex)
    This ability works as given for the core Druid.


    Animal Companion
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    A 1st level druid gains Wild Cohort as bonus feat (see the Modified Feats spoiler – bottom-most inner spoiler).
    Unlike others who take this feat, druids share an empathic link with their animal companion, out to a distance of up to 1 mile. The druid cannot see through the animal companion’s eyes, but they can communicate empathically.
    Because of the limited nature of the link, only general emotional content can be communicated.
    This also enhances the companion’s intelligence as time goes by, granting it Int-score 3 at 1st level. With each advancement step on the cohort’s table thereafter, its Int increases by +1 (to a maximum Int score of 9). This elevated Int negates the need to make Handle Animal checks when directing the wild cohort.
    While empathically linked, the druid knows the direction and distance of his companion.

    Starting at 9th level, a druid’s connection with his animal companion(s) improves. This maximum distance increases to a number of miles equal to the druid’s Wis-bonus. In addition, when within one mile of his companion, the druid can “borrow” the animal’s senses, allowing him to see through its eyes, use its ears, and so on. Doing so requires him to either willfully ignore the input from his own senses or take a -5 penalty to all rolls due to distraction.



    Track
    Druids gain Track as bonus feat.


    Create Infusion
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    "This forest is our home. We derive Strength from its roots. You do not, unless we say so."

    What Is an Infusion?
    An infusion is a druidic spell, stored within a specially treated plant (herb, root, fruit, vegetable, mushroom, bud etc). It works like a scroll. The process of preparing an infusion takes 1 day per spell-level (30min for 0-level effects) and the costs are as given in MotW.
    A spell successfully activated from an infusion works like a spell cast in the normal way by the creator at the time of creation.

    Activation:
    To activate the spell, the user must consume the infusion (a standard action that provokes AoOs). This makes infusions ideal for a druid; he can hide several of them for later consumption, thus gaining access to spell effects while in wild Shape.
    A successful attack against the user forces a Concentration check (DC 10 + damage dealt). Failure means the character cannot eat the infusion in that round. If desired, an attacker may direct the AoO against the infusion rather than the character, destroying it on a successful hit.
    An infusion cannot be administered by force or to an unconscious creature.

    Who can use it and when?
    An infusion usually works only for druids.
    The druid that created an infusion can use it with automatic success. A druid that happens to stumble upon an infusion must first make a level check (class-level + d20) vs. DC [15 + spell level] to identify one as such and what it does.
    A druid that can use a given infusion can let go of it, making it available for everyone’s use for the next 3 consecutive rounds. Alternatively, a druid can hand over an infusion, permanently (until use, of course) attuning the recipient to it.
    Otherwise, the infusion acts as an ingestive poison. The user must make a Fort save (DC 10 + one-half of the infusion's CL) or take 1d3 Con damage and become nauseated. A second saving throw at the same DC and with the same consequence for failure must be made 1 minute later.



    Defender of Nature (Ex)
    A 3rd level druid has an all-encompassing disdain for creatures which pervert nature's order.
    Starting at 3rd level, a druid may add his Wis-bonus to attack and damage rolls against aberrations, oozes, undead and construct, as well as creatures with the inherent ability to petrify (such as Basilisk, Cockatrice, Gorgon and Medusa). This includes weapons, natural weapons, and any Druid spells which might deal damage or require an attack roll.


    Speak with Animals (Sp)
    Starting at 3rd level, once per day per Wis-bonus, a druid may use Speak with Animals as a SLA.


    Nature's Remedy (Ex)
    A 5th level druid’s body forever changes, learning to fight off foreign agents.
    The druid becomes immune to all biological poisons and diseases.
    Starting at 10th level, the druid’s body can purge poisons and diseases of non-biological sources, including magical afflictions.


    Wild Shape (Su)
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    At 5th level, a druid gains the ability to wild shape.
    This functions as described for the core Druid, with the following exceptions:

    The druid gains access to creature types and sizes as given in the table above.
    For each available creature type, a druid may choose one creature per allowed size and add it to the druid’s repertoire of available creatures for wild shaping. A 5th level druid thus has 2 animals which he can change into: a single medium animal and a single small animal (leopard & octopus, for instance). The same druid, upon reaching 12th level, may change into 4 different animals, 4 vermin and 4 plant-based monsters.
    Elemental Form allows a druid to transform into all elementals of any of the 4 elements and of any allowed size.
    Once per each even level past 5th, a druid may lose a specific creature in favor of gaining another of the same size and category in its place (shark instead of lion, for instance). This option of replacement is not carried from level to level, meaning if you don’t use it you lose it.

    A druid may assume wild shape a daily total of 1 hour per [Druid level], but must be broken down to 1-hour increments.
    A druid may also shift between forms without reverting to his original form, but each such shift is particularly taxing and reduces the hourly total by 1 for that day.

    In normal (usually humanoid) form, a druid has poor (1/2) BAB. Upon assuming wild shape, the druid’s BAB is elevated to medium (3/4).
    When assuming wild shape, a druid loses access to spellcasting, as well as all supernatural and spell-like abilities.


    Wild Shape & Spellcasting: No such thing. Natural Spell feat is banned. The Druid has other means (namely Infusions) of gaining some spell benefits.


    Special: In some rare cases, where a plan-based race takes on Druid levels, the order of creature-types available via Wild Shape is different.
    - At 5th level, the character gains access to Plant-typed forms.
    - Animal-typed creatures become available at 7th level.
    - Large forms become available at 9th level.
    - Vermin-typed creatures become available at 11th level.



    Wild Dominion (Su)
    A 6th level druid can rebuke animals in a similar way to how an evil priest of equal level rebukes undead.
    Whenever a druid gains a new creature type (vermin/plant/swarm/elemental – at levels 9/11/13/15 respectively), he may rebuke that type of creatures as well.


    Honed Senses (Ex)
    At 8th level, a druid’s connection with the earth and his surroundings improves.
    The druid gains Scent and Tremor-Sense as described in MM1.


    Avenger of Nature (Ex)
    Starting at 10th level, a druid may add his Wis-bonus twice over to spell save DCs when targeting aberrations, oozes, undead and construct, as well as creatures with the inherent ability to petrify (such as Basilisk, Cockatrice, Gorgon and Medusa).
    In addition, he may add his druid level to all damage rolls against such creatures. This includes weapons, natural weapons, and any Druid spells which might deal damage or require an attack roll.


    Extraordinary Wild Shape (Ex)
    When 12th level is achieved, a druid learns how to wild shape as an (Ex) ability.
    Extraordinary Wild Shape doesn't apply to swarms and elementals.


    Mastery of Self (Ex)
    At 14th level, a druid has such perfect control over his own form that he becomes immune to polymorphing, petrification and any form-altering attack. He may choose to allow beneficial spells to affect him, however. Doing so does not take an action.
    No matter the resulting form, the druid always retains his consciousness and sense of self, and is aware of the nature of his new form. He needs but will it to break the effect and revert to his normal form (similar to how Statue spell works)


    Voices of World (Su)
    A 16th level druid gains unparalleled empathic abilities.
    He may now use Speak With Animals, Speak With Plants, Stone Tell, and Tongues – as by the spell effects of the same names – at will. He may also communicate mentally with any entity that has a language of any sort.
    No matter the resulting form, the druid always retains his consciousness and sense of self, and is aware of the nature of his new form. He needs but will the effect to break and revert to his normal form (similar to how Statue spell works).


    One with the Green (Ex)
    This 17th level feature grants the druid the following benefits:
    - Gains the "Plant" template and no longer needs to eat, sleep or breathe. Instead, he requires only water and sunlight. If he does not receive water or sunlight for a number of days equal to his Con-mod + 3, he begins to starve.
    - Can cast modified Warp Wood spell at will. The wood affected may be alive both before and after reshaping, and if so, continues to grow unharmed.
    - May meld into a tree (or similar plant) of larger size than himself (same as Dryad's ability) for an unlimited duration. Any plant the druid melds with becomes hardened as if affected by Ironwood.
    - By making a DC 15 Concentration check as a swift action, the druid may use living plants as an extension of his own senses. The druid can sense as if in the space of any tree or bush within 60'. You can pick a new tree each round. Sight based spells, spell-like or supernatural effects you manifest can work as if you were seeing with your own eyes and actually standing in the spot of the selected tree.
    - Rooting: The druid may spend 1 minute and root (or unroot) himself to the ground. While rooted to a moist soil and exposed to sunlight, the druid gains fast healing 1.


    Resident of the Elemental Planes (Su)
    By 19th level, a druid has become one with nature.
    The druid may travel (as with Plane Shift spell) to any of the elemental planes and back.
    A druid has a total number of daily uses of this ability equal to his Wis-bonus (minimum 1). As with the spell, he may take additional willing or helpless creatures with him.
    This power includes full elemental adaptation. This particular adaptation wares off the moment a traveler leaves the elemental plane.


    Essence of Eternity (Ex)
    A 20th level druid's physical age reverts to Adult (eliminating any age penalties), he never dies of old age and he becomes totally immune to all corrupting effects, such as ability damage/drain/burn, level loss, magical sensory deprivation etc.
    If the druid is slain, his spirit travels to the material prime (anywhere he knows within his home world), where his body reforms 1 week / character-level later, as if restored via Miracle spell, even if his body had been obliterated.
    From this point and on, a druid can maintain Wild Shape indefinitely.











    Druid Variant: Blighter
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    When a druid turns away from the land, the land turns away from him.
    Some ex-druids make peace with this change; others seek to restore the bond.
    A few, however, actually embrace their disconnection from nature and become forces of destruction. These few, called blighters, bring desolation wherever they tread.
    Blighters are druids turned into messengers of death, ruin and pestilence.
    A druid can become a blighter no sooner than level 3 is gained, by abandoning the role of Defender of Nature


    Alignment: any evil or CN


    The Blighter variant possesses all of the Druid's powers and features, except for the following changes.



    Messenger of Death (Ex)
    All blighters possess an inherent +4 bonus vs. negative energy, death effects and ability damage/drain/burn.
    This replaces the Druid's Animal Companion feature.


    Deforestation (Sp)
    A blighter can kill all nonsentient plant life within a radius of 20' per blighter level as a full-round action once per day. If a potentially affected plant is under the control of another (such as a druid’s liveoak or a dryad’s home tree), the controller can make a Fortitude save (DC 10 + blighter level + blighter’s Wis modifier) to keep it alive. Affected plants immediately cease photosynthesis, root tapping, and all other methods of sustenance. Like picked flowers, they appear vibrant for several hours, but within a day, they turn brown and wither. Except for plants selected by a controller, nothing can grow in a deforested area until it has ahallow spell cast upon it and it is reseeded.
    Deforestation enables a blighter to cast his spells for 24 hours. This ability works in any terrain, but deforesting a sandy desert, ice floe, or other environment with only sparse vegetation does not empower the character to cast spells.
    This replaces the Druid's Defender of Nature feature.


    Scion of Death (Ex)
    An 8th level blighter becomes inherently immune to negative energy, death effects and ability damage/drain/burn.
    Furthermore, the blighter no longer needs food or water to survive.
    This replaces the Druid's Honed Senses feature.


    Contagious Touch (Sp)
    A 10th level blighter can produce an effect like that of a contagious touch spell once per day.
    He gains 1 / day extra use of this ability for each 2 additional Blighter levels acquired.
    This replaces the Druid's Avenger of Nature feature.


    Wild Shape
    Wildshaping into an animal or vermin applies the Skeletal features detailed for the CDiv Blighter.
    Aberration: Level 11. This replaces Plant wild shape
    Ooze: Level 13. This replaces Swarm wild shape
    Undead: Level 15. This replaces Elemental wild shape). Incorporeal Undead wild shape is obtainable via the expenditure of a general feats


    Lifedrinker
    At 17th level, a blighter has become a true scion of death and gains the Undead Type along with DR 10/Good.
    This replaces the Druid's One with the Green feature.


    Natural Disaster (Sp)
    Once per Week, the Blighter may call down the most destructive forces of nature to wreak havoc on an area.
    This functions as a Storm of Vengeance combined with an earthquake effect within the entire AoE, which occurs on the second round of the effect (while acid is raining from the sky).
    This replaces the Druid's Resident of the Elemental Planes feature.


    Blighter Spells
    Spoiler
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    Just like regular druids, blighters have their basic spell list.
    Blighters lose the Summon Nature’s Ally line.
    When choosing spells, they have access to all core Druid spells (that aren't tied to animals, plants and nature), spells from the official Blighter not yet in their repertoire and arcane spells from the following schools: Abjuration, Evocation and Necromancy.


    0-Level Blighter Spells (Orisons)
    • Detect Poison: Detects poison in one creature or object.
    • Flare: Dazzles one creature (-1 on attack rolls).
    • Ghost Sound: Figment sounds.
    • Know Direction: You discern north.
    • Naturewatch (SpC): As deathwatch, but on animals and plants.
    • Touch of Fatigue: Touch attack fatigues target.

    1st-Level Blighter Spells
    • Burning Hands: 1d4/level fire damage (max 5d4).
    • Detect Undead: Reveals undead within 60 ft.
    • Endure Elements: Exist comfortably in hot or cold environments.
    • Obscuring Mist: Fog surrounds you.
    • Curse Water: Makes unholy water.
    • Ray of Enfeeblement: Ray deals 1d6 +1 per two levels Str damage.

    2nd-Level Blighter Spells
    • Chill Metal: Cold metal damages those who touch it.
    • Darkness: 20-ft. radius of supernatural shadow.
    • Death Knell: Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 level.
    • Soften Earth and Stone: Turns stone to clay or dirt to sand or mud.
    • Desecrate M: Fills area with negative energy, making undead stronger.
    • Produce Flame: 1d6 damage +1/level, touch or thrown.

    3rd-Level Blighter Spells
    • Contagion: Infects subject with chosen disease.
    • Deeper Darkness: Object sheds supernatural shadow in 60-ft. radius.
    • Meld into Stone: You and your gear merge with stone.
    • Poison: Touch deals 1d10 Con damage, repeats in 1 min.
    • Stinking Cloud: Nauseating vapors, 1 round/level.
    • Vampiric Touch: Touch deals 1d6/two levels damage; caster gains damage as hp.

    4th-Level Blighter Spells
    • Air Walk: Subject treads on air as if solid (climb at 45-degree angle).
    • Blight: Withers one plant or deals 1d6/level damage to plant creature.
    • Dispel Magic: Cancels spells and magical effects.
    • Flame Strike: Smite foes with divine fire (1d6/level damage).
    • Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
    • Rusting Grasp: Your touch corrodes iron and alloys.

    5th-Level Blighter Spells
    • Baleful Polymorph: Transforms subject into harmless animal.
    • Call Lightning Storm: As call lightning, but 5d6 damage per bolt.
    • Create Undead: Creates ghouls, ghasts, mummies, or mohrgs.
    • Control Winds: Change wind direction and speed.
    • Death Ward: Grants immunity to all death spells and negative energy effects.
    • Waves of Fatigue: Several targets become fatigued.

    6th-Level Blighter Spells
    • Acid Fog: Fog deals acid damage.
    • Finger of Death: Kills one subject.
    • Harm: Deals 10 points/level damage to target.
    • Move Earth: Digs trenches and builds hills.
    • Call Nightmare (BoVD): Calls a Nightmare from the Lower Planes to serve you for 1 week. Instead of a harvested soul, a blighter may offer a live sacrifice and slaughter it during the casting of the spell.
    • Stone Tell: Talk to natural or worked stone.

    7th-Level Blighter Spells
    • Control Undead: Undead don’t attack you while under your command.
    • Control Weather: Changes weather in local area.
    • Creeping Doom: Swarms of centipedes attack at your command.
    • Fire Storm: Deals 1d6/level fire damage.
    • Plane Shift: As many as eight subjects travel to another plane.
    • Wind Walk: You and your allies turn vaporous and travel fast.

    8th-Level Blighter Spells
    • Control Plants: Control actions of one or more plant creatures.
    • Earthquake: Intense tremor shakes 80-ft.-radius.
    • Horrid Wilting: Deals 1d6/level damage within 30 ft.
    • Repel Metal or Stone: Pushes away metal and stone.
    • Waves of Exhaustion: Several targets become exhausted.
    • Whirlwind: Cyclone deals damage and can pick up creatures.

    9th-Level Blighter Spells
    • Elemental Swarm: Summons multiple elementals.
    • Foresight: “Sixth sense” warns of impending danger.
    • Implosion: Kills one creature/round.
    • Storm of Vengeance: Storm rains acid, lightning, and hail.
    • Transmute Rock to Lava (SpC): Transforms one 10-ft. cube with subsequent fire damage and effects.
    • Tsunami (SpC): Massive wave deals 1d6 damage/level.




    Wild Shape Feats
    Spoiler
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    Type Expansion:

    Magical Beast Wild Shape [General]
    Requirements: Plant Wild Shape, Knowledge (arcana) 7
    Benefits: You add Magical Beast to the repertoire of form-types available to you.
    Special: This feat doesn not grant any of the (Su) abilities of magical beats. Those have to be gained individually via the Assume Supernatural Ability feat (SS p.30).

    Dragon Wild Shape [General]
    Requirements: Magical Beast Wild Shape, Elemental Wild Shape, Knowledge (arcana) 10, Assume Supernatural Ability: breath weapon
    Benefits: Choose a specific Dragon race (1 of 6). You add that Dragon type to the repertoire of form-types available to you.
    Special: This feat can only ever be taken once.
    Special: Since most Wild Shape forms a Druid can assume don't possess breath weapon, the druid would most probably need to retrain another feat (for the breath weapon) along with the taking of this feat.
    Special: Since dragon size varies from tiny to colossal for all dragon races, you may wild shape into your chosen dragon's form of any size in the [tiny...colossal] range that's available to you. Wild shaping into a dragon does not elevate the druid's BAB from average to 1:1, and the druid suffers the normal restrictions and penalties of Assume Supernatural Ability.
    Special: A druid cannot wild shape into Dragon form without applying Assume Supernatural Ability (breath weapon).


    Size Expansion:

    Diminutive Wild Shape [General]
    Requirements: Tiny-sized Wild Shape
    Benefits: All of the monster categories available to you also gain one Diminutive size category.

    Fine Wild Shape [General]
    Requirements: Diminutive-sized Wild Shape
    Benefits: All of the monster categories available to you also gain one Fine size category.

    Gargantuan Wild Shape [General]
    Requirements: Huge-sized Wild Shape
    Benefits: All of the monster categories available to you also gain one Gargantuan size category.

    Colossal Wild Shape [General]
    Requirements: Gargantuan-sized Wild Shape
    Benefits: All of the monster categories available to you also gain one Colossal size category.


    Note: Wild Shape feats cannot be retrained.



    Last edited by nonsi; 2014-12-05 at 01:39 AM.

  16. - Top - End - #16
    Ogre in the Playground
     
    nonsi's Avatar

    Join Date
    Apr 2010

    Default Warlock

    .
    Class: Warlock

    Spoiler
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    Preface
    Spoiler
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    Looking at the core Warlock, it's quite obvious that this class is underpowered and offers a very narrow array of options, per build.
    That’s what happens until 12th level – that’s where without some DM supervision a warlock can wield his “one class feature to rule them all” and easily start amassing magic items to the point where his class abilities hardly event matters anymore.

    This evolution of a previous work of mine is how I find it appropriate to make the Warlock versatile and fun throughout its pre-epic career.


    Oh, and just like “Mage” is synonymous with “Magus” / “Spellbinder” / “Wizard”, in my view, so is “Warlock” synonymous with “Sorcerer”.



    Alignment: Any excpt TN.

    Hit Die: d6.

    Table: The Warlock
    Saves Special
    Level BAB F R W Class Abilities Invocations Shapes & Essences
    1st +0 +0 +0 +2 Eldritch Blast, Overcharge
    21
    0
    2nd +1 +0 +0 +3 Eldritch Eyes
    3
    0
    3rd +2 +1 +1 +3 Heritage
    3
    1
    4th +3 +0 +1 +4 Spell Resistance
    4
    1
    5th +3 +1 +1 +4 Fast Healing 1
    4
    2
    6th +4 +2 +2 +5 Spectral Blast
    52
    2
    7th +5 +2 +2 +5 Heritage, Aspect of Power
    6
    2
    8th +6 +2 +2 +6 Energy Resistance 5
    6
    3
    9th +6 +3 +3 +6 Split Blast (2 blasts)
    7
    3
    10th +7 +3 +3 +7 Sustaining Magic (eat, drink, sleep)
    7
    4
    11th +8 +3 +3 +7 Heritage
    83
    4
    12th +9 +4 +4 +8 Dual Essence
    9
    4
    13th +9 +4 +4 +8 Fast Healing 2, Erupting Blast
    9
    5
    14th +10 +4 +4 +9 Penetrating Blast
    10
    5
    15th +11 +5 +5 +9 Heritage
    10
    6
    16th +12 +5 +5 +10 Energy Resistance 10
    114
    6
    17th +12 +5 +5 +10 Split Blast (3 blasts)
    12
    6
    18th +13 +6 +6 +11 Eldritch Resilience
    12
    7
    19th +14 +6 +6 +11 Heritage, Name of Power
    13
    7
    20th +15 +6 +6 +12 Sustaining Magic (breathe, aging)
    13
    8

    1. The Warlock Gains access to Least invocations.
    2. The Warlock Gains access to Lesser invocations.
    3. The Warlock Gains access to Greater invocations.
    4. The Warlock Gains access to Grand invocations.



    Class Features:


    Class Skills: Bluff, Concentration, Craft, Disguise, Intimidate, Jump, Knowledge (arcana), Knowledge (the planes), Knowledge (religion), Profession, Sense Motive, and Use Magic Device.
    Skill Points Per Level: 4 + Int-mod.

    Weapon and Armor Proficiency: Warlocks are proficient with all simple weapons. They are proficient with light armor
    but not with shields.



    Invocations, Shapes & Essences (Sp)
    A warlock may learn any official invocation from any source book (including Dragonfire Adept's invocations).
    An invocation may be traded for blast shape/essence, but not the other way around.
    A single invocation may be retrained at levels: 3, 5, 8, 10, 13, 15, 18 & 20. This also applies for invocations swapped for shape/essence.
    A single blast shape/essence may be retrained at levels: 4, 6, 7, 9, 11, 12, 14, 16, 17 & 19.
    Shapes & Essences Column: At any given time, a warlock cannot have more essences than [shapes +1] from this, and vice versa. This means that whenever this column shows an even number, the warlock has gained an equal number of shapes and essences. This by no means reflect on the number of shapes/essences a warlock can take instead of invocations. It just ensures that a 9th level warlock already has at least 1 known shape before acquiring Split Blast and at least 2 known essences before acquiring Dual Essence.
    Note: I don’t like the invocation category name “Dark”, because it implies evil orientation, and this remake allows multiple themes.

    Eldritch Blast (Su)
    EB keeps gaining 1d6 every other level past 11th level.
    Also, EB is not an untyped damage.
    Each warlock’s EB can produce three types of damage (one type per application of EB).
    Those three damage types are determined by the warlock’s alignment, which in turn is determined by his heritage.
    This is how it goes:
    - Evil (demonic heritage): Acid/Cold/Negative energy *
    - Good (celestial heritage): Cold/Electric/Positive energy*
    - Chaotic (fey heritage): Electric/Fire/Force*
    - Lawful (infernal heritage): Acid/Fire/Sonic*
    (* This damage type becomes available starting at 10th level)
    When targeting an opponent, a warlock senses any resistance or immunity that his target has against the damage types producible by his EB, thus, without much fuss, unless the warlock has particular reason to be less effective, the most potent damage type is always chosen.
    Note: EB damage counts as an Evocation effect, meaning that while EB cannot be triggered in A-M, once it is triggered, it's not affected by A-M, dispelling screens or SR (but carried essences are affected normally).

    EB Allows iterative attacks. In such case Eldrich Essence invocations apply to all attacks in the full attack, but the same essence applies to all iteratives and only once per target.
    AoE blast shapes are inapplicable for iterative attacks - they always count as your entire attack sequence.


    Overcharge (Su)
    In moments of great need, a warlock can take 1 Con-point damage to increase the damage of a single EB by 1d6. This affects EB directly. This doesn't come at the expense of applying eldritch essence to your EB. At levels 8 and 15, Overcharge increases EB damage by 3d6 / 5d6 respectively.
    Spells, (Sp) and (Su) abilities cannot heal this Con damage. Only good old fashioned bed rest can.


    Eldritch Eyes (Su)
    At 2nd level warlock gains the ability to Detect Magic at will, as the spell, which he can activate or suppress as a swift or immediate action.
    At 9th level, this ability evolves to operate as Arcane Sight.
    At 16th level, this ability evolves for the last time to operate as Greater Arcane Sight.


    Heritage
    A warlock is linked with the primal forces of the world. At 3rd level, one aspect (warlock’s choice) of the warlock's alignment manifests itself in the form of an Outsider Heritage Feat (see the Heritage Feats below).
    If at this point the warlock has no feat from his appropriate heritage, he gains the one with the "1st level only" requirement, otherwise he may select another feat from his heritage to which he qualifies.
    If the warlock has exhausted his heritage feats when gaining this ability, and the other aspect of his alignment is Neutral, he's entitled to a general feat, exclusively used for further enhancing or expanding Warlock powers. Subsequently, if he has another extreme alignment aspect, he may unlock a second heritage path.


    Spell Resistance (Su)
    The warlock gains SR 10 + class level.
    He may will an effect to automatically breach his SR as a free action if he’s aware of the incoming effect.


    Spectral Blast (Sp)
    The Warlock's EB now stretches to the ethereal plane and no longer suffers the usual 50% miss chance against ethereal or phased targets.


    Energy Resistance (Su)
    The warlock's innate resistance is valid against the three types of damage at the warlock’s disposal.


    Aspect of Power (Su)
    The warlock gains a continuous, ever present power of Prestidigitation.


    Starting at 7th level, a warlock may concentrate to produce a mage hand effect or any effect of prestidigitation as the respective spells.
    He may also use arcane mark, dancing lights or ghost sound effects as spell-like abilities, at will.
    In each case his caster level equals his Warlock level.
    The warlock may also use either of the following abilities once per round, as a free action:
    - Distinct Voice: If the warlock wishes, anyone within 100' can hear him, regardless of noise around him, even when whispering.
    - Unnerving Glare: The warlock can make his eyes flash/glow with a chosen color whenever he wishes, and/or permanently be of unnatural color. This grants a +2 circumstance bonus to all Intimidate checks.


    Split Blast (Su)
    At 9th level, a warlock may concentrate a great deal of magical power upon his EB, split that power and use it against different enemies (or groups of enemies).
    As a full-round action, the warlock may choose to split his EB into two blasts, but each deals one less die of damage, has a penalty of -2 to the ranged touch attack roll, and has a caster level reduction of -1. Splitting an EB does not count as a blast shape invocation and thus a warlock may imbue either blasts with blast shape.
    At 17th level, a warlock gains the ability to split his EB into three blasts, but each deals 2 less dice of damage, has a -4 penalty to their ranged touch attack roll, and has a caster level reduction of -2.
    Components of a split blast originate from a single point in space and cannot overlap.


    Sustaining Magic (Su)
    a 10th level warlock no longer needs to eat, drink or sleep. He’s sustained purely by magic.
    At level 20, magic sustains the warlock to such a degree that he no longer needs to breathe and he doesn't age unless disconnected from magic entirely. Moreover, the warlock doesn’t merely ceases to age, he actually becomes younger at the same rate he would advance, to a minimum age of adult. This reversed process does not take away or even prevent age-based increase of mental abilities.
    This benefit is lost whenever the warlock is denied access to magic (Antimagic, dead magic zone etc).


    Dual Essence (Sp)
    The warlock can now simultaneously imbue his EB with 2 essences.


    Erupting Blast (Su)
    EB can be generated without uttering a sound or making any gestures, and can originate from anywhere on the warlock's body (eyes, forehead, chest etc).


    Penetrating Blast
    The warlock's EB now does full damage to objects and bypasses SR and DR automatically. This does not come at the expense of Eldritch Essence or Blast Shape invocations. Note that SR still applies against any essence addendums that require Fort/Will saves (e.g. Frightful / Sickening / Beshadowed / Bewitching / Noxious / Utterdark Blast).


    Eldritch Resilience (Su)
    Your fast healing becomes Regeneration 5.
    Furthermore, you ignore the first time you're hit with energy drain or ability damage in a given combat round.


    Name of Power (Su)
    The warlock becomes aware when anyone on the same world (planet) speaks his name (referring specifically to him). He knows when it happens, and learns the name and location of the speaker.
    This ability may be suppressed and renewed as a free action.





    Invocations:
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    Omitted Invocations:
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    Eldritch Glaive (DrM): Not needed, due to EB modifications and the redefinition of Hideous Blow.


    Modified Invocations:
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    Brimstone Blast: Anyone damaged must succeed on a Reflex save or catch fire, suffering an additional 1d6 fire damage each round until the flames are extinguished.

    Dark Discorporation: Reduced to Greater invocation category (6th). This invocation's power and practical value were quite overrated.

    Devil's Sight: Also confers "See Invisible". Given invocations are such a valuable asset and given there's so little of them (even under these modifications), it seems that "Devil's Sight" and "See the Unseen" were intentionally created separately to annoy.

    Eldritch Cone: As the normal invocation, except the cone is increased from 30' to 60'.

    Flee the Scene: If the warlock has an active invocation that makes him invisible, he DOES NOT leave a Major Image after he shifts.

    Hideous Blow: Instead of a ranged touch attack, as a swift action, an EB modified by Hideous Blow can be channeled through a melee or range weapon when making an attack or as part of a full attack. Hideous Blow may be discharged on a successful touch or ranged-touch attack - regardless of whether or not the weapon deals any damage.

    Wall of Perilous Flames: As with Disintegrate, if a creature is KILLED by the wall, its remains are completely consumed.


    New Invocations:
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    Shapes:
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    Eldritch Bolt (Lesser; 3rd)
    Your EB is 5' diameter 60' long bolt that hits everything in its path. Unlike lightning, it doesn't ricochet, but it can be blocked by solid matter.

    Eldritch Burst (Lesser; 4th)
    This blast shape invocation turns Your EB into a small burst around you, striking out at everything within 10' + 5' per 5 Invoker levels (friend or foe, alive as well as inanimate). This is not a ray attack, so it requires no ranged touch attack. Any creature in the area of the burst may attempt a Fort save for half damage.

    Eldritch Missiles (Lesser; 3rd)
    This blast shape invocation turns Your EB into an Eldritch Missile blast. Your EB damage can be split to generate multiple blasts. All blasts are discharged at the same time and all targets must be within a 30' sphere.

    Essences:
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    Weaponry Blast (least; 2nd level)
    This essence invocation changes the EB damage into bludgeoning/piercing/slashing damage (warlock's choice).

    Phantom Blast (Greater; 5th)
    This eldritch essence invocation turns your EB into a phantom blast. A phantom Blast is, for all intent and purpose, invisible. It cannot be detected by any means and can only be noticed after the fact.

    Phase Blast (lesser; 4th level)
    This eldritch essence invocation causes your EB to phase into the ethereal and bypass all physical obstacles on its way to the target (including carried shield, a closed window, Wall of Force effect etc).

    Radiant Blast (Least; 2nd)
    This eldritch essence invocation allows you to change your eldritch blast into a radiant blast.
    The target of a radiant blast sheds bright light in a 20' radius (and dim light 20' further) for 1 round per CL.
    If the target of a radiant blast is the subject of a spell or effect with the darkness descriptor of up to 2nd SL, the darkness effect is dispelled.
    You may choose not to deal damage with a radiant blast if you desire, leaving only the token effect.

    Shocking Blast (Lesser; 4th)
    Your Eldritch Blast deals electricity damage. If attacking a target in metal armor, you gain a +3 bonus to the attack roll, or the target suffers a -3 penalty to his saving throw (if your blast targets an area of effect). In addition, targets in Plate-Mail / Full-Plate become entangled for one round.

    Others:
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    Cheetah's Sprint (Least; 2nd)
    Activating this invocation grants you speed increase and dodge bonuses to AC.
    For each grade of invocations you have access to, your speed increases by 10' and you gain +1 dodge bonus to AC (maximum of +40' speed increase and +4 dodge AC).
    As a swift action, you may double the bonuses gained by this invocation, but after that round, you gain no bonus to movement from this invocation until have had a chance to rest for at least one full minute.

    Compelling Vision (Greater; 6th)
    You can use dream as the spell with this invocation, except that at any point during the message you may implant a suggestion in your message. A successful Will save negates the suggestion effect and immediately breaks contact between you and the target.

    Dark Grasp (Greater, 6th)
    The warlock creates a massive hand which is seemingly formed from pure darkness or a swarming mass of ghostly insects or bats (optional flavors)
    This invocation functions identically to the Telekinesis spell, except as follows:
    - It takes a full round to activate.
    - It requires concentration to maintain. When maintained, the dark hand occupies one of the warlock’s hands, so he may not perform actions which require fine manipulation or two hands in conjunction with this ability.
    - At the warlock’s discretion, it may deliver 1d6 cold, 1d6 electricity and 1d6 negative energy damage to anyone it successfully manipulates.
    - It is incorporeal and has AC = [10 + ½ CL + Cha-mod]
    - It has HP = [2 * CL]. If reduced to 0 HP, it vanishes and cannot be reformed for the next 8 hours. Otherwise, it regenerates 1 HP per round while maintained.

    Dark Whispers (Grand; 7th)
    The warlock can project his mind and afflict others with overwhelming disorientation and paranoia.
    The warlock designates a victim, who immediately begins hearing insidious, whispering, demanding voices in its head, forcing it to succeed at a Will save vs. DC [10 + 1/2 CL+ Cha-mod) or go insane for a number of rounds equal to the warlock's Cha-mod. While insane, the victim suffers a -6 penalty to Wis and is unable to tell friend from foe, lashing out violently against the nearest available creatures. Victims who pass the will save are immune to further uses of this invocation for 24 hours.
    Dark Whispers has an alternate effect on beings with intelligence scores that are normally immune to mind-affecting abilities - they must succeed at a Will save or the psychic shock of their intimate contact with the Harrowed's beast instead deals them 6d6 points of damage.

    Detect Thoughts (Least; 2nd)
    This invocation works as the arcane spell of the same name. It is always active, ready for the warlock to utilize via concentration.

    Devil's Whispers (Greater; 5th)
    Not really a new invocation, but since it's from Ci, it can easily be neglected, and Suggestion on steroids a really nice ability.

    Expel Outsider (Lesser; 4th)
    When you use this invocation, you attempt to force an extraplanar creature within close range back to its proper plane.
    If the creature fails a Will save, it is forced to return to its original plane. However, if the creature succeeds on its save it can turn the invocation back against you, stunning you for 1 round, unless you make the save vs. the same DC.

    Eyes of the Winged Raptors (Least; 2nd)
    You gain increased visual acuity for 24 hours.
    You gain Low Light Vision, and a +6 bonus to Spot checks.
    Furthermore, all Spot related penalties based on distance apply at 5 times distance increments (e.g. instead of taking a -1 penalty to spot for each 10' distance, you take a -1 penalty to spot for each 50').

    Guiding Spirits (Lesser; 4th)
    You have leaned how to call upon the high spirits of your heritage for guidance.
    By spending a minute in meditation, you can commune with beneficent spirits to determine where the future will lead. The effects of this invocation are identical to the augury spell, except that each time you use the invocation within a 24 hour period, the chance of receiving a meaningful reply drops by a cumulative 20%. Also, unlike the spell, you need not provide material components or a focus.

    Magic Coating (Least; 1st)
    You can use Grease and Sticky Floor RotD, as the spells.

    Make Way (Greater; 5th)
    You can use Forcewave (SC), as the spell, with the following changes:
    - The AoE is 10' + 5' per 5 class levels.
    - The force wave affects everything, not just creatures.
    - Cha is used instead of Str for determining the Bull Rush score.

    Poltergeist (Grand; 8th)
    This invocation bestows upon the warlock the Incorporeal Subtype.
    This invocation lasts for 24 hours and is dismissable.
    Also, a successful targeted Dispel (dispel magic, greater dispel magic & disjunction) terminates the effect of this invocation.

    Size Step (Least; 2nd)
    This invocation allows the warlock to increase/decrease his size, just as if affected by Enlarge/Reduce Person spell.
    Unlike Enlarge/Reduce Person spell, this invocation has Range: Personal and affects non-humanoid as well (Elan/Genasi/Dromite/... etc).
    Size Step can increase the subject's size up to Large or reduce the subject's size down to Small. Warlocks of Tiny size or smaller may only be increases in size and Warlocks of Huge size or larger may only be decreased in size.

    Unbreak (Least; 2nd)
    This invocation functions as given for Make Whole spell.

    Undulant Innards (lesser; 4th)
    The warlock gains Fortification 25% per 5 class levels.

    Word of mind (Lesser; 3rd)
    You emulate the ability of demons and devils and "speak" by thinking instead of using your voice.
    You gain telepathy 100’
    Notice that telepathy doesn’t grant mind reading capabilities. One’s not compelled to reply.
    Word of mind lasts for 24 hours.

    // ------------------------------------------------------------------

    Planar Binding as invocations
    Warlocks can also learn Lesser/Regular/Greater Planar Binding as Lesser/Greater/Grand invocations.
    This would, of course, require an "only one at a time" restriction, but I see having an infernal companion as being very much in keeping with the warlock's design.
    Built into the invocations is a personal protection (equivalent to a Prot. from evil) during the bargaining phase, but bystanders/party members/ etc are there at their own risk.
    Varied degree of success depends on the opposed check. Success means the called creature is bound to the bargain, failure immediately returns the creature, and failure by 5+ simply ends the bargain (and protections) and frees the called creature to act however it cares to.
    Note: Good aligned warlocks can instead learn to invoke the various versions of Planar Ally.

    Necro-Themed Invocations:
    Spoiler
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    Death’s Command (Least; 2nd)
    You can Command Undead as the spell.

    Phantom Steed (Lesser; 3rd):
    You may use Phantom Steed at-will. You may only have a single stead at a given time.

    Soul Snatch (Greater; 5th)
    You may attempt to snatch the soul of a Helpless or Dying creature, within close range.
    The target may attempt a Fort save to resist the effect (DC: 10 + 1/2 class levels + Cha-mod) or die.
    A snatched soul grants you knowledge of everything the creature thought about 24 hours prior to its death.
    You may hold onto the soul and utilize its link to the afterlife's to make a single Knowledge check with a bonus equal to the creature's CR (or its own Knowledge ranks, whichever is greater) plus your Cha-mod. The result of that check isn't limited by what you or the creature know. Once used in such a manner, the soul is released.

    Awaken Undead (Greater; 6th)
    Use Awaken Undead as the spell. These undead remain completely loyal to you and remain under your command if they were already under your command.

    Restless Dead (Greater; 6th)
    You can Create Undead as the spell, this undead crumbles to dust after one minute per CL unless you use the material components. This undead shares your alignment and is under your direct control.

    Relentless Souls (Dark; 8th)
    You can Create Greater Undead as the spell, this undead crumbles to dust after one minute per CL unless you use the material components. This undead shares your alignment and is under your direct control.

    Undead Legion (Dark; 9th)
    All undead of a specific type under your control within 30' of you become a legion.
    So long as these undead remain within 60' of each other, their total HP become a single pool of HP. These undead remain animated until the entire pool of HP is depleted – at which point all of the undead in the legion crumble to dust.
    If one of these undead leaves this area, it is removed from the legion, it gains HP equal to the number of HP currently in the pool divided by the number of undead currently in the legion, rounded down. If the number is below one, the undead crumbles into a pile of dust.
    An undead legion cannot be turned or rebuked unless the roll is sufficient to affect all undead in the legion. You can only have one legion created at a time in this way.





    Feats:
    Spoiler
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    Outsider Heritage Feate:
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    On very rare occasions, usually due to some cosmic event, creatures are born with an affinity to the denizens of one of the alignment associated planes of existence. Such creatures always possess an alignment aspect corresponding to their heritage and gain the first heritage feat of their heritage.


    Fiendish Heritage (evil)
    Spoiler
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    Fiendish Heritage
    Requirements: 1st level only
    Benefits: You are descended from creatures native to the Lower Planes.
    You gain a +4 bonus on Fort saving throws against poison. You also gain a +1 bonus on saving throws against spells or other effects that target evil aligned creatures or which are exceptionally potent against evil aligned creatures.

    Fiendish Skin
    Requirements: Fiendish Heritage
    Benefits: You gain DR (overcome by good) equal to 1 + the total number of Fiendish Heritage feats you possess (including this one).

    Fiendish Power
    Requirements: Fiendish Heritage, character level 3rd
    Benefits: Your caster level and save DCs for evil spells and invocations increase by 1.

    Fiendish Presence
    Requirements: Fiendish Heritage, character level 6th
    Benefits: You gain the following spell-like abilities, each usable once per day: cause fear, detect thoughts, and suggestion. Your caster level equals your character level.

    Fiendish Legacy
    Requirements: Fiendish Heritage, character level 9th
    Benefits: You gain the following spell-like abilities, each usable once per day: teleport (self plus 50 pounds of objects only), summon monster V (fiendish creatures only) and unholy blight. Your caster level equals your character level.

    Celestial Heritage (good)
    Spoiler
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    Celestial Heritage
    Requirements: 1st level only
    Benefits: You are descended from creatures native to the Celestial realms.
    You gain a +3 bonus on saving throws against polymorph and petrifaction effects.

    Celestial Skin
    Requirements: Celestial Heritage
    Benefit: You gain DR (overcome by Evil) equal to 1 + the total number of Celestial Heritage feats you possess (including this one).

    Celestial Power
    Requirements: Celestial Heritage, character level 3rd
    Benefits: Your caster level and save DCs for good spells and invocations increase by 1.

    Celestial Presence
    Requirements: Celestial Heritage, character level 6th
    Benefits: You gain the following spell-like abilities, each usable once per day: aid, commune, and detect evil. Your caster level equals your character level.

    Celestial Legacy
    Requirements: Celestial Heritage, character level 9th
    Benefits: You gain the following spell-like abilities, each usable once per day: teleport (self plus 50 pounds of objects only), summon monster V (Angelic creatures only), and Holy Smite. Your caster level equals your character level.

    Fey Heritage (chaotic)
    Spoiler
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    Fey Heritage
    Requirements: 1st level only
    Benefits: You are descended from creatures native to the fey realms.
    You gain a +3 bonus on Will saving throws against Illusion effects.

    Fey Power
    Requirements: Fey Heritage
    Benefits: Your caster level and save DCs for Illusion spells and invocations increase by 1.

    Fey Skin
    Requirements: Fey Heritage, character level 3rd
    Benefits: You gain DR (overcome by cold iron) equal to 1 + the total number of Fey Heritage feats you possess (including this one).

    Fey Presence
    Requirements: Fey Heritage, character level 6th
    Benefits: You gain the following spell-like abilities, each usable once per day: charm monster, deep slumber, and disguise self. Your caster level equals your character level.

    Fey Legacy
    Requirements: Fey Heritage, character level 9th
    Benefits: You gain the following spell-like abilities, each usable once per day: confusion, dimension door, and summon nature's ally V. Your caster level equals your character level.

    Infernal Heritage (lawful)
    Spoiler
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    Infernal Heritage
    Requirements: 1st level only
    Benefits: You are descended from creatures native to the upper realms.
    You gain a +3 bonus on Will saving throws against Enchantment effects.

    Infernal Power
    Requirements: Infernal Heritage
    Benefits: Your caster level and save DCs for Enchantment spells and invocations increase by 1.

    Infernal Skin
    Requirements: Infernal Heritage, character level 3rd
    Benefits: You gain DR (overcome by Chaos) equal to 1 + the number of Infernal Heritage feats you possess (including this one).

    Infernal Presence
    Requirements: Infernal Heritage, character level 6th
    Benefits: You gain the following spell-like abilities, each usable once per day: Charm Monster, Blindness/Deafness, and Disguise Self. Your caster level equals your character level.

    Infernal Legacy
    Requirements: Infernal Heritage, character level 9th
    Benefits: You gain the following spell-like abilities, each usable once per day: Speak with Dead, Order's Wrath, and summon nature's ally V (Lawful creatures only). Your caster level equals your character level.


    Other Feats:
    Spoiler
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    Dark Transient
    Requirements: Knowledge (the planes) 15, Fell Flight, Flee the Scene, Path of Shadow
    Benefits: You gain the following benefits:
    - Your flight speed (from the fell flight invocation) increases by 30' and its maneuverability increases to perfect.
    - You can self transport great distances with a single thought (as greater teleport). You can also transport other creatures, but if you do, there is a chance of error (as teleport).
    - You can self plane shift with perfect accuracy. You can also transport other creatures, but you then suffer the inaccuracies normally incurred when using the spell.

    Eldritch Reattunement
    Your quest to fully understand the potential of your heritage grants you access to powers usually beyond your practice.
    Requirements: One or more Extra Invocation.
    Benefits: Once every 24hrs, you may temporarily lose access to one of your extra invocations in order to gain access to another invocation of the same level or lower on your class’ list that’s not in your repertoire.
    This process takes [1min / invocation grade] of uninterrupted meditation, can only be done after getting a good night’s sleep and lasts either until the next time you’re fully rested, fall unconscious or (if and when relevant) brought back from the dead.
    Special I: Starting the process of gaining temporary access to an invocation immediately terminates access to the previous one (including the character's original extra invocation).

    Eldritch Reattunement Mastery
    Your quest to fully understand the potential of your heritage grants you unparalleled eldritch versatility.
    Requirements: Extra Invocation: Least, Extra Invocation: Lesser, Extra Invocation: Greater, Eldritch Reattunement.
    Benefits: When reattuning an invocation, you may prolong the process and reattune any number of your extra invocation, summing up the required meditation time.
    Special: This feat qualifies you to spend feats to gain extra invocations of the highest grade you have access to: Grand for Warlock / Wyrm for DFD (see below, post #23).
    Writer's Note: This feat obviously grants a totally different level of flexibility to a character that has it, but to get there, one must spend no less than 5 feats (probably more), meaning a player must trade all of his/her character optimization tools. By the time this feat is accessible, full spellcasters cause the earth to tremble, the skies to rain meteors, creatures of demigod powers to serve them, the dead to return at no penalties and wishes to come true (and to exploit its full potential, at least 1 more feat is required). I’d say this one doesn't even begin to scratch the surface.

    Eldritch Retribution
    Requirements: Combat Reflexes
    Benefits: When someone scores a melee touch attack against you (whether or not actually dealing damage – minor contact is enough), you may discharge EB damage upon your attacker as an immediate action (auto-hit). You cannot modify this assault with essence or shape invocations and you must be aware of the incoming attack in order to retaliate.

    Eldritch Spell Sculpting: minor
    Your expanded knowledge grants you true insight to raw magic.
    Requirements: Extra Invocation: Least, Eldritch Reattunement
    Benefits: You may invoke any cantrip-grade spell (Mage/Priest/Druid) on the fly, as if it were a Lesser invocation.

    Eldritch Spell Sculpting: moderate
    Your insight to raw magic expands.
    Requirements: Extra Invocation: Lesser, Eldritch Spell Sculpting: minor
    Benefits: You may now invoke any 1st-level-grade spell (Mage/Priest/Druid) on the fly, as if it were a Greater invocation.

    Eldritch Spell Sculpting: major
    Your insight to raw magic has reaches new heights.
    Requirements: Extra Invocation: Greater, Eldritch Spell Sculpting: moderate
    Benefits: You may now invoke any 2nd-level-grade spell (Mage/Priest/Druid) on the fly, as if it were a Grand invocation.

    Eldritch Spell Sculpting: epic
    Your insight to raw magic has reached its zenith.
    Requirements: Eldritch Spell Sculpting: major, Eldritch Reattunement Mastery, Extra Invocation: Grand/Wyrm
    Benefits: You now have access to any 3rd-level-grade spell (Mage/Priest/Druid) on the fly, as well as any Least invocation.

    Eldritch Sculptor
    Requirements: Spellcraft 11, Eldritch Spear, Hideous Blow, Eldritch Chain, Eldritch Cone, Eldritch Doom]
    Benefits: You control and shape your EB like a master sculptor and can enhance it in one of the following manners:
    - You can use two eldritch blasts per round as a full attack action, rather than the normal limit of one, and apply eldritch essences to both blasts.
    - You gain +2 bonus on attack rolls to hit an opponent with your EB.
    - If you modify your EB with the Eldritch Spear, the range increases to 500'.
    - You can use Hideous Blow as part of an AoO.
    - If you modify your EB with Eldritch Chain, you may start the chain up to 120' away from you and the maximum distance between each target increases to 60'.
    - The range of your Eldritch Cone increases to 120'.
    - The radius of Eldritch Doom increases to 40'.

    Empowered Eldritch Blast
    Requirements: Warlock level 6.
    Benefits: The damage dealt by your eldritch blast increases by 1d6.
    Special: For each 6 Warlock levels beyond 6th (12, 18 etc), you may take this feat one more time, stacking the effect.

    Master of the Elements
    Requirements: Knowledge (the planes) 21, Breath of the Night, Chilling Tentacles, Stony Grasp, Wall of Perilous Flame
    Benefits: You have achieved mastery of the four elements -- air, earth, fire, and water.
    - Once per day, you can summon a single creature from the summon monster I-IX list that is an elemental or has the air, earth, fire, or water subtype. The monster serves you for a number of rounds equal to your CL.
    - Once per day, you can use dominate monster on elementals and creatures with the air, earth, fire and water subtype. This effect lasts for a number of days equal to your Warlock class-level.
    - Your energy resistance against air, earth, fire and water is increased to 20.
    - Elementals and creatures with the air, earth, fire and water subtype view you as one of their kind. These creatures react to you as if their attitude is one step better than the situation otherwise warrants.

    Paragon Visionary
    Requirements: Spellcraft 9, Dark Foresight, Devil's Sight, Voidsense
    Benefits: Your powers of perception are beyond mortal ken.
    - You can see through illusions, magical darkness, shapechangers, and other effects (as true seeing).
    - You are automatically aware of all spells or magical effects you see.
    - Simply by looking at a creature, you can determine if it is a divine or arcane caster, whether it has any spell-like abilities, and the highest spell or spell-like abilities it knows.
    - When you use the Voidsense invocation, you gain Blindsight 60'.
    - You receive a bonus on all Listen, Sense Motive and Spot checks equal to double your Wisdom modifier or +6, whichever is greater.



    Divine Blast Feats:

    Spoiler
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    Corrupting Blast
    Requirements: Rebuke Undead class feature, Dual Essence Warlock feature, an eldritch essence that requires a saving throw
    Benefits: When mounting an EB with an essence that requires a saving throw, you can spend one of your Rebuke Undead uses as a swift action and modify your EB into a Corrupting Blast (counts as an essence).
    The target of your EB takes a -4 penalty to its saving throw vs. the essence mounted onto the modified EB.

    Healing Blast
    Requirements: Turn Undead class feature, Dual Essence Warlock feature, Radiant Blast essence (see above)
    Benefits: You can spend one of your Turn Undead uses as a swift action and modify your EB into a Healing Blast.
    Your EB heals living creatures instead of dealing damage to them (the damage healed is equal to the damage normally dealt). Against undead, healing blast deals damage as normal; against constructs or objects, healing blast has no effect.
    Healing Blast counts as two essences.
    Special: You may choose whether or not your healing blast also behaves like Radiant Blast (makes your target shed light).





    Last edited by nonsi; 2014-12-25 at 11:21 AM.

  17. - Top - End - #17
    Ogre in the Playground
     
    nonsi's Avatar

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    Apr 2010

    Default Bard

    .
    Class: Bard

    Spoiler
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    Preface
    Spoiler
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    The core 3.5e Bard is a low-power T3 class (mid/high if drastically optimized with multiple gaming resources, regarding Sublime Chord more as a Sorcerer variant than Bard variant).
    It can be taken to more than one direction.
    It is almost reasonably versatile.


    So why would I wish to homebrew a Bard remake, one might ask?

    Well, my main gripe with all the official classes, Bard not excluded of course, is that to really enjoy a character’s scope of abilities, one needs to turn to several resources for feats, to several other resources for spells, to yet some more resources for items, to another one sometimes for a juicy template, and then to some more resources for PrCs.

    I'm always aiming for out-of-the-box awesomeness.

    Basically, there are just too many Bard-ish features that I find missing.
    - The core Bard has a single class feature (inspire courage) smeared over 4 levels. That’s 3 dead levels more than visually apparent.
    - The core Bard, being the supposedly undisputed master of performance has no special resistance to performance associated powers.
    - The core Bard, combining performance and spells, has no feature that does so in a unique way.
    - The core Bard, being so dependent upon sound, has no inherent means of dealing with magical silence.
    - The core Bard is missing a key element in its features: the ability to befuddle, confound & terrorize his opponents.
    - The core Bard, having fewer spell levels than full spellcasters and no bonus feats, suffers badly on the action economy aspect.
    - The core Bard doesn’t have any inherent ability for significant self empowerment.
    - All special class features either amount to numerical bonuses or are very situational. This is not fun most of the time.


    In terms of concept and role, I view the bard’s place in an adventuring party as Factotum on steroids. A polymath. Someone with a toolbag for almost any situation, and definitely more than a 5th wheel.


    So, the main challenge here is to upgrade the Bard in such manner that would make players see it and say “mannn, this is one awesome class. I want to play this and see it through to level 20”.
    Not because it breaks the game or steps on everyone's toes, but by virtue of always having things to do and that the options are fun and interesting.
    I'm not looking for char-op synergy, but rather more diversity (horizontal upgrade rather than vertical).


    So, without further delay, here are the changes I wish to apply to the core bard.

    Almost all changes amount to additions, so anything not specifically detailed here is to be taken from the core Bard – including stuff that’s not mentioned at all.
    If any contradictions arise between what’s written here and core, what’s written here persists.



    Alignment: No restrictions. I never really understood why they decided that a bard had to be chaotic. Even a mischievous type can be a loyal friend and have a strict CoC. Also, court bards actually were lawful. They served their rulers in many ways beyond entertainment.

    Hit Die: d8

    Table: The Bard
    Saves
    Level BAB F R W Special
    1st +0 +0 +2 +2 Bardic Music, Bardic Knowledge, Countersong, Fascinate, Inspire Courage, Spells
    2nd +1 +0 +3 +3 Loremaster, Well Versed
    3rd +2 +1 +3 +3 Inspire Competence
    4th +3 +1 +4 +4 Spellsinger, Piety
    5th +3 +1 +4 +4 Bonus Feat, Bolstering Performance
    6th +4 +2 +5 +5 Suggestion
    7th +5 +2 +5 +5 Instill Fear
    8th +6 +2 +6 +6 Break the Silence, Sustaining Tunes
    9th +6 +3 +6 +6 Inspire Greatness
    10th +7 +3 +7 +7 Discord
    11th +8 +3 +7 +7 Bonus Feat, Accelerated Performance
    12th +9 +4 +8 +8 Song of Freedom
    13th +9 +4 +8 +8 Jarring Echoes
    14th +10 +4 +9 +9 Cunning Brilliance, Power in Performance
    15th +11 +5 +9 +9 Inspire Heroics
    16th +12 +5 +10 +10 Song of Timelesness
    17th +12 +5 +10 +10 Bonus Feat, Harmony
    18th +13 +6 +11 +11 Mass Suggestion
    19th +14 +6 +11 +11 Revealing Chime
    20th +15 +6 +12 +12 Mimicking Retort, Deadly Performance



    Class Features


    Class Skills and Skill Points per Level: Same as the core Bard’s. In addition, the following skills are also class skills: Handle Animal, Lucid Dreaming, Ride, Spot and Survival.

    Weapons and armor proficiencies: Bards are proficient with all Simple and Martial Light and 1-Handed weapons. They’re also proficient with light armor and buckler.



    Spells
    Use the core Bard’s spell list and spells known, but also add the following to the Bard Spells list:
    1st: Detect Snares and Pits
    2nd: Pass Without Trace
    3rd: Remove Curse
    4th: Restoration
    5th: Heal
    6th: Vision



    Bardic Music (Su)
    Bardic Music can be practiced with any selected application of the Perform (…?...) skill, as long as the result is audible in some manner (vocal/instrument/drums/clicking etc).
    Bladesingers (see below) are the only exception to this constraint and may use their specialized combat maneuvers to initiate Bardic Music effects.

    A bard chooses one aspect of the Perform skill that’s valid for Bardic Music. The bard automatically gains maximized ranks in his chosen performance skills with level progression (Reason: no bard in the world will ever take less, so those are always wasted skill points – an unjust penalty).

    All Bardic Music effects linger for 5 rounds after the bard’s performance has ended.

    A bard has a pool of #uses to his Bardic Music ability.
    At 1st level, this pool capacity is 1.
    At 2nd level and every 3 levels thereafter, a bard's Bardic Music pool increases by +1 (2/3/4/5/6/7/8/... at levels 2/5/8/11/14/17/20/... respectively). This number is reset once per hour.
    Writer's Note:
    Spoiler
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    The idea was to give the Bard a lot more lasting power throughout the day, but not to let a player burn out everything within a single encounter. While this is not a reasonable scenario with the core class and rules, This Bard variant's Bardic Music has a lot more power and versatility, and (as will be evident by reading on and going through the Bardic Music feats) allows a significantly faster burn with level progression. This will make the Bard a lot more useful and interesting to play in the long run, and guarantee that it is not a practical option to just stand and sing throughout entire encounters.



    Inspire Courage (Su)
    Inspire Courage starts by granting +1 bonus. For each 6 levels beyond 1st, this bonus increases by +1 (+2/+3/+4 at levels 7/13/19 respectively).
    In addition, Inspire Courage also has the following cumulative effects when performance commences:
    Bard Level 1: Automatically cancels existing Shaken condition upon all affected allies, and reduces stronger fear conditions by one step (Cowering->Panicked, Panicked->Frightened, Frightened->Shaken).
    Bard Level 7: Automatically cancels existing Frightened condition upon all affected allies, and reduces stronger fear conditions by two step (Cowering->Frightened, Panicked->Shaken).
    Bard Level 13: Automatically cancels existing Panicked condition upon all affected allies, and reduces Panicked condition to Shaken.
    Bard Level 19: Automatically cancels existing Cowering condition upon all affected allies.


    Loremaster (Ex)
    Bards are the renowned sages of the game world.
    On top of Bardic Knowledge, starting at 2nd level, a bard gains a bonus of +1 rank per 2 Bard levels to all knowledge skills given in PHB I (ranks for "Local", "History" and "Nobility & Royalty" Knowledge categories may be assigned to more than a single nation, but the total bonus is still +1 per 2 levels each).


    Well Versed (Ex)
    The bard's rich experience with music and sound grants him high tolerance to associated effects.
    Starting at 2nd level, a bard gains a +4 bonus on saving throws made vs. all voice/music/sonic effects that are associated with enchantment, illusion and compulsion. This, of course, encompasses all Bardic Music derived effects where a save is relevant.


    Spellsinger (Su)
    Starting at 4th level, a bard gains an ability to cast spells while in the middle of performing Bardic Music, by weaving the incantation into the song. By spending one Bardic Music use, he can cast a spell without ending or interrupting an ongoing song. Only spells from the Bard’s list can be cast in this way, not spells gained from other classes.


    Piety (Su)
    A 4th level bard can mimic the Cleric’s Turn Undead ability.
    You may spend 1 use of your Bardic Music as a standard action to affect undead as a cleric of 3 levels below your Bard level.
    You can use this ability a number of times per day equal to 3 + your Cha-bonus (if any).
    You cannot use Piety if you have exhausted your daily uses, even if you have Bardic Music uses left to spend.
    No matter what your alignment, you cannot control undead – your understanding of divine magic is too rudimentary for that.
    This ability cannot in any way substitute true Turn Undead ability as prerequisite for anything.


    Bonus Feat
    At levels 5, 11 and 17, a bard gains a bonus feat.
    Choose any feat that affects Bardic Music in any way or grants a new Bardic Music power.
    You must meet all of the feat’s prerequisites.


    Bolstering Performance (Su)
    At 5th level, while the Bard is under an effect of his Bardic Music, he receives his Cha-bonus as competence bonus to all saving throws.


    Instill Fear (Su)
    A bard of 7th level or higher can use his performance to foster a sense of growing dread in his enemies, causing them to become Shaken. To be affected, an enemy must be within 30’ and able to see and hear the bard's performance. The effect persists for as long as the enemy is within 30' and the bard continues the performance. The performance cannot cause a creature to become Frightened or Panicked, even if the targets are already Shaken from another effect. Instill Fear is a mind-affecting fear effect, and it relies on audible and visual components.
    Starting at 10th level, opponents failing their saves are instead Frightened. On a successful save they’re subject to a second saving throw to avoid being Shaken. The performance cannot cause a creature to become Panicked.
    Starting at 14th level, opponents failing their saves are instead Panicked. On a successful save they’re subject to a second saving throw to avoid being Frightened and a third save to avoid being Shaken. The performance cannot cause a creature to become Cowering.
    Starting at 19th level, opponents failing their saves are instead Cowering. On a successful save they’re subject to a second saving throw to avoid being Panicked. And a third and a forth as noted above.
    All of the above effects allow a save each round to lessen the effect (or negate it altogether if shaken).


    Break the Silence (Su)
    At 8th level, by expending 1 use of his Bardic Music as a part of another action that involves the character’s voice, the bard can breach through Silence spell, or other barriers designed to negate or prevent sound transmission. In order to do so, he must either be affected by the spell or be within the area of influence.
    He may either breach it momentarily (automatic success), or attempt to dispel is as if via Dispel Magic.


    Sustaining Tunes (Su)
    All allies that are affected by any of an 8th level bard’s benign Bardic Music effects (including the bard himself) gain Fast Healing 1. Each 3 levels beyond 8th increase the HP recovery per round by +1 (fast healing 2 at 11th, fast healing 3 at 14th, etc).
    Dying allies also automatically stabilize.


    Discord (Su)
    The bard can use his Bardic Music to cause his enemies to become confused.
    To be affected, an enemy must be able to hear the bard perform and within 60' line of effect. Each enemy receives a Will save (DC 10 + 1/2 Bard level + Cha-bonus) to negate the effect. At the end of an affected creature’s turn, it is allowed a new Will save to overcome the effect.
    Once a target successfully resists the effect, it is immune to Discord for 24 hours.


    Accelerated Performance (Su)
    An 11th level bard's speed and precision increase, allowing him to use Bardic Music as a move action (but still only once per round), or combine Bardic Music with countersong in a single standard action.


    Jarring Echoes (Su)
    A 13th level bard can use his music or poetics to rattle his opponents' senses.
    Each round during the bard's performance, he may choose one target within 60' to be the victim of Jarring Echoes.
    Any action made by the selected target that requires any degree of concentration requires a Concentration check vs. the bard's perform check to avoid failure.
    Actions that do not require concentration suffer -2 to their rolls.
    Actions that normally succeed without any check are unaffected by Jarring Echoes.
    Unlike most other Bardic Music powers, this one terminates immediately when the bard's performance ends. Furthermore, a bard may only affect one target at a time and when the bard switches targets the previous one suffers no further ill effects of Jarring Echoes.


    Cunning Brilliance (Ex)
    Drawing upon a great wealth of stories and insights, through sheer inspiration and latent talent, a 14th level bard is able to augment his actions, enabling him to fill the shoes of his companions or of his beloved heroes when needed most.
    Three times per day, by spending 1 Bardic Music use as a free action, you gain the benefits and drawbacks of one (Ex) ability of another character class at a level no higher than your Bard level minus 5 for 1 minute. You use the ability as if your level in the relevant class equaled your Bard level. Improved (Ex) abilities (such as Im. Evasion or Im. Uncanny Dodge) require 2 Bardic Music uses. Features with double improvements (e.g. Mighty Rage, if and when a bard hits level 25) require 3 uses.
    For example, if you use a monk’s Flurry of Blows ability, you gain all the benefits and drawbacks described under Flurry of Blows (PH 40). You do not gain the benefits of unarmed strike, because that is a separate ability in the Monk’s class description.


    Power in Performance (Su)
    At 14th level, whenever the Bard is under the effects of his Bardic Music, he gains half his Cha-bonus as competence bonus to attack, damage, and AC (dodge).


    Song of Timelessness (Su)
    A bard of 16th level or higher knows the song of timelessness.
    As a standard action, he can envelop a single creature within 60’ in a field of timelessness, provided he has line of effect to the target (PHB, p.176).
    The subject is entitled to a Will save (DC 10 + bard level + Cha-bonus) to negate the effect.
    If the subject fails its save, it is frozen in a shimmering aura of timelessness and can take no actions. However, no force can affect it. Weapons cannot reach it, spells that target it automatically fail, and if the ground it is standing on is somehow taken away, it would not even begin to fall.
    A bard can keep his target frozen in time for as long as he maintains the power by continuing to perform, up to a maximum of 1 minute per level. When he stops performing, the subject immediately returns to normal. As far as the creature is concerned, no time seems to have passed.


    Harmony
    at 17th level, The bard has mastered his art, allowing him to use 2 Bardic Music effects and one countersong as a single standard action.


    Revealing Chime (Su)
    A 19th level bard can enable all allies within 30' (self included) to see things as they truly are.
    All allies are affected by True Seeing that lasts for 10 rounds.


    Mimicking Retort (Sp)
    Once per encounter, after surviving the effects of a spell, assuming he is still able to act in combat, a 20th level bard may make a level check (resolved as a Spellcraft check) against the spell that had just struck him. If he succeeds, he manages to temporarily preserve the effect's energies and may recreate it once (using his own CL and Cha-mod) within the next [3 + Cha-mod] rounds.
    Special: 5 ranks in Spellcraft grant a +2 synergy bonus to all such checks.


    Deadly Performance (Su)
    A bard of 20th level or higher can use his performance to cause one enemy to die from joy or sorrow. To be affected, the target must be able to see and hear the bard perform for 1 full round and be within 30’. The target receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha-bonus) to negate the effect. If a creature’s saving throw succeeds, the target is staggered for 1d4 rounds, and the bard cannot use deadly performance on that creature again for 24 hours. If a creature's saving throw fails, it dies. Deadly performance is a mind-effecting death effect that relies on audible and visual components.









    Bard Variant: Bladesinger
    Spoiler
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    Some Elven societies have a special, highly graceful, Bard variant that is somewhat more combat focused.
    Most bladesingers choose the War Chanter role, but this is by no means mandatory.
    On extremely rare occasions, non elves are allowed to practice blasesinging.


    Variant Requirements: Race: Elf, Dex 13+, Cha 13+, Int 13+, Balance 4, Tumble 4.
    Bardic Perform focus: Sing / oratory (player's choice) and dance – both are maximized at no skill points cost.


    Writer’s Notes:
    Spoiler
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    Reminding all readers that we’re in the homebrew department.
    Given my newly adopted attitude toward PrCs as 3e’s worst invention, I don’t see myself compelled to any loyalty to the CW Bladesinger PrC.
    This is my interpretation of the Bladesinger.

    It took me forever to nail this one right. I finally figured that to keep concurrent with my view of things, I'd have to make the Bladesinger a Bard variant (even though I didn't like the heavy 1st-level prereqs), since:
    - The Bladesinger is supposed to combine sword & spells effectively from the get go, so it was inappropriate as a multiclass.
    - It must be a hybrid class, since it delves into many aspects: sword, spells, skills & song.
    - Its signature features are combat-singing & combat-grace – both extremely Bard-ish.
    - No incarnation of the Bladesinger is able to use the features omitted from the regular Bard (see below), and most of them are still available as spells (if one really finds them hard to give up).

    Now, is it worth it? Well, it's all a matter of personal preference. If you have no problem with being an Elf and are ok with the restrictive build and are patient enough:
    - You save all those precious Concentration skill points.
    - At 6th level you gain significant defensive bonuses that help you linger on in direct confrontation.
    - At 12th level you can wield magic free of quite a bit of worries. Sure, you're no Mage, but both factors offset one another quite nicely.
    - At 18th level you absolutely rock against opponents susceptible to mind effects (note that some are quite immune at those levels).




    Bladesingers don't gain the following Bard features:
    - Bardic Knowledge
    - Fascinate
    - Loremaster
    - Bonus Feat
    - Suggestion
    - Song of Freedom
    - Mass Suggestion


    Bladesingers gain* the following features:


    Combat Performance (Ex)
    Bladsingers use their performance skill when making Concentration checks related to spellcasting and Bardic music (such as maintaining a spell while taking damage).

    Inspiring Dance (Ex)
    Starting at 2nd level, a Bladesinger's unique and impressive combat style allows him to use any of his "Inspire" Bardic Music abilities to influence allies and Discord to influence enemies as part of his melee or range attacks. To be affected, targets must be able to see the Bladesinger.
    Note that Bladesingers still depend on their Sing / Oratory performance for the remaining Bardic Music features.

    Defensive Aptitude (Ex)
    Putting more emphasis on combat prowess than musical versatility, and stepping into the pyre on a much more regular basis, Bladesingers hone impressive defensive capabilities. At levels 5, 11 & 17 Bladesingers select one of the following abilities (at any desired order): Evasion, Mettle, Uncanny Dodge.

    Battlegrace (Ex)
    At 6th level, a Bladesinger may add his Cha-mod to AC and Ref saves.
    He also no longer provokes movement-derived AoOs.

    Bladecasting (Ex)
    At 12th level, a Bladesinger no longer provokes AoOs from casting Bard spells in melee combat, unless denied his Dex-bonus to AC.
    Also, by expending 3 uses of his Bardic Music as he casts, the Bladesinger may cast any of his Bard spells as a swift action (a multiclass Bladesinger may not use this ability with spells that he did not obtain via his Bard class).

    Bladesong Perfection (Su)
    At 18th level, a Bladesinger can truly mesmerize his opponents. Every time he hits an opponent (mild touch is enough), he may discharge one of his Bard spells upon it.


    * All of the Bladesinger's class features are inapplicable unless he's:
    1. Wielding longsword/rapier/scimitar in one hand and nothing in the other (also unarmed, with Improved Unarmed Strike).
    2. Wearing light or no armor.
    3. Light loaded.
    Also, all Bladesinger features are inapplicable during Rage or under any form of mental compulsion spell or effect (e.g. Confusion).



    And the Bladesinger's Special column goes as follows:

    Code:
    Level	Special
    ==============================
    1st	Bardic Music, Combat Performance, Countersong, Inspire Courage, Spells
    2nd	Inspiring Dance, Well Versed
    3rd	Inspire Competence
    4th	Spellsinger, Piety
    5th	Defensive Aptitude, Bolstering Performance
    6th	Battlegrace
    7th	Instill Fear
    8th	Break the Silence, Sustaining Tunes
    9th	Inspire Greatness
    10th	Discord
    11th	Defensive Aptitude, Fast Performance
    12th	Bladecasting
    13th	Jarring Echoes
    14th	Cunning Brilliance, Power in Performance
    15th	Inspire Heroics
    16th	Song of Timelesness
    17th	Defensive Aptitude, Harmony
    18th	Bladesong Perfection
    19th	Revealing Chime
    20th	Mimicking Retort, Deadly Performance



    Bard Variant: Feral Bard
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    Bards are first and foremost scholars and sages, so there aren’t truly feral Bards.
    However, some prefer to study instincts more primal to valor and majestic heroics.
    Feral bards are rare but dangerous heralds of the wild. They perform the savage anthems and rhythms of nature with voice and drums, eschewing most other forms of inspirational performance. They know songs that spur their allies to savagery, cooperation and freedom in combat.


    Inspire Rage (replaces Inspire Courage)
    The feral bard’s chants and rhythms inspire a violent fury in his allies.
    At 1st level, a Feral Bard may use his Bardic Music to instill rage in his companions.
    Any willing ally (including the bard) who can hear the bard gains a +2 morale bonus to Str and Con, and a +1 morale bonus to Will saves. However, while under this effect, they are under the same restrictions to their actions as a raging barbarian.
    After this effect ends, the allies are fatigued for twice as long as they were enraged.
    At 7th level, and at every 6 Bard levels thereafter, the Str & Con bonuses go up by +2 and the Will bonus by +1.

    Inspire Pack Tactics (replaces Inspire Competence)
    The feral bard inspires his allies to work together as a team, in order to be more efficient and deadly.
    While the bard is performing, all bonuses from aid another attempts and flanking are doubled. This stacks with any other ability that increases bonuses from flanking or aid another.

    Song of the Free Spirit (replaces Song of Freedom)
    The feral bard plays a fast and wild beat, urging his comrades to break free of their shackles.
    The feral bard may enhance his allies’ movement. All allies within 60' of the bard who can see and hear him gain a 20’ morale bonus to all forms of movement that they possess. In addition, they are treated as though under the effects of Freedom of Movement spell.
    The feral bard cannot use this ability on himself.






    Bard Feats
    Spoiler
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    Music of the Gods
    Requirements: Cha 21+, Green EarCAdv, RequiemSong & Silence, The Heart, Mind, and Soul (see below), Perform 15
    Benefits: The bard is capable of using Bardic Music to affect all creatures, even creatures that would otherwise be immune to the effects of his Bardic Music.

    Panpipe Charm
    Requirements: Bard 3rd, Perform (panpipe) 6
    Benefits: Through the use of this feat, a bard can mimic the Satyr’s power over pipe music.
    The bard can use his Bardic Music ability to produce charm person, scare or sleep.
    When the bard attains 10th level and 13 ranks in Perform (panpipe), he may then also use his Bardic Music to produce Charm Monster, Fear and Deep Slumber effects when playing the panpipe.

    Reactive Countersong
    You can use countersong as a reaction to a sonic or language-dependent magical attack.
    Requirements: Accelerated Performance Bard feature, Combat Reflexes
    Benefits: You can begin a countersong at any time, without having to ready an action to do so. Thus, you could use the countersong as a reaction to a sonic or language-dependent magical attack.
    You can't use Reactive Countersong at the same time you are using another bardic music ability (though you could stop the other bardic music ability to begin Reactive Countersong if so desired).
    Normal: Without this feat, you can only use countersong on your turn.

    Shadow Hymn
    Requirements: Bard level 9th
    Benefits: By expending a Bardic Music use, the bard gains Darkvision out to 30' for a number of hours equal to his Cha-bonus.

    Sonic Symphony
    Requirements: Break the Silence class feature, Perform (any musical instruments) 12
    Benefits: You may use a lute, guitar, or other string instrument as means of generating sonic attacks.
    The bard can, as a standard action, spend 1 use of his Bardic Music to produce one of the following attacks:
    - 100’ ray (ranged touch)
    - 60’ line (ref save for ½ damage, DC 10 + Bard class level + Cha-bonus)
    - 30’ cone (ref save for ½ damage, DC 10 + Bard class level + Cha-bonus)
    Whatever shape the bard chooses, the damage always equals the bard's Perform check.
    The bard may spend a use of Bardic Music to up the damage to the bard's class level * Cha-bonus.

    Tenebrous Tune
    Requirements: Shadow Hymn, Perform 15
    Benefits: By spending two Bardic Music uses, the bard may cause all creatures affected by his Fascinate Bardic Music ability to make a Will save (10 + ½ Bard Level + Cha-mod) or fall asleep for a number of rounds equal to 1/2 bard's class level. This affects even those who are usually immune to mind affecting abilities, although they gain a +4 bonus. Mindless targets gain a +8 bonus.

    The Heart, Mind, and Soul (Su)
    Requirements: Bard level 8, Cha 19+, Perform 13
    Benefits: The bard’s Bardic Music not only breaks the silence, it now directly touches the heart, mind and soul of even the deaf and the blind.

    Twin Blade Dance
    Requirements: Battlegrace class feature, proficiency with Scimitar, TWF
    Benefits: The Bladesinger has mastered the technique of applying all Bladesinger features while duel-wielding a pair of Scimitars, taking a -2 penalty on all attack rolls, as if the offhand scimitar is a light weapon.



    Music of the Far Realm:
    Spoiler
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    Eerie Chant
    Requirements: Bard 6, Knowledge (the planes) 7
    Benefits: The bard can emit a strange chant to confound those not tied to the Far Realms. To be affected, a creature must be within 60' and able to hear the bard perform. The effect lasts for as long as the enemy hears the bard perform and for 5 rounds thereafter. An affected creature is sickened unless it succeeds on a Will save (DC = 10 + 1/2 class-level + Cha-mod). Success renders the creature immune to this ability for 24 hours. Creatures native to the Far Realms are immune to this ability.

    Destructive Cacophony
    Requirements: Bard 9, Knowledge (the planes) 11, Eerie Chant
    Benefits: The bard’s music can warp and break items of this world. The effect lasts for as long as the bard performs and for 5 rounds thereafter. All objects within 60' that can “hear” the bard perform must make a Fort save (DC [10 + Perform ranks) or lose the benefit of their hardness. Further, every round the bard can target a single object in the area of this ability with a Shatter spell effect.

    Music of the Shattered Spheres
    Requirements: Bard 12, Knowledge (the planes) 15, Destructive Cacophony
    Benefits: The bard can temporarily become a direct link to the Far Realm, channeling its pure madness into music. To be affected, a creature must be able to hear the bard perform. The effect lasts for as long as the enemy hears bard perform. An effected creature must make a Will save (DC = [10 + Perform ranks) or fall to the ground gibbering (similar to Hideous Laughter). Success renders the creature immune to this ability for 24 hours. When the performance ends, all affected creatures must make another save (same DC) or be rendered insane as the spell. In addition, during the performance, all creatures lose any immunity to mind-affecting abilities they may have. Creatures native to the Far Realms are immune to this ability.



    Expanded Spell Repertoire:
    Spoiler
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    The following feats are restricted exclusively to bonus feats gained via Bard levels (essentially, levels 5, 11, 17 and on).
    There's no other way of gaining them
    Also, these feats cannot be retrained.


    Chanter of Life & Afterlife
    Your fascination with the afterlife enables you to dabble into powers related to life, death and afterlife.
    Requirements: Bard, Knowledge (religion) 4
    Benefits: You add the following spells to your Known-Spells:
    - 0th SL: Purify Food and Drink
    - 1st SL: Bless Water
    - 2nd SL: Consecrate
    - 3rd SL: Speak with Dead
    - 4th SL: Death Ward
    - 5th SL: Commune
    - 6th SL: Raise Dead

    Green Whisperer
    Your training has significantly strengthened your ties with animal & plant life and with nature in general.
    Requirements: Knowledge (nature) 4
    Benefits: You add the following spells to your Known-Spells:
    - 0th SL: Know Direction
    - 1st SL: Charm Animal
    - 2nd SL: Speak with Animals
    - 3rd SL: Speak with Plants
    - 4th SL: Command Plants
    - 5th SL: Awaken
    - 6th SL: Transport via Plants

    Gypsy Oracle
    Divination runs deep in your veins.
    Requirements: Lucid Dreaming 4
    Benefits: You add the following spells to your Known-Spells:
    - 0th SL: Guidance
    - 1st SL: Deathwatch
    - 2nd SL: Augury
    - 3rd SL: Arcane Sight
    - 4th SL: Arcane Eye
    - 5th SL: True Seeing
    - 6th SL: Discern Location

    Knowledge Hunter
    Bards, more than anyone else, understand the power of "being able to get there" and obtaining the desired information.
    Requirements: Spellcraft 4
    Benefits: You add the following spells to your Known-Spells:
    - 0th SL: Message
    - 1st SL: Mount
    - 2nd SL: Darkvision
    - 3rd SL: Water Breathing
    - 4th SL: Fly
    - 5th SL: Blink, Improved (CDiv)
    - 6th SL: Plane Shift

    Mystical Hymnist
    Melody runs more deeply in your veins than even most other bards.
    Requirements: Perform (musical instrument) 4
    Benefits: You add the following spells to your Known-Spells (described in "Song & Sorcery", unless noted otherwise):
    - 0th SL: Fine-Tuning
    - 1st SL: Joyful Noise
    - 2nd SL: Summon Instrument, Greater (can summon a large instrument and has 1-hour / level duration (see the S&S 0-level Bard spell))
    - 3rd SL: Hymn of Praise
    - 4th SL: Follow the Leader
    - 5th SL: Wail of Doom
    - 6th SL: Fanfare

    Occult Spinner
    Your obsession with the occult leads you through a path of manipulation and dark powers
    Requirements: Craft (alchemy) 4
    Benefits: You add the following spells to your Known-Spells:
    - 0th SL: Prestidigitation
    - 1st SL: Obscuring Mist
    - 2nd SL: Gust of Wind
    - 3rd SL: Bestow Curse
    - 4th SL: Black Tentacles
    - 5th SL: Baleful Polymorph
    - 6th SL: Finger of Death

    War Chanter
    You are an invaluable asset on the battlefield.
    Requirements: Knowledge (history) 4
    Benefits: You add the following spells to your Known-Spells:
    - 0th SL: Guidance
    - 1st SL: Expeditions Retreat, Swift (CAdv)
    - 2nd SL: Daggerspell Stance (CAdv)
    - 3rd SL: Tactical Precision (CAdv)
    - 4th SL: War Cry (CAdv)
    - 5th SL: Righteous Might
    - 6th SL: Brilliant Blade (CArc)


    Last edited by nonsi; 2014-12-05 at 01:40 AM.

  18. - Top - End - #18
    Ogre in the Playground
     
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    Apr 2010

    Default Witch

    .
    Class: Witch

    Spoiler
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    Preface
    Spoiler
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    Mistresses of haunted forests, healers on the outskirts of town, crones creeping through crypts, or that unusually charming maiden...

    Witches come in all shapes and dispositions, but they are often objects of mystery and suspicion in most cultures, even hated and persecuted. Witches have an innate aptitude for charms, trickery, and nature magic - often from the union of an ancestor and a Fey, Lycanthrope, or Outsider.
    Witch is a path often pursued by humans, half-elves, and half-orcs. Male witches, often called warlocks, are uncommon except among the Drow.

    The general aim is anything from high T3 to low-mid T2.



    Hit Die: d6

    Table: The Witch
    Saves Special
    Level BAB F R W Class Abilities Eldritch Mark
    1st +0 +0 +0 +2 Witchcraft, Eldritch Mark, Familiar, Brew Potion
    11
    2nd +1 +0 +0 +3 Wild Empathy, Woodland Stride
    3rd +1 +1 +1 +3 Witch’s Alchemy
    4th +2 +0 +1 +4 Charms, Bonus Feat
    2
    5th +2 (+3) +1 +1 +4 Wild Shape (animal ; small/medium)
    6th +3 (+4) +2 +2 +5 Hex (2 targets), Hex Resistance (+2)
    7th +3 (+5) +2 +2 +5 Purity
    32
    8th +4 (+6) +2 +2 +6 Ritual of Youth, Bonus Feat
    9th +4 (+6) +3 +3 +6 Wild Shape (vermin ; large)
    10th +5 (+7) +3 +3 +7 Hex (3 targets), Hex Resistance (+5)
    4
    11th +5 (+8) +3 +3 +7 A Thousand Faces
    12th +6 (+9) +4 +4 +8 Aspect of Witchery, Bonus Feat
    13th +6 (+9) +4 +4 +8 Wild Shape (swarm ; tiny)
    53
    14th +7 (+10) +4 +4 +9 Hex (4 targets), Hex Resistance (+10)
    15th +7 (+11) +5 +5 +9 Sensitive (scent, tremor-sense)
    16th +8 (+12) +5 +5 +10 Alien Mind, Bonus Feat
    6
    17th +8 (+12) +5 +5 +10 Wild Shape (magical beast ; huge)
    18th +9 (+13) +6 +6 +11 Hex (5 targets), Hex Immunity
    19th +9 (+14) +6 +6 +11 Timeless
    74
    20th +10 (+15) +6 +6 +12 Transcendence, Bonus Feat

    1. The Witch Gains access to Least invocations.
    2. The Witch Gains access to Lesser invocations.
    3. The Witch Gains access to Greater invocations.
    4. The Witch Gains access to Grand invocations.



    Class Features


    Skills: Bluff, Climb, Craft, Diplomacy, Disguise, Handle Animal, Heal, Hide, Jump, Knowledge (all, taken separately), Listen, Move Silently, Profession, Ride, Search, Spot, Survival, Swim and Use Rope.
    Skill Points: 4 + Int-mod

    Weapons and armor proficiencies: Witches are proficient with all Simple Light melee weapons and with 1 simple range weapon. They’re not proficient with armor or shields at all.



    Witchcraft
    Spoiler
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    Witchcraft is comprised of two sets of spellcasting, called Primary Circle and Secondary Circle, with separate tables of spells known.
    For her primary circle, a witch chooses one spellcasting class among Mage, Priest and Druid. The witch may choose her spells known from that class’ list. Secondary Circle spells may be selected from the remaining two lists. Arcane spells may be selected from the following schools: Abjuration, Divination, Enchantment, Illusion and Necromancy. Divine spells may be selected without any special restriction.
    A witch that selects Mage spellcasting is called a Black Witch (alignment: any non-good ; Int-based spellcasting).
    A witch that selects Druid spellcasting is called a Green Witch (alignment: any neutral – either axis ; Wis-based spellcasting).
    A witch that selects Priest spellcasting is called a White Witch (alignment: any non-evil ; Cha-based spellcasting).
    Retraining: A witch may retrain a spell (one spell) belonging to a given circle upon gaining a new spell level from that circle (or via the use of Limited Wish, Wish or Miracle).


    Primary Circle’s Spells Know:
    Code:
    Level	0th	1st	2nd	3rd	4th	5th	6th	7th
    ===================================================================
    1	3	2						
    2	4	3						
    3	5	3						
    4	6	3	2					
    5	6	4	3					
    6	6	4	3					
    7	6	4	3	2				
    8	6	4	4	3				
    9	6	5	4	3				
    10	6	5	4	3	2			
    11	6	5	4	4	3			
    12	6	5	5	4	3			
    13	6	5	5	4	3	2		
    14	6	6	5	4	4	3		
    15	6	6	5	5	4	3		
    16	6	6	5	5	4	3	2	
    17	6	6	6	5	4	4	3	
    18	6	6	6	5	5	4	3	
    19	6	6	6	5	5	4	3	2
    20	6	7	6	6	5	4	4	3


    Secondary Circle’s Spells Know:
    Code:
    Level	0th	1st	2nd	3rd	4th	5th
    ===================================================
    1	2 					
    2	3 	1				
    3	4 	2				
    4	4 	2				
    5	4 	3				
    6	4 	3	1			
    7	4 	3	2			
    8	4 	4	2			
    9	4 	4	3			
    10	4 	4	3	1		
    11	4 	4	3	2		
    12	4 	5	4	2		
    13	4 	5	4	3		
    14	4 	5	4	3	1	
    15	4 	5	4	3	2	
    16	4 	5	5	4	2	
    17	4 	6	5	4	3	
    18	4 	6	5	4	3	1
    19	4 	6	5	4	3	2
    20	4 	6	5	5	4	2



    Eldritch Mark
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    The witch is forever marked by a birthmark-like scar somewhere on her body, which identifies her as a witch.
    A DC 15 knowledge (religion or history) check identifies this mark for what it is.
    The Eldritch Mark provides some benefits to the witch. She may select invocations as indicated in the table. A witch may select any invocation from any list (it needn't be the warlock's) that is not associated with Eldritch Blast or breath-weapon.
    The save DC for any of these invocations is 10 + 1/2 her witch levels + her witchcraft ability modifier.
    A witch who does not prominently display her Eldritch Mark may not use her invocations, and takes a -2 penalty on all witchcraft spells & hex DCs, and a -2 penalty to her CL.
    Eldritch Mark Corruption: While a witch’s Eldritch Mark grants her powers, it also degenerates her to a certain degree.
    Each Eldritch Mark invocation a witch is granted comes with a decrease of an ability score.
    According to the witch’s primary circle, she must choose which ability score to sacrifice whenever she gains an invocation
    Black: Cha or Con (physical deformity)
    Green: Int or Cha (feral mind)
    White: Dex or Str (degenerated vitality)



    Familiar
    Spoiler
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    Spoiler: Writer’s Notes
    Show

    I have several issues with some of the things associated with familiars in 3.5e:
    1. They die too easy at low levels.
    2. They sort'a become less and less interesting beyond level 12.
    3. The evolution of master-familiar bond seems to stop abruptly and without fulfilling its full potential.
    4. In classic literature, familiars are stereotypically associated with witches.
    5. Waiting 1 year and 1 day if a familiar dies is retarded and uninspiring (and unfair, since "SH!T HAPPENS").
    6. Why in the world should a familiar lose the ability to speak with animals of its kind?!


    Therefore, I suggest the following rules for familiars as given below.


    A witch can create a familiar. Doing so takes 24 hours, uses up magical materials that cost 100gp.
    A familiar is an extension of the witch’s essence, an aberration that resembles a small animal and is tough and intelligent. The creature serves as a companion and servant.
    The witch chooses the kind of familiar she gets, and may select any creature that’s eligible to serve as familiar as per official 3.5e materials, gaining the benefits detailed in the core rules according to the creature’s type.
    Once a familiar is created, it is an individual entity with a mind of its own.
    A familiar is considered an outsider creature and may not be raised from the dead. If slain, a familiar is utterly and irrevocably annihilated.

    A witch may not have more than one familiar at any given time.

    Starting at 7th level, according to the witch’s level, she may also choose from creatures that are eligible via the 3.5e Improved Familiar feat.
    As the witch advances in levels, her familiar also increases in power, but this doesn’t happen automatically or “free of charge”.
    Advancing a familiar’s abilities to match the witch’s level requires 100gp and an 8 hour ritual per familiar’s advancement step.


    Familiar's Death
    When a familiar dies, its mistress experiences immense physical & mental trauma.
    If the familiar is within Empathic link range, the witch immediately takes ability damage equal to [1 Con-point + 1 Wis-point + 1 Cha-point] per familiar's development stage.
    These lost points are restored normally, at a rate of 1 point per day of rest.
    If either drops to 0 or lower, the witch is rendered comatose until enough time passes for it to have a positive value.
    If the familiar is out of Empathic link range, its mistress is entitled to a DC 15 Fort save to negate half the loss.
    In both cases, the witch is stunned for 1d4 rounds, then nauseated for 1 minute per familiar’s progression step.
    If the witch dies, her familiar dies along with her


    Dismissing a Familiar
    A witch may dismiss her familiar via uninterrupted meditation that takes 8-hour. This forever severs all ties between the witch and her familiar, and the familiar becomes an independent entity and loses its outsider status, becoming native to the material prime (meaning it can now be brought back from the dead).

    After a familiar is slain or dismissed, a witch may not create another for 1 month, plus 1 week per familiar’s progression step (= per odd Witch level).
    A familiar is always created at its lowest possible level, regardless of the witch’s level. Its mistress must then advance it a step at a time. Each advancement step may not commence prior to the passing of 24 hours from the culmination of the prior advancement/creation ritual.


    Basic Familiar Details and changes to the core familiar:
    1. Having a familiar is exclusive to the Witch class.
    2. Empathic link has a range of 1 mile per [Witch's Class-Level + her witchcraft ability modifier] (minimum 1).
    3. A familiar keeps the HD of the creature it emulates and gains 2 extra HP per Witch class level.
    4. A familiar gains 2 + Int-mod skill points every time it rises in power (Witch level 3 + 1 per 2 Witch levels thereafter). It regards its racial skills and its mistress’ skills as class skills
    5. A familiar uses its mistress’ BAB, modified by its own Dex or Str.
    6. A familiar gains a bonus general feat every other time it rises in power (Witch level 5 + 1 per 4 Witch levels thereafter).
    7. A familiar gains ability increase every time it rises in power (Witch level 3 + 1 per 2 Witch levels thereafter).



    Spoiler: Familiar abilities by Witch-level
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    Code:
    Witch's		Special
    Class-Level
    =======================================================================
    1st-2nd		Alertness, Empathic Link, Improved Evasion, Share Spells
    3rd-4th		Deliver Touch Spells
    5th-6th		Speak With Master, Dire Metamorphosis
    7th-8th		Speak with animals of its kind, Telepathy
    9th-10th	Shared Craft
    11th-12th	Spell Resistance
    13th-14th	Tap onto Familiar's Senses
    15th-16th	Possession
    17th-18th	Sensory Duality
    19th-20th	Unbreakable Bond
    Ability Descriptions:

    (Note: unaddressed familiar features are to be taken from the core rules)

    Lv5> Dire Metamorphosis (Su)
    As a swift action, the familiar may issue a transformation that greatly aids its survival chances and offensive prowess when the going gets tough.
    For a number of minutes per day equal to 1/2 its mistress level (round fractions up) the familiar gains the following benefits:
    - +4 bonus to Str, Dex and Con.
    - +2 bonus on saving throws.
    - +2 bonus to its natural armor.
    - DR 5/magic.
    The duration may be broken down to 1-minute increments as the familiar sees fit.
    During the transformation, the familiar’s size increases by 1 category.

    Lv7> Telepathy (Su)
    The witch and her familiar may now communicate telepathically with each other. This telepathic communication renders fully the intent and emotion of both parties, not just mere words. When either the witch or her familiar is attacked by enchantment or illusion, both must roll to save (if they're within normal empathic-link range of each other). If either of them is successful, the attack has no effect. If both fail, both are affected.

    Lv9> Shared Craft
    At any time, as long as the witch and her familiar's telepathic link is functioning, the familiar may cast any one of the witch's spells, capped in spell level by her secondary circle, but may be taken from both circles.
    Both the witch and her familiar cast the spell, with material components and focus provided by the witch as necessary. Other than originating from the familiar, spells cast in such manner function as if the witch had cast them herself.
    Once the familiar has cast a spell in this way it must wait 1 round before doing so again.

    Lv13> Tap onto Familiar's Senses (Su)
    The witch may access the full range of her familiar's sensory capabilities. She may choose which, if any, of her familiar's senses she wishes to experience. While using her familiar's senses, she loses the use of her own corresponding senses.
    A witch who chooses to experience all of her familiar's senses will feel as if she is in her familiar's body (though control of the body still belongs to the familiar).

    Lv15> Possession (Su)
    The witch gains the ability to possess her familiar's body. This possession is entirely voluntary, and cannot be forced upon the familiar. During this possession the souls of the familiar and witch remain in their respective bodies, however, through telepathic communication, the witch gains complete control over her familiar's body. While in control of her familiar, the witch utilizes all of its senses (no exclusion) and gains full access to all class abilities with the exception of Wild Shape.

    Lv17> Sensory Duality (Su)
    The witch and her familiar gain the ability to process massive amounts of sensory information. From now on, both may access each other's senses while retaining their own. It is very common, at this point in the witch and her familiar's sensory development, for the pair to remain in full sensory and telepathic contact at all times.

    Lv19> Unbreakable Bond (Su)
    The witch becomes truly legendary, gaining the ability to conquer death itself. The witch and her familiar bind their souls to one another in a manner similar to the way a lich binds its soul to a phylactery, but without the cost. Upon the witch’s death, provided her familiar is within range of Empathic Link, her body turns to ash and her soul enters her familiar (but doesn’t take over), and there lies dormant for 1d10 days. After this time is up, the witch materializes near her familiar in a new youthful, living body. If the familiar is killed in the intervening time, the witch dies.
    The same goes for the familiar if it dies.




    Brew Potion
    All witches are notable potion brewers.
    A witch gains Brew Potion as bonus feat at 1st level.


    Wild Empathy (Ex)
    A 2nd level witch gains the Wild Empathy class ability, as the Druid's class ability of the same name.


    Woodland Stride (Ex)
    A 2nd level witch can move through any sort of undergrowth, such as briars, thorns, overgrown areas, and similar terrain, at her normal speed without suffering from damage or impairment. This does not prevent the effects of magical terrain.
    Furthermore the witch never leaves tracks in natural surroundings, making them impossible to track, unless she decides otherwise.


    Witch’s Alchemy
    A 3rd level witch may craft alchemical items that require a spell(s), without actually knowing the spell(s), as long as she meets the caster level needed to craft that item.
    Any alchemical item crafted by the witch is non-magical in nature and any save DCs have a bonus equal to 1/4 her witch level.
    Furthermore, the witch gains a +2 bonus to all craft (alchemy) checks.
    When the witch uses her cauldron to craft alchemical items, she may spend double or triple the cost to create 2 or 3 identical items that day (respectively) instead of just a single item.


    Charms (Su)
    Spoiler
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    By 4th level, the witch has learned how to trap witchcraft spell-effects into physical items - charms that become the physical form of these spells.
    These charms can take any number of forms:
    - Love potions
    - Protective amulets
    - Small carved icons
    - Cursed dolls
    - Elixirs of heroism
    . . .

    A witch does not require any special materials for creating a charm, but she does need something to provide containment for the desired effect.
    Most witches prefer more complex charms where possible, but simple twigs and grasses tied into rough figures, or symbol-painted rocks, will do in a pinch.

    When it comes time to actually cast the spell, the witch need only have the charm on her person.
    It takes a move action that doesn’t provoke AoOs for a witch to activate a spell trapped in a charm that’s on her person.

    The max number of spell-levels that may be given the form of charms at any given time equals 1/2 her Witch class-level.
    The actual number of “charmed” spell-levels in a given moment is detracted from the witch's max tolerance.
    A charm lasts for 24 hours or until used (whichever comes first).

    A witch may give one or more of her charms to a companion. Doing so means that she waivers the ability to use it to cast the spell, but the other individual may do so through use of the charm.
    This discourages most witches from freely giving charms away.
    The witch determines the conditions in (and the manner of) which the spell trapped in the charm is to be discharged.
    - It could be immediately upon the recipient willfully accepting it.
    - It could be via the item's traditional use, making the action provoke AoOs (yes/no) according to its “proper” use (a necklace worn, a potion drunk etc).
    - It could be any other predefined action that takes at least a move action.
    The recipient doesn’t even have to know of the charm’s nature.

    The charm must be deliberately granted by the witch. Stealing a charm from an unwilling witch yields no benefit and may actually prove hazardous to the perpetrator.



    Bonus Feat
    Starting at 4th level and each 4 levels thereafter, a witch may select one feat from the list of feats given below.
    A witch may also take any of those feats using HD derived general feats.


    Wild Shape (Su)
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    At 5th level, a witch gains the ability to wild shape.
    This functions as described for the Druid, with the following exceptions:
    - At 5th level, a witch may change into a small or medium animal.
    - At 9th level, a witch may change into vermin, and may now transform into creatures ranging in size from small to large.
    - At 13th level, a witch may change into swarms of creatures, instead of singular creatures (see Swarms, MM), and may now transform into creatures ranging in size from tiny to large.
    - At 17th level, a witch may change into magical beast, and may now transform into creatures ranging in size from tiny to huge.
    - A witch may assume wild shape for a total duration each day equal to 1 minute per 4 Witch class levels. She may break down this duration as she sees fit, in 1-minute increments.
    - Unlike druids, witches don’t heal when transforming.



    Hex (Sp)
    Starting at 6th level, the witch may, as a standard action, target an opponent within 60’ with a ranged spell-like ability.
    Her target is subject to the Bestow Curse spell. The witch may not have more targets afflicted than listed in the table and is always aware if her targets are still afflicted or not.
    She may release any target as a free action to allow herself to affect a new target with this ability.


    Hex Resistance (Ex)
    6th level witches are particularly resistant to curses and misfortune.
    The witch gains the indicated bonuses to resist Bestow Curse and to any other effect that bestows penalties which are not condition-derived.


    Purity (Ex)
    Starting at 7th level, The witch gains a +4 bonus to saves against the abilities of animals (including magical beasts) and fey.
    Furthermore, she gains immunity to both diseases and poison of all kinds, except for those that are magical in nature.
    The witch's familiar also benefits from this ability.


    Ritual of Youth (sp)
    An 8th level witch may perform an 8 hour ritual under the light of a full moon. This involves chanting, dancing, and a camp-fire. Successfully completing the ritual changes the witch to the Adult age category (yes, it may affect physical ability scores). From there on, the witch ages back at a rate of 1 year per day, until she changes back to her true age, so eventually this becomes essential to prevent death by old age.
    The witch may include herself and up to 1 participant per Int-mod (minimum 1). Anyone may benefit from Ritual of Youth, but there’s usually hardly any point in doing so, since only the witch’s familiar is present at all times, so for others it’s usually no more than false hope for longevity.


    A Thousand Faces (Sp)
    At 11th level, The witch gains the A Thousand Faces class ability, as the witch's class ability of the same name.


    Aspect of Witchery (Su)
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    Evil Eye
    A 12th level evil witch may target one living creature within 90’ line of effect as a Swift action, causing it to be Sickened on a failed save, or Nauseated if already Sickened, or to immediately contract Demon Fever if already Nauseated.
    A successful Fort save (DC 10 + 1/2 class-level + Cha-mod) negates the effect and renders the target immune to this power for 24 hours.
    Alternatively, the witch may choose to gain the power to make those who fail the save Fatigued, or Exhausted if already Fatigued… and if already Exhausted they pass out.
    Alternatively, the witch may choose to gain the power to cause great fear in the hearts of her enemies, worsening their condition by 1 step, rendering a victim cowering and insane if it’s already Panicked.
    Whatever the choice is, it must be taken the moment the witch gains her 12th level and may not be changed later on.

    Good Fortune
    A 12th level good witch learns how to channel benign intentions.
    She may suppress the verbal & somatic components of spells that are categorized as “Harmless”, may automatically affect (no hit roll required) a single target and doesn’t require concentration to maintain.
    Spells that may target multiple opponents are still only applicable as Good Fortune when targeting a single creature.
    Once per day, the witch can use Good Fortune as a swift action.

    Note: a Neutral witch must decide if she embraces the good aspect of the witch or the evil aspect upon gaining 12th level.



    Alien Mind (Ex)
    By 16th level, the witch's varied practices have warped her mind. She becomes completely immune to charm and compulsion effects.
    The witch's familiar also benefits from this ability.


    Timeless
    A 19th level witch ceases to age and regresses to a more youthful look if she wishes. Further, she loses all penalties of aging and no longer gains benefits from aging, losing any benefits she had. The witch is also immune to magical aging (if introduced by the DM).


    Transcendence
    At 20th level, the witch reaches the peak of her power. Her type changes to fey, though she retains her own statistics, and she gains a +4 bonus to her charisma and wisdom scores.








    Hex Feats
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    Feats labeled as [Hex] feats are only available to a witch who has the hex class ability.
    Hex feats may only be used a combined number of times each day equal to the number of Hex feats the witch has + her witchcraft ability modifier.
    Hex feats are always spell-like or supernatural in nature.


    Bane of Undead
    Requirements: Hex class ability, white witch
    Benefits: You may score critical hits and deal precision damage to undead you hex.
    Furthermore you gain a +1d6 sneak attack that only functions against undead.
    Non-intelligent undead that you reduce to 0 hit points may not raise as undead again.

    Benign Hex
    Requirements: Hex class ability, white witch, at least one Hex feat with harmless (or potentially harmless) effect, Voodoo Spell.
    Benefits: You may establish a harmless link to the target of your hex.
    You may affect your Hex target in any way that’s harmless or beneficial. You may not direct any harmful action, ability, spell, power or feature toward a target of Benign Hex.
    During Benign Hex, your target is effectively under the effect of Status spell effect.

    Blight
    Requirements: Hex class ability, black witch
    Benefits: The witch can hex an animal, plant creature, or plot of land, causing it to wither and die.
    Blighting an area takes 1 round, during which time the witch and her familiar must be in contact with the target. The land begins to wither the following day, and over the next week all plants in the area die. Nothing will grow in that area so long as the curse persists. A witch can affect an area with a radius equal to her class level × 10'.
    Blighting a creature is a standard action that requires a melee touch attack. If used on a living creature, the creature gains the following curse:
    Blight Hex—type curse; Will save negates; effect 1d4 Con damage.
    Both types of curse can be removed with a remove curse or similar magic, using the save DC as the DC to remove the curse.

    Blood Magic
    Requirements: Hex class ability
    Benefits: You may cast spells without expending your witchcraft spell uses. Each time you do so, your maximum hit points decrease an amount equal to twice spell's level.
    You may not regain these hit points normally, but instead recover 2 points per hour of rest beyond the first. This is in addition to the normal benefits of rest.

    Cackle
    Requirements: Hex class ability
    Benefits: The witch can cackle madly as a move action that doesn’t provoke AoOs.
    Each round the witch is cackling, all her witchcraft spells within 60’ have their duration prolonged as if no time passes.
    Cackle can affect all spells that cause some kind of a condition and have a duration that's measured in rounds.
    Cackling increases the witch's effective CL by +4 for the purpose of resisting dispelling or removal.
    Cackling takes one Hex slot. In effect, the witch is the affected target.
    While cackling, any and all of the witch’s Cha-based checks suffer a -4 penalty.

    Dire Hex
    Requirements: Hex class ability
    Benefits: By ending your hex you may double its penalties for a round. Abstract effects such as halving movement, instead negate movement. DM arbitration may be needed for this effect.

    Extra Hex Target
    Requirements: Hex class ability
    Benefits: When using your hex ability you may designate one additional target beyond normal.

    Feral Speech
    Requirements: Hex class ability, green witch
    Benefits: This hex grants the witch the ability to speak with and understand the response of any animal as if using speak with animals, though each time she uses the hex, she must decide to communicate with either amphibians, birds, fish, mammals, or reptiles, and can only speak to and understand animals of that type. The witch can make herself understood as far as her voice carries. This hex does not predispose any animal so addressed toward the witch in any way.
    At 9th level, the witch can use this hex to communicate with vermin. 

    Greater Healing Touch
    Requirements: Hex class ability, Healing Touch
    Benefits: Whenever you heal a target, in addition the effects of healing touch, you may heal your target of a single condition that the panacea spell (Mini p.75) is capable of healing.

    Healing Touch
    Requirements: Hex class ability, white witch
    Benefits: The witch can soothe the wounds of those she touches. This acts as a cure light wounds spell, using the witch’s caster level.
    The witch adds her Cha-mod  

    Interrupt
    Requirements: Hex class ability, At least 1 other hex feat
    Benefits: You may force a target, as an immediate action, who is concentrating on an action to make a concentration check to maintain that effect. Your target takes a penalty to this check equal to half the number of hex feats you possess.

    Nightmare
    Requirements: Hex class ability, At least 1 other hex feat
    Benefits: After activating this ability, as a standard action, your target has nightmares the next time they rest. They must succeed on a will save that night or not gain any benefits of rest for that sleep and the next 24 hours, taking a -2 penalty to saves against fear effects for that time.

    Reviled by Nature
    Requirements: Hex class ability, At least 2 other hex feats
    Benefits: You may end the effects of your normal hex to instead initiate this way, as a swift action.
    The target takes a -4 penalty to all charisma based checks with fey, elves, and animals. Furthermore, animals other than a companion(s) loyal to them will attack them if they or the animal approach within 30’.

    Scry
    Requirements: Hex class ability, At least 2 other hex feats
    Benefits: You may see any afflicted target of your hex ability as though with the Scrying spell. Your target is not allowed a will save, but spell resistance applies as normal for this part of the effect. Regardless your target is always aware someone is scrying them, though they may not know who is watching them.

    Smite True Believer
    Requirements: Hex class abilitygreen or black witch
    Benefits: Activating this ability is swift action and its benefits last for 1 minute.
    If the target of your attack is a priest or otherwise has access to divine spells or abilities, you may add a bonus to attack and damage rolls against them for the duration. This bonus is equal to the number of hex feats you possess, to a maximum of your Cha-bonus.

    Spell Harrier
    Requirements: Hex class ability, Interrupt feat and at least 2 other hex feats.
    Benefits: Instead of a one-time activation the target must make a concentration check any time they attempt one of the previously listed actions, within a 1-minute time span.

    Turn/Rebuke Undead
    Requirements: Hex class ability, Cha 14+.
    Benefits: If your target is undead, you may turn or rebuke them (your choice at each use) as if you were a cleric of your witch level - 4. You gain a bonus to this attempt equal to half the number of hex feats you possess, to a maximum of your Cha-mod. You may affect multiple targets within range with one use, as long as they are all afflicted with your hex.
    Special: You qualify for and may take feats and prestige classes with turn/rebuke undead as a class feature. Prestige classes may progress this feature as well, but you never gain additional uses by virtue of non-Witch abilities (as this is determined by your number of hex feats).

    Withering Touch
    Requirements: Hex class ability, black witch, at least 3 other Hex feats
    Benefits: As a standard action melee touch attack or 10’ ranged touch attack, you may unleash a mass of negative energy into a nonliving inanimate object.
    The object is affected as if subject to its most powerful solvent for a period of 10 years. This utterly dissolves the vast majority of materials, short of gold, diamond and other exclusive materials that don’t deteriorate at all.
    This power affects items of up to 5 pounds per 2 Witch levels, and magical items are entitled a save vs. acid to resist the effect.



    Voodoo Feats
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    Feats labeled as [Voodoo] also have limited uses.
    With the exception of the primary 'Voodoo Doll' feat, which may be used indefinitely, each voodoo feat may be used a number of times each day equal to the number of Voodoo feats you possess + her witchcraft ability modifier.


    Battle Doll
    Requirements: Voodoo Doll feat
    Benefits: You learn to quickly make voodoo dolls in the midst of combat, out of odd and end materials that you find. Making a doll now only takes a standard action.

    Forced Movement
    Requirements: At least 1 other Voodoo Doll feat
    Benefits: You may, as a standard action, jerk the voodoo doll you are holding. Your attuned target must make a reflex save (DC 10 + 1/2 your HD + your Cha-mod).
    Upon a failed save the target is thrown up to 30’ in a direction of your choosing. A target that collides with an object that can't be destroyed by this collision stops moving, taking damage for collision as if they had fallen and dealing half this damage to anything or anyone they collide with.

    Improved Voodoo Spell
    Requirements: Voodoo Spell feat.
    Benefits: When using your Voodoo Spell feat, you may now use a 2nd level spell instead of a 1st level spell. Doing so however is taxing, and may only be done once per day per 6 Witch levels.

    Obliterate
    Requirements: Pins and Needles, Puppeteer, & Blood Magic feats.
    Benefits: You may, as a full round action, completely obliterate the voodoo doll you are holding. Your attuned target must immediately make a fortitude save (DC 10 + 1/2 your HD + your Wis-mod) or die. Targets immune to death effects instead take 10d6 + your HD in untyped damage. Targets killed by this ability explode in a shower of gore.

    Pins and Needles
    Requirements: At least 1 other Voodoo Doll feat
    Benefits: You stab a needle into your voodoo doll as a swift action to use this ability. Your target must make a will save (DC 10 + 1/2 your HD + your Wis-mod - the number of pins and needles effect) or be afflicted by one of the following effects of your choice (assuming they have the body part in question):
    - Leg
    Target loses use of any leg of your choice. Target is treated as always being in difficult terrain, though freedom of movement and similar effects do nothing to alleviate this. A target with no legs left can't do anything more than crawl. May be used multiple times, targeting a different limb each time.
    - Arm
    Target loses the use of any arm of your choice. May be used multiple times, targeting a different limb each time.
    - Head
    Target can't perform any action that requires concentration without succeeding on a concentration check.
    - Torso
    Target is unable to make attacks of opportunity.
    - Neck
    Target is unable to breath. The target gains a +4 circumstance bonus to the save against this effect.
    Any of these effects remain in place until the afflicted is targeted by a panacea spell or a spell that can remove curses. These effects also end after the target next rests for at least 4 hours. Any of these effects end if the doll is destroyed.

    Puppeteer
    Requirements: Forced Movement feat
    Benefits: As a swift action you may take control of your target, as if with the Dominate Person spell. A will save (DC 10 + 1/2 your HD + your Wis-mod) is allowed to negate.
    The duration for this effect is indefinite, as long as the doll remains intact, and you may command your target to perform any action, even if it would be suicidal or contrary in nature, without provoking a save or resistance. Your target is, however, allowed a new save at the end of each round, except for the first, to escape.

    Voodoo Doll
    Requirements: Improved Voodoo Spell feat
    Benefits: With 2 hours of work you may craft a voodoo doll. As a move action you may apply some blood, maybe from a weapon, or other bodily material from another creature. Once this has happened, your doll is attuned to that creature.
    A doll may not be attuned to more than one creature, nor may you attune more than one doll at a time. It takes only a swift action to un-attune a doll, but this destroys it in the process.
    You may attack, cast a spell, or use an item through an attuned voodoo doll that you have created, affecting the attuned target as if you had instead targeted them.
    A target attacked through the doll, including through derivative feats, is considered flat-footed. Furthermore, because you didn't directly attack the attuned target, any such effect counts the voodoo doll as the originator, not yourself.

    Voodoo Spell
    Requirements: Hex class ability
    Benefits: You may cast 1st level witchcraft spells against your Hex target with no range limitations, but spell effects may not cross planar boundaries.



    Other Witch Feats
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    Guided Touch
    Requirements: Witchcraft class ability
    Benefits: When making an attack roll (ranged or melee) with a spell or splash/grenade-like weapon, you gain a +2 bonus to your attack roll.
    If you have at least 10 levels of witch this bonus increases to +4.

    Nails
    Requirements: Witchcraft class ability
    Benefits: The witch’s nails are long and sharp, and count as natural weapons that deal 1d3 points of slashing damage (1d2 for a Small witch). These attacks are secondary attacks. If trimmed, the witch’s nails re-grow to their normal size in 1d4 days.

    Nature's Beauty
    Requirements: green witch
    Benefits: You may add your Cha-mod as a deflection bonus to your AC and as a bonus to a single save of your choice. This bonus is capped to half your witch level, rounded up.
    Furthermore you gain a +4 bonus to all charisma related skill checks against members who would be attracted to you (usually members of the opposite sex and same or similar race).

    Paragon of Witchery
    Requirements: At least 2 hex feats and at least 1 voodoo feat.
    Benefits: You may combine your uses of hex and voodoo feats, sharing them between both types of feats.

    Prehensile Hair (Su)
    Requirements: Witchcraft class ability
    Benefits: The witch can instantly cause her hair (or even her eyebrows) to grow up to 10’ long or to shrink to its normal length, and can manipulate her hair as if it were a limb with a Str-score equal to her witchcraft ability modifier. Her hair has reach 10’, and she can use it as a secondary natural attack that deals 1d3 points of bludgeoning damage (1d2 for a Small witch). Her hair can manipulate objects (but not weapons) as dexterously as a human hand. The hair cannot be sundered or attacked as a separate creature. Pieces cut from the witch’s elongated hair shrink away to nothing. Using her hair does not harm the witch’s head or neck, even if she lifts something heavy with it. The witch can manipulate her hair a number of minutes each day equal to her level; these minutes do not need to be consecutive, but must be spent in 1-minute increments. A typical male witch with this feat can also manipulate his beard or moustache.

    Swamp Hag (Su)
    Requirements: Witchcraft class ability, Woodland Stride class ability
    Benefits: While traveling through swamps, mires, bogs, and similar terrain, the witch leaves no trail and cannot be tracked. The witch can also walk through mud and even quicksand as if it were normal ground.









    Witchcraft – Alternative Spellcasting
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    Some might find the Primary<-->Secondary Circle split a bit odd or hard to process.
    In such case, I offer the following alternative (using the Strain Cost table and spell progression attributed to Primary Circle – post #4).


    Witchcraft Spells:
    Code:
    Witches practice witchcraft, magic of charms, deception, insight, and nature.
    Witchcraft spells require relatively simple rituals and are intuitive to Witches. A witch knows all witchcraft spells of a given level upon gaining access to that level.
    
    Note: Notice that using this alternative, a witch gains more spells known and is a bit more powerful, but the player doesn't get to choose his/her character's spells.
    
    
    The Witchcraft spells are as follows:
    
    0 Level:
    dancing lights, daze, detect magic, detect poison, ghost sound, light, lullaby, mending, message, prestidigitation
    
    1st Level:
    animate rope, cause fear, charm person, command, discern species, disguise self, hypnotism, obscuring mist, silent image, sleep, speak with animals
    
    2nd Level:
    alter self, blindness/deafness, detect thoughts, enthrall, fog cloud, glitterdust, gust of wind, invisibility, minor image, scare, whispering wind
    
    3rd Level:
    bestow curse, call lightning, clairvoyance/clairaudience, deep slumber, dispel magic, hold person, magic circle against [opposed alignment], major image, plant growth, suggestion, tiny hut
    
    4th Level:
    charm monster, command plants, confusion, crushing despair, discern lies, fear, fly, hallucinatory terrain, polymorph, remove curse, scrying
    
    5th Level:
    baleful polymorph, break enchantment, control winds, dominate person, dream, eternal charm person, greater command, hold monster, liveoak, magic jar, nightmare, wall of thorns
    
    6th Level:
    animate objects, control weather, eternal charm monster, geas/quest, insanity, legend lore, mass suggestion, massmorph, mislead, project image, repel wood, true seeing, veil
    
    7th Level:
    creeping doom, eternal sleep, finger of death, greater bestow curse, greater scrying, spell turning, transport via plants, trap the soul, wail of the banshee

    Also, instead of Wild Shape (levels 5/9/13/17), a witch gains access to one of the Priest's domain spells (but not domain powers and no 8th/9th level spells).
    This represents the different paths a witch can take along the way in her career (and polymorph is on the above list).
    A witch has access to all domains, except for domains that contradict her alignment (neutral witches have access to all domains, but may not choose opposing domains).



    New Witch Spells:

    Eternal Charm Monster (Enchantment)
    Level: Mage 7, Witch 6
    Components: V, S
    Casting Time: Standard action
    Range: Close
    Target: 1 living creature
    Duration: Permanent
    Saving Throw: Will negates
    Spell Resistance: Yes
    This spell has the same effect as Charm Monster, except the effect is permanent, unless removed by Break Enchantment, Limited Wish, Disjunction, Wish or Miracle.

    Eternal Charm Person (Enchantment)
    Level: Mage 5, Witch 5
    Components: V, S
    Casting Time: Standard action
    Range: Close
    Target: 1 person
    Duration: Permanent
    Saving Throw: Will negates
    Spell Resistance: Yes
    This spell has the same effect as Charm Person, except the effect is permanent, unless removed by Break Enchantment, Limited Wish, Disjunction, Wish or Miracle.

    Eternal Sleep (Enchantment)
    Level: Mage 7, Witch 7
    Components: V, S
    Casting Time: Standard action
    Range: Long
    Target: 1 creature
    Duration: Permanent (D)
    Saving Throw: Will negates
    Spell Resistance: Yes
    One creature you indicate falls into a deep, coma-like sleep, from which it cannot wake up by any means short of Wish or Miracle.
    The creature’s life functions are slowed and maintained by the spell so it can remain asleep indefinitely, without the need to eat or drink (but it must breathe), as long as no physical harm comes to it.
    The spell affects any creature that can be rendered comatose, including creatures that usually don’t sleep (such as elves).
    When the spell is cast, you must designate and speak aloud one condition that will awaken the creature.
    The condition could be anything that comes to mind, but it must be accomplishable in some way by mortal means (i.e. without magical powers) and not directly harmful to the creature. The witch doesn't have to disclose this information, but it's obtainable via Analyze Dweomer, Legend Lore or Vision.
    If the condition is fulfilled, the spell ends immediately.

    Massmorph (Transmutation)
    Level: Druid 7, Witch 7
    Components: V, S
    Casting Time: Standard action
    Range: Medium
    Targets: 1 creature / level, no two of which can be more than 30' apart.
    Duration: Permanent (D)
    Saving Throw: Will negates
    Spell Resistance: Yes
    This spell polymorphs multiple creatures at once.
    The targets must all be transformed into the same sort of creature, so it is possible to massmorph a group into pigs, cows or even ogres (assuming medium sized creatures), but it’s impossible to turn some into pigs and others into goats.
    If one of the creatures cannot assume the desired form, it is unaffected. The targets save against the spell’s effect individually, and one’s success or failure has no effect on the others.


    Last edited by nonsi; 2014-12-25 at 03:41 AM.

  19. - Top - End - #19
    Ogre in the Playground
     
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    Default Hexblade

    .
    Class: Hexblade

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    Preface
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    Hexblades combine martial prowess, eldritch powers and the ability to bestow malignant effects upon their enemies.
    They can’t match warriors in sheer martial prowess, and they can’t rival spellcasters or warlocks in magical skills, but the sum of their abilities synergize well to make them formidable foes.



    Alignment: Any non good

    Hit Die: d10

    Table: The Hexblade
    Saves Special
    Level BAB F R W Class Abilities Invocations Omens Known
    1st +1 +2 +0 +2 Bonus Feat, 0mens
    2I
    2nd +2 +3 +0 +3 Blade of Woe (1d6 ; Shaken, Sickened)
    2
    3rd +3 +3 +1 +3 Mettle
    11
    3
    4th +4 +4 +1 +4 Grey Hearted
    3
    5th +5 +4 +1 +4 Blade of Woe (Deafened, Fatigued)
    4II
    6th +6 +5 +2 +5 Blade of Omen
    2
    4
    7th +7 +5 +2 +5 Bonus Feat
    5
    8th +8 +6 +2 +6 Blade of Woe (2d6 ; Frightened, Blinded)
    5
    9th +9 +6 +3 +6 Persistent Omen
    32
    6III
    10th +10 +7 +3 +7 Aura of Unluck (1st action)
    6
    11th +11 +7 +3 +7 Blade of Woe (Diseased, Poisoned)
    7
    12th +12 +8 +4 +8 Curse Mirror
    4
    7
    13th +13 +8 +4 +8 Bonus Feat
    8IV
    14th +14 +9 +4 +9 Blade of Woe (3d6 ; Confused, Panicked)
    8
    15th +15 +9 +5 +9 Heart of Darkness
    53
    9
    16th +16 +10 +5 +10 Zone of Omens
    9
    17th +17 +10 +5 +10 Blade of Woe (Exhausted, Nauseated)
    10V
    18th +18 +11 +6 +11 Aura of Misfortune
    6
    10
    19th +19 +11 +6 +11 Bonus Feat
    11
    20th +20 +12 +6 +12 Blade of Woe (4d6 ; Cowering, Insane)
    11

    1. The Hexblade Gains access to Least invocations.
    2. The Hexblade Gains access to Lesser invocations.
    3. The Hexblade Gains access to Greater invocations.


    Class Features


    Class Skills: Bluff, Climb, Concentration, Craft, Diplomacy, Disguise, Handle Animal, Hide, Intimidate, Jump, Move Silently, Sense Motive, Ride, Spellcraft and Swim.
    Skill Points per Level: 4 + Int-mod.

    Weapons and armor proficiencies: Hexblades are proficient with all simple and martial weapons. They’re also proficient with light armor. Because the somatic components for invocations and omens are simple, a hexblade can use them while wearing light armor failure chance. However, a hexblade wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure.



    Bonus Feat
    At 1st level and every 6 levels thereafter, a hexblade gains a bonus feat from the following list: Ability Focus, Communicator, Empower Spell-like Ability, Extra Invocation, Insightful, Maximize Spell-like Ability, Necropolis Born, Night Haunt, Spell Hand.


    Omen (su)
    Once per encounter (10 minutes), as a swift action, a hexblade can unleash an omen, a curse upon his foes. The target must be within 30’ to be affected by the omen and is entitled to a Will save vs. DC [10 + ½ Hexblade level + Cha-mod] to negate the effect.
    At 6th level and every 5 levels thereafter, the range of this power increases by 10’ and the hexblade gains one more use of his omens per encounter.
    Each omen has a minimum Hexblade level requirement before it can be added to a hexblade’s repertoire (see the list of omens below).
    When a hexblade activates this ability, he must choose one of his known omens to afflict the target with. If a target makes its saving throw, it is immune to that omen for 24 hours, though it may still be affected by other omens the hexblade knows.
    Any effect that removes curses or dispels magic works on omens as normal. Treat the hexblade's class level as the CL for opposed dispel checks. In addition, a hexblade may lift his own omen from any creature as a non-action. He may also choose to lift one omen, but leave others in place, in the event of a creature that is suffering from more than one omen.
    All omens a hexblade initiates are lifted if the hexblade dies of falls unconscious.
    Unleashing an omen involves somatic components (thus, a helpless hexblade cannot invoke his curses), but does not provoke AoOs.
    Omens are not subject to spell failure from wearing armor. The gestures are simple enough that armor does not interfere with the ability to apply them.
    An applied omen lasts for 1 hour, unless noted otherwise.


    Invocations (Sp)
    Starting at 3rd level, and each 3 levels thereafter, hexblades gain a single invocation.
    At 3rd & 6th level, a hexblade may choose any Warlock Least invocation that’s not associated with Eldritch Blast (shape/essence).
    At 9th level, a hexblade gains access to Lesser invocations and at 15th level, to Greater invocations.


    Blade of Woe (Su)
    Starting at 2nd level, physical attacks made by hexblades deal grievous wounds, and the hexblade may spend a swift action to deliver ill effects with an attack.
    A hexbale may choose any Blade of Woe’s side effect presented in the table of his level or lower.
    The target of the hexblade’s attack may attempt a Fort save vs. DC 10 + ½ Hexblade level + Cha-mod to avoid the side effect, but not the extra damage.
    Whether the target succeeds or fails, once exposed to a Blade of Woe’s side effect, the hexblade cannot affect the target with that side effect for the next 5 rounds.


    Mettle (Ex)
    At 3rd level and higher, a hexblade can resist magical and unusual attacks with great willpower or fortitude.
    If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping hexblade does not gain the benefit of mettle.


    Grey Hearted (Ex)
    A 4th level hexblade's expertise with negative effects and his generally dispassionate attitude combine to render him immune to all undesired emotional effects. This includes charm, fear and spells such as crushing despair. The hexblade can still gain morale bonuses.


    Persistent Omen (Su)
    Your omens resist almost every attempt to dispel them. A successful dispel attempt merely grants a victim a second saving throw. If this save fails, the omen still afflicts the target. If the save succeeds, the omen is lifted, but the victim takes damage equal to the hexblade’s Blade of Woe ability (but not the side effects).


    Aura of Unluck (Su)
    Once per day, as a move action that doesn't provoke AoOs, a hexblade can activate an aura that jinxes his opponents in battle.
    When making an attack roll, skill check, or ability check against the hexblade or his actions, foes within 60’ must roll twice and take the worst result. This affects only the first such roll per opponent in a given round.
    Additionally, this power affects anyone targeted by the hexblade in any way until the beginning of the hexblade's next turn, as well as anyone that’s currently affected by the hexblade’s omens – regardless of their actions.
    At 18th level (Aura of Misfortune), all affected targets also take -4 on all d20 rolls.


    Blade of Omen (Su)
    Once per round, as a free action, you may bestow an omen upon an opponent that's struck by your melee or range attack.
    This option must be declared before making an attack roll. If you miss, your omen is wasted.


    Curse Mirror (Su)
    The hexblade knows how to twist negative energy and curses back upon their senders.
    If the hexblade succeeds at a saving throw against a spell or ability that would inflict a fear, luck, morale, and/or profane penalty upon him, or any other effect that’s removable via Remove Curse, the originator of that spell or ability suffers its full effects (save allowed).
    The hexblade benefits from this ability even while helpless, but not while unconscious.


    Heart of Darkness (Ex)
    The hexblade is now healed by negative energy as well as by positive energy. Furthermore, he's immune to death effects, and any effect which can be removed by Remove Curse.


    Zone of Omens (Su)
    Your omens may now affect up to 1 opponent per Cha-mod within 30’.
    This power is restricted to 4th level or lower hexes.
    This only applies to omens that may be taken before 13th Hexblade level (grades I, II & III)





    Hexblade’s Omens List
    Spoiler
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    level 1
    Spoiler
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    Hexblade's Curse
    You curse a creature to failure. The target of this omen takes a -2 penalty on attack rolls, saves, ability checks, skill checks and damage rolls. The effects of this curse do not stack.

    Curse of Weakness
    The target's strength score takes 1d4+2 reduction.

    Truth
    The target cannot tell a lie. He may choose to avoid saying the truth, but if he speaks it will be a truthful statement.

    Sand in their Eyes
    Target of this omen have all their sensory ranges (sight, hearing, scent, blindsense etc) cut by half.
    Furthermore, any perception associated check suffers a -4 penalty or 20 % (whichever’s worse).
    Treat the target’s vision as though it were full of shadowy illumination, and sources of light (magical or mundane) do not brighten this illumination until the effects of the omen wear off.

    Social Gracelessness
    The target takes a -6 penalty on Bluff, Diplomacy, Gather Information, Intimidate and Sense Motive, on Charisma checks to influence someone, and on Disguise checks when attempting to act as someone else. This omen lasts for 1 day per class level.

    Sticky Boots
    Victims of this omen have their movement speeds (in all of their forms) cut in half (round 5’ fractions down).



    level 5
    Spoiler
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    A Cursed Gift for You
    The target of this omen must carry an object designated by you or suffer a -5 penalty on all saves. The item can be vague (such as "a bucket") or very specific (such as "this sack of rocks"), but it cannot be something dangerous or deadly to the target. You must give the object to the target when you activate this omen.

    Babbler's Bane
    The victim of this omen is unable to speak intelligibly, even through abilities such as telepathy. Spells with verbal components may not be cast while this omen is in effect.

    Nemesis
    The victim of this fearsome omen find themselves locked into a struggle with the hexblade, whether they want to be or not.
    They are transported to a minimum of thirty feet away from the hexblade (this movement does not provoke attacks of opportunity or take an action, and if they are already thirty feet or less away from the Malefactor, this does not occur) and then find themselves unable to leave a thirty foot radius around the Malefactor by any means. Attempts to teleport or plane shift out fail; attempts to walk, run, or fly out hit an impervious and invisible barrier. If the hexblade would move outside of this range, they drag their victim along with them (this involuntary movement does not provoke attacks of opportunity and does not cost the victim an action), though if the Malefactor leaves the same plane of existence as their victim then the effects of this omen immediately end.

    Horrid Backlash
    Victims of this omen are wracked by horrid feedback whenever they attempt to cast a spell or use a spell-like ability.
    They suffer 1d6 per equivalent SL (Fort save for ½ damage), and must then succeed at a Concentration check just as though this damage had disrupted their spell.

    Improved Hexblade's Curse
    You curse a creature to ineptitude. The target of this omen takes a -4 penalty on attack rolls, saves, ability checks, skill checks and damage rolls.

    Mental Inhibition
    A creature laboring under this omen finds it difficult to seize small opportunities, or to react swiftly under pressure; they cannot take swift or immediate actions.



    level 9
    Spoiler
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    Elemental Weakness
    The target becomes more susceptible to one energy type chosen by you (fire, acid, electricity, cold, or sonic) and takes an additional 50% damage from that energy type.

    False Perceptions
    The victim of this omen finds that they cannot tell reality from fantasy, illusionary images of his foes dancing in his vision; all beings hostile to the victim of this omen gain the benefits of a mirror image spell (as cast by a sorcerer of the hexblade's class level), but only with regards to the victim. Furthermore, the victim suffers a -3 circumstance penalty on attack rolls, reflex saving throws, listen checks and spot checks as their altered perceptions play havoc upon them.

    Iron Maiden
    The unhappy soul who fails his save against this omen suffers half the damage he deals with melee or ranged weapons (including natural attacks).

    Shakes
    The target has uncontrollable shakes, and suffers a -4 penalty to all d20 rolls, as well as 50% spell failure chance for spells with somatic components and 20% spell failure chance for spells with verbal components (checked separately).

    Treachery
    Unlike other omens, this omen has an instantaneous duration; however, the hexblade may not invoke it more than once every 5 rounds.
    If the victim of this omen fails his Will save, he immediately takes a standard action as a free action to harm one or more of his own allies, attacking as efficiently as possible as though his allies were his sworn enemies. Once this action is made, his attitude goes back to normal. This is a mind-affecting, compulsion effect; however, it ignores the immunity of constructs to mind-affecting abilities so long as the construct in question is following the orders of a sapient being.

    Weaken Natural Toughness
    Choose either DR or SR. If the target has the chosen “item”, it’s reduced by 1 per hexblade class level (min 0).



    level 13
    Spoiler
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    Greater Hexblade's Curse
    You curse a creature to catastrophe. The target of this omen takes a -6 penalty on attack rolls, saves, ability checks, skill checks and damage rolls.

    Maladaptive Phase
    The victim of this omen (but not any of their held, carried, or attended objects) gains the incorporeal subtype (if they didn't have it already) or loses the incorporeal subtype (if they did). They do not gain or lose fly speed during this process. Additionally, they take double damage from weapons and objects with the ghost touch enhancement while under the effects of this omens.

    Shadow’s Curse
    With this unusual power, the hexblade can harm the shadow of a living being, dealing that being 2d4 points of damage to Str, Dex, Int and Cha (rolled separately for each ability score). A being whose shadow has been harmed in this fashion casts a very weak shadow that seems to limp, stumble, and collapse independently of them, and they become fatigued and exhausted at double the normal rate, until they have healed their ability damage. A creature targeted by Shadow’s Curse (regardless of their failure or success on the save) is immune to further uses of Shadow’s Curse for 7 days and nights afterwards.

    No Rest
    The target can no longer sleep soundly. He wakes fatigued each morning and cannot perform tasks that require him to be well rested, such as meditating for spells. This omen lasts 1 day per class level.

    Shattered Souls
    Unlike other omens, this omen has an instantaneous duration; however, the hexblade may not invoke it more than once every ten rounds. The victim of this omen immediately suffers 3d6 points of Int, Wis, and Cha damage; this damage may not reduce the victim's abilities below 3.

    Skill-less
    The target is unable to use 1 skill per hexblade’s Cha-bonus (minimum 1) of the hexblade’s choosing.



    level 17
    Spoiler
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    Binding
    Upon failing their save against this curse, the victim is bound tight by a magical force that restricts their movement and prevents the use of magical powers; in essence, rendering them helpless and unable to use supernatural, or spell-like abilities (including casting spells or manifesting powers).

    Dead Man Walking
    The hexblade may declare that one of his foes is a dead man walking. He may inflict this ability upon any intelligent being (Int score 3+). The victim must make his save or go into a suicidal frenzy, seeking the closest, most efficient method of taking his own life and attempting to do so for a number of rounds equal to the hexblade’s Cha-mod.
    If restrained, the victim will attempt to free himself and continue his suicide, and the victim will always harm himself in preference to another being if capable.
    The victim retains his ability to distinguish friend from foe during this time.
    A victim who survives the effects of a failed save suffers 1d4 points of wisdom drain from mental shock, despair, and guilt.

    Doom
    Unlike other omens, this omen has an instantaneous duration; however, it may not be invoked more than once every ten rounds. Victims failing their save against this omen have their animating force blown from their bodies by raw malice, instantly slain by the sheer force of the cruelty directed against them. Note that this is not a death effect; it does not target life force, but rather the binding elements that make any particular being or object whole, rending them asunder through raw malice.

    Forced Reincarnation
    The hexblade causes a creature within 30’ to die and be immediately reincarnated into a new body. A Will save negates this effect. Those that fail are slain and immediately brought back to life as with the spell reincarnate. This process takes 1 full round, during which time the creature is in complete agony, which results in 1d4 rounds of nausea.

    Malice
    All beings that perceive the victim of this omen immediately become hostile to him, including his former friends and allies who attack him with equal preference to other, pre-existing foes. Additionally, all attack and damage rolls against the victim (including damage rolls for spells) gain a bonus equal to the hexblade's Cha-bonus. The victim cannot change the attitude of creatures towards him in any fashion while this omen lasts.

    Reciprocal Curse
    The target takes damage equal to the damage he deals to others with physical attacks. This omen lasts for 1 hour.


    Last edited by nonsi; 2014-12-27 at 07:57 PM.

  20. - Top - End - #20
    Ogre in the Playground
     
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    Default Spellthief

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    Class: Spellthief

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    Preface
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    I was always intrigued by the concept behind the Spellthief - a combat trickster that manipulates spell effects, with a small personal spell repertoire.
    However, in my view, it shouldn’t be possible to reach out into someone and snatch abilities. Catching spell effects as they go off or ongoing effects, OTOH, I find most reasonable.
    Also, the official Spellthief just won't "make the curve" with all the introduced changes.
    So, this is my Blue Mage inspired attempt to make the Spellthief viable and capable enough to find its place as equal among the other classes.



    Hit Die: d6

    Table: The Spellthief
    Saves Special
    Level BAB F R W Class Abilities Siphon Magic Spell Power*
    1st +0 +0 +2 +2 Manipulator, Spellgrace
    1st
    2nd +1 +0 +3 +3 Detect Magic Cloaked Casting (+2 DC), Surprise Casting
    3rd +2 +1 +3 +3 Evasion
    2nd
    4th +3 +1 +4 +4 Mage Slayer
    5th +3 +1 +4 +4 Sneak Attack
    3rd
    Cloaked Casting (+5 vs. SR)
    6th +4 +2 +5 +5 Arcane Sight
    7th +5 +2 +5 +5 Mettle
    4th
    8th +6 +2 +6 +6 Pierce Magic Cloaked Casting (+4 DC)
    9th +6 +3 +6 +6 Spellsink
    5th
    10th +7 +3 +7 +7 Steal Spell Effect
    11th +8 +3 +7 +7 Prying Eyes
    6th
    Cloaked Casting (+10 vs. SR)
    12th +9 +4 +8 +8 Improved Evasion
    13th +9 +4 +8 +8 Spell Recall
    7th
    14th +10 +4 +9 +9 Sudden Strike Cloaked Casting (+6 DC)
    15th +11 +5 +9 +9 True Seeing
    8th
    16th +12 +5 +10 +10 Improved Mettle
    17th +12 +5 +10 +10 Greater Arcane Sight
    9th
    Cloaked Casting (no SR)
    18th +13 +6 +11 +11 Spell Ricochet
    19th +14 +6 +11 +11 Greater Prying Eyes
    20th +15 +6 +12 +12 Immediate Casting Cloaked Casting (no save)

    * These features work as given for the PHB-II Beguiler, except for the numeric changes, and Surprise Casting is as quick as the Spellthief's feinting is.



    Class Features


    Class Skills: Bluff, Concentration, Climb, Craft, Decipher Script, Disable Device, Disguise, Escape Artist, Gather Information, Hide, Jump, Knowledge (arcana), Knowledge (local), Listen, Move Silently, Open Lock, Search, Speak Language, Spellcraft, Swim and Tumble.
    Skills Points per Level: 6 + Int

    Weapons and armor proficiencies: Spellthieves are proficient with All Simple & Martial Light Melee weapons, as well as all Simple range weapons. They’re also proficient with light armor. Because the somatic components for spellthief spells are simple, a spellthief can cast spellthief spells (and stolen spells) while wearing light armor without incurring the normal arcane spell failure chance. However, a spellthief wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure.



    Spellthief’s spellcasting
    Spellthieves cast arcane spells (meaning spellthieves are not susceptible to alignment restrictions to spells). When donning light armor, a spellthief is not subject to arcane spell failure when casting Spellthief spells.
    A spellthief can learn and cast spell effects associated with the following schools: Abjuration, Divination, Enchantment, Illusion, Transmutation and Universal.
    Spellthief spells are not limited to arcane spells though, as long as they’re associated with one of the above schools.

    All spellthieves start with Detect Magic and Read Magic as known cantrips, plus a number of cantrips of the spellthief’s choice equal to his Int-bonus.

    A spellthief may learn new spells by experiencing them.
    A spell that is saved for and the result is (Neg.), or that is avoided via SR, is not counted as experiencing the spell.
    Once affected by a spell, the spellthief can make a Spellcraft check (DC = 15 + 3*SL) to learn it.
    Spells that are affected by metamagic are learned at their unmodified level, without any metamagic feats applied.

    A spellthief may also learn spell-like and supernatural abilities, provided that they mirror a spell.
    Thus, if a creature can naturally cast a 3rd level spell from an allowed school, then a 10th level spellthief would be able to learn this 3rd level spell.
    If a creature’s ability cannot be quantified to a SL (such as a dragon’s breath weapon), the spellthief cannot learn it.

    In addition, whenever a spellthief gains a level in this class, he gains a single spell with the Personal range, up to the maximum Spellthief level available to him.
    At each level divisible by 4, he may swap one of these spells for another of equal or lower SL.


    Siphon Magic (Su)
    The Spellthief’s most iconic power is the ability to absorb and temporarily store magical energies.
    When subject to an effect that targets only a single target and that can be blocked via SR, and successfully saving vs. the spell effect (whether or not said spell actually allows a save or not), a spellthief may activate this ability as an immediate action, provided that the said spell’s level doesn’t exceed the number indicated in the Siphon Magic column in the Spellthief table.
    Instead of having any effect, the spell energies are siphoned and may be held for a number of minutes equal to the spellthief’s Int-bonus capped by his class level (minimum 1).
    During this time, the spellthief has 4 options.
    1. Deflect the spell effect toward another target without knowing what it does. The effect continues to count as being generated by its original source, but with you as the originating point in space.
    2. Converting the effect’s energies into a medium-range bolt of raw magical power that can be fired as ranged touch attack, dealing 1d6 damage per SL (no save). Zero-level spells deal 1d4 damage. A spellthief may conver this damage into bludgeoning or piercing damage if he so chooses.
    3. As a free action, allow the spell to affect him normally (and attempt a save – if and when relevant), so that he gets a chance to learn it. Spells from the Conjuration / Evocation / Necromancy schools and spells beyond their SL limit yield no profit potential for a spellthief in this case, of course, and this doesn’t go unnoticed by the spellthif. If the spellthief is targeted by an effect that has multiple targets or an AoE, then this specific option is still viable.
    4. Harmlessly dump the effect.
    If none of the above occurs within 1 minute per Spellthief level + Int-bonus, the spell energies dissipate harmlessly. If the spellthief is targeted by an effect that has multiple targets or an AoE, then this specific option is still viable

    The number of SLs a spellthief can simultaneously have siphoned in such manner equals the spellthief’s class level plus his Int-bonus.
    A spellthief may apply option #2 to his own Spellthief spells.


    Manipulator (Ex)
    Spellthieves are highly deceptive and socially-oriented.
    Spellthieves possess the Rogue's Expertise ability of the same name.


    Spellgrace (Ex)
    Your disruptive powers grant you magical insights and a certain degree of resistance against spells.
    All spellthieves start with 4 bonus ranks in Spellcrafs.
    Furthermore, against spells and spell-like abilities, you add your Int-bonus to AC and all saving throws (these bonuses may not exceed your class level).


    Detect Magic (Su)
    Starting at 2nd level, a spellthief may continuously detect magic as with the spell of the same name.


    Evasion (Ex)
    At 3rd level, you gain Evasion, as detailed for the core Monk and Rogue.


    Mage Slayer (Ex)
    At 4th level, a spellthief gains the Mage Slayer feat as bonus feat.
    However, spellthieves take no CL penalty. If your Spellthief class level is 10 or higher, this ability also foils spell-like abilities (the action is lost but use of the ability is not considered to be used).


    Sneak Attack (Ex)
    At 5th level, a spellthief gains Sneak Attack, as detailed for the revised Rogue, but the precision damage starts at 1d6 and increases by 1d6 per 5 levels beyond 5th.


    Arcane Sight (Su)
    Starting at 6th level, a spellthief may continuously detect magic as with the Arcane Sight spell.


    Mettle (Ex)
    At 7th level, you gain Mettle, as detailed for the CW Hexblade.


    Pierce Magic (Ex)
    This ability basically grants an 8th level spellthief the combined benefits of the feats Pierce Magical Concealment & Pierce Magical Protection (CArc), except you take no penalty to your CL.


    Spellsink (Su)
    Starting at 9th level, a spellthief may, as an immediate action, siphon (or redirect to self) a spell effect or power that passes anywhere within 60' and within line of effect, at any time between its casting time completion and the impact of the effect at its target, and between.
    This extends to include spells with Personal range.
    This, of course, only applies to SLs the spellthief can siphon to begin with.


    Steal Spell Effect (Su)
    Beginning at 10th level, as a standard action that provokes AoOs, a spellthief can siphon an active spell effect from another creature/object/area the same way as he does against spell effects that are just being generated using his Spellsink ability.
    If the target is willing or inanimate, a spellthief can steal a spell effect with a touch as a harmless attack action.
    A spellthief can perform such an attempt once per hour at most and no more than Int-bonus times per day (minimum 1).


    Prying Eyes (Sp)
    An 11th level spellthief can cast Prying Eyes as a spell like ability twice per day.


    Improved Evasion (Ex)
    At 12th level, you gain Improved Evasion, as detailed for the core Monk.


    Spell Recall (Su)
    At 13th level, a spellthief is adept at maintaining his spell power when confronted with the possibility of wasting it.
    A number of times per day equal to half the spellthief's level, whenever a targeted spell the spellthief casts fails to penetrate a creature's SR or is countered by another spellcaster, or even resisted via a successful saving throw, he can reabsorb the spell's energy as a swift action.
    He regains the spell as though he'd never cast it. However, doing so taxes the spellthief and he takes 1 point of nonlethal damage per SL he reabsorbs. This damage is internal and bypasses damage reduction and resistances the spellthief might possess.


    Sudden Strike (Ex)
    At 14th level, a spellthief gains Sudden Strike, as detailed for the revised Rogue.


    True Seeing (Su)
    Starting at 15th level, a spellthief may continuously see all things the way they truly are, as with the True Seeing spell.


    Improved Mettle (Ex)
    Same as Improved Evasion, but applied to effects that provoke Fort/Will saves


    Greater Arcane Sight (Su)
    Starting at 17th level, a spellthief may continuously detect magic as with the Greater Arcane Sight spell.


    Spell Ricochet (Su)
    Upon a successful siphoning, as a free action, you may now immediately reflect an effect to another target, including the originator.


    Greater Prying Eyes (Sp)
    An 19th level spellthief can cast Greater Prying Eyes as a spell like ability once per day.


    Immediate Casting (Su)
    At 20th level, you gain the ability to recreate spells even as you learn them.
    If a spell is learned through your Siphon Spell class feature, you may cast that spell as part of the same immediate action.
    Spells with casting times longer than 1 standard action can’t be cast in this way.
    Last edited by nonsi; 2014-10-21 at 05:13 PM.

  21. - Top - End - #21
    Ogre in the Playground
     
    nonsi's Avatar

    Join Date
    Apr 2010

    Default Monk

    .
    Class: Monk

    Spoiler
    Show

    Preface
    Spoiler
    Show

    We all know that despite its many features, in practice, the Monk is probably the second weakest official base class (right after the Soulknife).
    I also don’t need to tell you all about the magnitude of Monk fixes out there.

    I actually haven’t had plans of dealing with the Monk, but Zman's Monk Fix has stirred something in me, because it was the first time that I saw a decent start for fixing the Monk that uses the core class as a baseline.

    Using the following distinction of levels of power and what I know of class balance, I tried to spread the Monk’s abilities (feature-wise) to keep up with the pace of the game at all levels.
    I also paid attention not to let personal taste affect this proposed fix and narrowed down things to practicality. For instance, I don’t care for Tongue of the Sun and Moon, but it doesn’t interfere with anything, so I kept it as it is.

    The general aim here is, as usual for me, tier-3.

    I’m presenting here only the changes I found appropriate to the core Monk.
    Whatever’s not specifically (or only partially) addressed here, it is to be taken from the core class as given.

    As a general guideline regarding the Special Column’s content:
    - Features with no changes from the core class are presented in normal text.
    - Features with some changes and core features that need no further explanations (e.g. Uncanny Dodge) are bolded.
    - Features with massive changes (Ki Strike) and entirely new features (Ascetic Athleticism, Freedom of Movement...) are bolded, underlined and italicized



    Alignment: No restriction (see Ki-Strike below).

    Ex-Monks: No such thing as Ex-Monk.

    Hit Die: d8

    Table: The Monk
    Saves Special
    Level BAB F R W Class Abilities Unarmed Damage AC Bonus Unarmored Speed Boost
    1st +0 +2 +2 +2 Bonus Feat, Flurry of Blows, Unarmed Strike, Ascetic Athleticism, Stunning Fist
    1d6
    +0
    +0
    2nd +1 +3 +3 +3 Bonus Feat, Evasion
    1d6
    +1
    +5
    3rd +2 +3 +3 +3 Uncanny Dodge, Still Mind
    1d6
    +1
    +5
    4th +3 +4 +4 +4 Ki Strike (magic, Wis-bonus alternative), Meditation
    1d8
    +2
    +10
    5th +3 +4 +4 +4 Purity of Body, Dedicated Dodge
    1d8
    +2
    +10
    6th +4 +5 +5 +5 Bonus Feat, Mercurial Stride
    1d8
    +3
    +15
    7th +5 +5 +5 +5 Wholeness of Body, Ki Strike (material, 1H, Critical Accuracy x2)
    1d8
    +3
    +15
    8th +6 +6 +6 +6 Improved Uncanny Dodge, Tempered Body
    1d10
    +4
    +20
    9th +6 +6 +6 +6 Improved Evasion, Unearthly Reactions
    1d10
    +4
    +20
    10th +7 +7 +7 +7 Ki Strike (alignment, Wis-bonus accumulation), Abundant Step
    1d10
    +5
    +25
    11th +8 +7 +7 +7 Diamond Body, Greater Flurry
    1d10
    +5
    +25
    12th +9 +8 +8 +8 Bonus Feat, Touching The Ripples
    2d6
    +6
    +30
    13th +9 +8 +8 +8 Diamond Soul, Ki Strike (damage type, Ghost Touch)
    2d6
    +6
    +30
    14th +10 +9 +9 +9 Freedom of Movement, Gentle Touch
    2d6
    +7
    +35
    15th +11 +9 +9 +9 Quivering Palm, Retributive Flurry
    2d6
    +7
    +35
    16th +12 +10 +10 +10 Ki Strike (any, 2H, Critical Accuracy x3), Boundless Reach
    2d8
    +8
    +40
    17th +12 +10 +10 +10 Diamond Resilience, Tongue of the Sun and Moon
    2d8
    +8
    +40
    18th +13 +11 +11 +11 Bonus Feat, Temporal Ki Surge
    2d8
    +9
    +45
    19th +14 +11 +11 +11 Empty Body, Diamond Essence
    2d8
    +9
    +45
    20th +15 +12 +12 +12 Perfect Self, Ki Strike (all)
    2d10
    +10
    +50



    Class Features


    Class Skills: Add Autohypnosis (XPH, p.36), Lucid Dreaming (MotP, p.203) and Spellcraft as class skills.
    Skill Points per Level: 6 + Int-mod (x4 at 1st level)

    Weapons and armor proficiencies: Monks are proficient with all Simple weapons and all Monk weapons specified for the PF Monk. They’re not proficient with armor or shields at all.



    Unarmed Strike
    In addition to the details presented in PHB:
    1. For all intent and purpose, a Monk is considered to possess the feat Improved Unarmed Strike.
    2. When fighting unarmed or when using Monk weapons, a monk gains a +1 bonus to all opposed combat checks (Bull Rush, Disarm, Feint, Grapple, Overrun, Trip and Sunder) – offensive as well as defensive. For every 4 Monk levels past 1st (5, 9, 13...), this bonus increases by an additional +1.

    Special Monk Weapons & Enhanced Damage:
    Spoiler
    Show

    Monks know how to use the Quarterstaff, Kama, Nunchaku & Tonfa (as well as Three-Section-Staff, if taken as an exotic weapon, with the proper feat investment) to deal the same damage as their unarmed strike (effectively, they advance with the advancement of unarmed strike).

    High level monks also know how to wield Sai, Shuriken & Throwing Iron better than anyone else. Each time a monk's unarmed damage improves (starting at 4th), the damage of these weapons increases as follows:
    - Sai: 1d6 / 1d8 / 1d10 / 2d6 / 2d8 at levels 4 / 8 / 12 / 16 / 20 respectively.
    - Shuriken & Throwing Iron: 1d4 / 1d6 / 1d8 / 1d10 / 2d6 at levels 4 / 8 / 12 / 16 / 20 respectively. Furthermore, at each level where Unarmed damage improves, the range increment of these weapons increases by +5'.


    Effectively, monks' superior damage with various weapons goes like this:

    Monk Level Unarmed Strike, Quarterstaff, Kama, Nunchaku & Tonfa Damage Sai Damage Shuriken & Throwing Iron Damage (&Rng Inc.)
    1st-3rd
    1d6
    1d4
    1d3 (15')
    4th-7th
    1d8
    1d6
    1d4 (20')
    8th-11th
    1d10
    1d8
    1d6 (25')
    12th-15th
    2d6
    1d10
    1d8 (30')
    16th-19th
    2d8
    2d6
    1d10 (35')
    20th
    2d10
    2d8
    2d6 (40')



    Flurry of Blows (Ex)
    A monk may use a standard, full, or charge attack to strike with a Flurry of Blows.

    Spoiler: FoB & TWF
    Show

    FoB and TWF don't stack.
    I find 3 compelling reasons for that:
    1. Common sense: FoB means attacking with your entire body, maximizing one's agility & momentum. There's no more room for offhand attacks to go in there - you're already using them.
    2. Gameflow practicality: Too many dice rolls hurt gameflow.
    3. Balance: This would quickly make the Monk overshadow the Warrior (Wis to Att & dmg and a ton of abilities a warrior can only dream of).
    So, I'd say it's either FoB or TWF. In the very few cases where the latter provides more attacks and you're facing a soft target, maybe it's worth considering (I believe not, but maybe).


    Ascetic Athleticism (Ex)
    Monks are capable of incredible feats of athleticism and add their Monk level to any Balance, Climb, Escape Artist, Jump, Move Silently, Swim and Tumble check.


    Unarmored Speed Bonus (Ex)
    With level advancement, monks develop lightning quick reactions and become exceptionally agile.
    Using this ability, a monk within arm’s reach of a solid vertical surface/object can use it to slow her descent and reduces any fall damage she would’ve taken by 1d6 per 5' granted by her Unarmored Bonus Speed (down to zero).
    Furthermore, if the vertical surface is in any way scalable, the monk may make a Climb check with -10 to her DC check at the beginning of her fall and another attempt every 30' thereafter.


    Stunning Fist (Ex)
    This is an inherent Monk’s class feature, not a feat available for picking.


    Bonus Feat
    At levels 1 and 2nd, and at every level divisible by 6, a monk can select any Fighter Bonus feat.
    The Monk needs to meet the prerequisites as normal to select these feats with the exception of Combat Reflexes, Deflect Arrows, Improved Disarm, Improved Grapple, Improved Sunder and Improved Trip.


    Still Mind (Ex)
    A monk of 3rd level or higher gains a +2 bonus on saving throws against spells and effects from the school of enchantment.
    Starting at 10th level, the monk’s mind is strong and disciplined enough to gain total immunity to fear, charm and compulsion effects and a +2 bonus to all other Will saves.


    Ki Strike (Su)
    At 4th level, monks receive the single most iconic and most influential of all of their abilities.
    When fighting unarmed or when using Monk weapons, the monk receives a plethora of benefits.
    - At 4th level, a monk’s attacks are empowered with Ki. The monk’s attacks are treated as magic weapons for the purpose of bypassing DR. The monk may now choose to add her Wis-bonus to attack rolls instead of Str/Dex (melee/range) and to damage scores instead of Str.
    - At 7th level, a monk’s attack may count as any specific material. This however is not automatic. At the beginning of an encounter with an unknown opponent, this ability is inactive. Once the monk has made a successful attack against a target that has DR/[material], the monk’s strike is partially blocked by the target’s DR. From there on, the monk may augment her strike’s Ki to ignore the target’s DR/[material]. Shifting Ki in such a manner to adapt to opponents is a swift action. The monk’s strike now counts as 1-handed weapon for all purposes that favor this category over small weapons (e.g. Disarm, Sunder etc). Finally, for Crit-Substitution calculations, the monk’s accuracy-based extra damage is doubled.
    - At 10th level, having battled many denizens of outer worlds and transcending her own inherent view of existence, a monk’s unarmed attack may count as fused with any single alignment, using the mechanics defined for Ki Strike (material). The monk may now add her Wis-bonus to attack rolls and damage scores on top of her Str/Dex bonuses.
    13th: The monk’s attacks now counts as Piercing / Slashing (on top of bludgeoning), using the mechanics defined for Ki Strike (material) and Ki Strike (alignment). The monk’s attacks now also count as having the Ghost Touch property.
    - At 16th level, there’s no DR type a monk cannot adapt to, except DR/-. The monk’s unarmed strike now counts as 2-handed weapon for all purposes that favor this category over small weapons (e.g. Disarm, Sunder etc). Finally, for Crit-Substitution calculations, the monk’s accuracy-based extra damage is now tripled.
    - A 20th level monk knows how to fuse her unarmed strike with fluctuating energies. The Monk’s attacks now completely ignore DR. Furthermore, the monk now effortlessly maintains Ki and has it active at all times.


    Meditation (Ex)
    All monks meditate, both as a way of recovering from the rigors of their intense physical workouts and as a means of pursuing ultimate enlightenment.
    When a monk meditates, she lets her conscious mind slumber, while her unconscious spirit roams ancient paths, seeking out the truths of those who came before.
    Though initially, entering a meditative state requires long periods of preparation, by the time a monk hits 4th level, meditating becomes as simple a matter as breathing.
    The long hours of practice grant the monk bonus ranks, in both Autohypnosis and Concentration, equal to a maximized C-C skill.
    - The monk may now mimic Elven meditative rest instead of sleep for 1 hour, by making a Concentration check vs. DC 15. A monk who successfully meditates for eight hours straight gains all the benefits of a full day’s rest.
    - Elven monks have their meditative rest requirement cut down to 2 hours a day.
    A monk cannot benefit from the above more than once per day, but may make multiple attempts within the same day period and may benefit from normal rest as well.
    If the monk takes damage or is moved for any reason while meditating, she loses 1 hour worth of meditation.


    Purity of Body (Ex)
    At 5th level, a monk gains immunity to all diseases including supernatural and magical diseases.


    Dedicated Dodge (Ex)
    At 5th level, a monk gains the ability to evade with seemingly supernatural skill. At the beginning of her turn, she may decide to refrain from action (including AoOs, swift & immediate actions and 5'-steps) and instead add her Monk level as a Dodge bonus to her Reflex saves and dodge AC until the beginning of her next turn.
    When performing Dedicated Dodge, a monk is limited to moving up to her modified speed during her turn.


    Mercurial Stride (Ex)
    A 6th level monk may ignore all forms of difficult terrain that don’t require skill checks or saving throws to pass through, though areas magically altered to slow movement still function.
    She may also make any number of turns when charging, and can incorporate Balance checks, Climb checks, Jump checks, Swim checks and Tumble checks into her movement (including when charging).
    She may also run across water or up walls, provided her movement is no less than 50 and she makes a DC 25 balance check.


    Wholeness of Body (Su)
    At 7th level or higher, a monk can heal her own wounds.
    She can heal a number of hit points of damage equal to her (permanent Wis-bonus) X (monk level) each day, and she can spread this healing out among several uses.
    A monk, using this ability, may trade HP healing to negate certain conditions.
    She may remove:
    - Ability Damage / Dazzled / Fatigued / Shaken / Sickened at a rate of 1 per 5 HP
    - Dazed / Diseased / Staggered at a rate of 1 per 10 HP
    - Exhausted / Frightened / Nauseated at a rate of 1 per 15 HP
    - Blinded / Deafened / Poisoned / Stunned at a rate of 1 per 20 HP
    - Ability Drain / Paralyzed at a rate of 1 per 30 HP
    - Negative Levels at a rate of 1 per 40 HP.
    Using Wholeness of Body is a swift action.
    All of the above can be done at any desired combination, so long as the monk has HP left to heal.


    Tempered Body (Ex)
    By 8th level, a monk's own body has changed and now counts as manufactured.
    The monk now gains DR 1/- per 4 Monk levels.
    Also, experience has granted her new insights regarding the potential of Ki and how it can be harnessed for her benefit in new and unique ways.
    Through elaborate rituals that involve meditation, precious materials and inner Ki-channeling, a monk may fuse her body with magical powers, as if possessing Craft Magic Arms and Armor (limited to her body and unarmed strikes), simultaneously treating her body as a single weapon and a single armor for the purpose of this feature. A monk that’s wearing armor (for whatever reason) loses her armor associated enhancements until the armor is un-donned.
    A monk's caster level for the purpose of self enhancements equals her Monk class level, and she needs not know a spell in order to apply an appropriate enhancement, but she does have to make a DC [25 + spell-level] Spellcraft check for an enhancement to succeed.
    Unlike when creating magical items, such process does not impose an XP toll on the monk.
    There are, however, certain weapon enhancements that may not be applied to monks' unarmed attacks. A monk's unarmed strike can only be enhanced by magical powers that affect either a weapon's wielder or a weapon's targets. So, enhancements such as Dancing, Sizing, Spell Storing or Brilliant Energy are inapplicable for monks' unarmed strike. The same trail of thought should be applied regarding armor enhancements.
    Special: A monk of higher level than 8th can also aid the efforts of other monks and bestow magical Ki powers upon them, as long as the receiving monk is of at least 8th level.
    Special: A monk that’s brought down below 8th level by energy drain does not lose existing enhancements, but such powers are postponed until the monk once again reaches 8th level, where her body is able to channel Ki to benefit from them.
    Special: A monk may purge no-longer-desired enhancements, spending 1/2 the time and cost they took to be imbued, but with no chance for failure.


    Unearthly Reactions (Ex)
    A 9th level monk's ability to act and react improves to inhuman levels.
    The monk may take a 5'-step after each successful attack roll.
    Furthermore, whenever the monk provokes an AoO due to attacking an opponent, she completes her attack(s) against her opponent before any AoOs are executed against her.


    Abundant Step (Su)
    By 10th level, a monk has learned the secret of magically slipping between spaces as part of her movement.
    The monk may cover certain distances when she’s phased, thus can ignore physical barriers, moving at any direction in this fashion (horizontal as well as vertical), driven by her force of will. The distance that a monk can cover in this fashion cannot exceed twice her current movement speed.
    For each 5' traveled in such manner, access to this ability is denied for 1 round. For each Monk level beyond 12th, this denial period is reduced by 1 round.
    Note: This is not teleportation. The monk is phased, not plane-shifted, so spells like Wall of Force and Prismatic Wall/Sphere affect her normally, but Dimensional Anchor and Dimensional Lock do not prevent the use of this ability.


    Touching The Ripples (Ex)
    The monk’s senses become so attuned that she can feel what’s happening around her.
    Starting at 12th level, a monk benefits from Blind Sense as well as Tremor Sense, out to 30' + 5' per level beyond 14th.
    The monk also senses phased and ethereal creatures and objects with this ability.


    Diamond Soul
    SR = Monk level + 10 + Wis-bonus.
    A monk may, as a free action, allow spells to automatically bypass her SR (usually when originating from allies). To do so, a monk must be aware of the incoming spell.


    Freedom of Movement (Su)
    At 14th level and on, a monk continuously benefits from Freedom of Movement spell effect.


    Gentle Touch (Su)
    A 14th level monk has such knowledge in Ki energy, anatomy and nerve centers, that she can manipulate living creatures – body and mind.
    A number of times per day equal to 1/2 the monk's Wis-bonus (minimum 1), the monk can make a melee touch attack vs. a living creature that deals no damage and, if successful, affect the target with one of the following effects: Charm Monster, Confusion, Hold Monster or Geas/Quest (CL = class-level). The save DC for all effects (including the latter) is [10 + 1/2 class-level + Wis-mod].
    The monk must declare the use this power before making an attack roll. If she misses, the attempt is wasted.


    Quivering Palm (Su)
    This ability is usable once per day.
    Furthermore, a monk needs not gambit her Quivering Palm by announcing before making an attack roll and may choose to apply it only upon successful hit.
    Quivering Palm affects all living creatures - including oozes and plants, because it directly assault's the target's life force.
    Quivering Palm is an instantaneous effect - it cannot be postponed for a later time.
    For each 4 levels above 15th, a monk gains one additional daily use of Quivering Palm.


    Retributive Flurry (Ex)
    A 15th level monk's understanding of her martial arts is now perfected.
    From this point and on, whenever the monk is entitled to an AoO, she may retaliate in a blinding speed and make a FoB attack.


    Boundless Reach (Ex)
    This ability is an evolution of Abundant Step.
    A 16th level monk has the ability to slip extraordinarily between planes and dimensions, in a way that no magical effect can contain or block.
    The monk always returns to the plane from which she originated when executing Boundless Reach.
    The monk may now, instead of moving, affect thrown Monk weapons to bypass obstacles on their way to their targets for one round. A monk cannot apply Boundless Reach both to herself and to her thrown weapons in the same combat round.


    Diamond Resilience (Ex)
    By 17th level, your body is so strongly controlled that you can endure almost anything.
    The monk gains immunity to death effects.


    Temporal Ki Surge (Su)
    By 18th level, a monk has learned the secret of channeling Ki power to haste herself to godly speed as a once-per-hour swift action.
    This acceleration allows the monk to take an extra full-round action (essentially doubling her action allotment).
    Activating this ability comes with a price though. During the next round, the monk is fatigued and all benefits from Ki-Strike are suspended.


    Diamond Essence (Su)
    By 19th level, your essence is beyond the comprehension of most mortals and beyond the sway and detection of nearly all magic.
    You gain the benefits of a Mind blank effect at all times.
    Furthermore, once per day, as a free action, you gain the benefits of a Foresight spell effect.


    Perfect Self
    The monk’s quest for physical, mental and spiritual perfection is finally complete.
    The monk:
    - Receives a +2 perfection increase to all her ability scores.
    - Gains DR 10/-. This DR is applicable to damage from any attack, not just physical attacks.
    - Gains immunity to death by massive damage.
    - Gains Blind Sight instead of Blind Sense ability. Touching The Ripples otherwise remains unchanged.
    - No longer ages. She remains in her current age category forever.






    New Feats
    Spoiler
    Show

    Dispelling Strike
    Requirements: Monk 7th
    Benefits: By spending 2 uses of Stunning Fist point as a free action, you can generate a touch-based Dispel Magic effect.
    starting at level 13, by spending 4 Ki points as a free action, you can generate a touch-based Greater Dispel Magic effect.

    Hydra's Toxin
    Requirements: Monk 10th
    Benefits: By spending 3 uses of Stunning Fist as a swift action, you can force an opponent that you hit to immediately make a Fort save (DC 10 + ½ HD + Wis-mod) or be afflicted with either the Burning Blood toxin (1d6 Constitution damage) or the Freezing Blood toxin (1d6 Dexterity damage).

    Ki Slash
    Requirements: Monk 6th
    Benefits: By spending 2 uses of Stunning Fist, the Monk may, as a standard action, swing a slashing weapon (including natural attack) and convert a physical attack into a 60' line / 30' arch (effectively a cone) / 15' hemisphere force effect that would deal the same amount of damage as his physical attack would to anyone in the AoE.
    Targets in the AoE that are able to see the monk perform this attack and are not flatfooted are entitled to a Ref save vs. DC equal to the monk's attack roll to take 1/2 damage.

    Knockback
    Requirements: Improved Bull Rush
    Benefits: By spending 1 use of Stunning Fist as part of an attack, a successful strike bull rushes the target, does not provoke an AoO, and you do not move from your square along with your target.

    Path of Spiritual Chains
    The monk's attacks cannot be resisted by magical effects.
    Requirements: Monk 10th
    Benefits: By expending 3 uses of Stunning Fist , for 1 round per 3 Monk levels, the monk's touch neutralizes (but doesn't cancel) the effect of Freedom of Movement or similar abilities when initiating a grapple and prevents a grappled creature from teleporting or escaping to another plane, as if under the effects of a Dimensional Anchor spell.

    Walking Mediation
    Requirements: Monk level 6th, Autohypnosis 5, Concentration 8
    Benefits: A monk who has mastered the art of meditating without moving can also learn how to enter a meditative state that allows him to speak, to observe the world around him and to move as normal. This state of enlightened awareness, at once travelling the earth and the realms of the mind and spirit, is known as the art of Walking Mediation.
    Entering a state of walking meditation requires 10 minutes of preparation, and a DC 25 Concentration check.
    - The monk adds his Wisdom modifier to his initiative checks.
    - While not engaged in combat, running or other intensely straining activities, the monk is considered to be fully resting, for all intents and purposes.
    Upon sustaining damage of any sort, the monk Walking Meditation state is lost until initiated once more.
    The following conditions also negate Walking Meditation: Confused, Dazed, Disabled, Fascinated, Frightened, Paralyzed, Shaken, Sickened, Stunned and Unconscious (or any of their more severe steps).
    Special: 6th level Elven monks gain this feat as a bonus feat upon meeting the skill rank requirements.






    Optional Rules: Martial Arts - practiced via Warcrafts
    Spoiler
    Show

    Not all practitioners of martial arts are followers of the ascetic way of life.
    Some warriors mimic monks’ combat techniques to become expert brawlers.

    Note: I have decided to put this set of warcrafts here, because I find it somewhat controversial and believe it should be the domain of the DM to decide if s/he wishes to allow anyone to rival monks in martial arts – even if that someone is a warrior fully dedicated to martial arts. It is here so that no one overlooks this fact.




    Warcraft: Body Weaponry
    Requirements: Superior Unarmed Strike, Warrior level 3
    The warrior may use many parts of his body as weaponry. This allows him to attack normally, even when both hands are occupied.
    The warrior may also treat his body as manufactured, for the purpose of gaining weapons & armor magical enhancements & spell effects.

    Warcraft: Stunning Fist
    Requirements: Superior Unarmed Strike, Warrior level 5
    Other than the given prerequisites, this functions as given for the core Monk.

    Warcraft: Ki Strike (magic)
    Requirements: Stunning Fist, Warrior level 7
    The warrior’s attacks are treated as magic weapons for the purpose of bypassing DR.
    The warrior may spend 1 use of Stunning Fist and apply Ki Strike (magic) for 1 round to melee and ranged weapons he wields.

    Warcraft: Ki Strike (material)
    Requirements: Ki Strike (magic), Warrior level 9
    At the beginning of his combat turn, the warrior chooses a specific special material (cold iron/alchemical silver/adamantine…). Until the beginning of his next combat turn, his unarmed strikes count as if made of that material for the purpose of bypassing DR.
    The warrior may spend 1 use of Stunning Fist and apply Ki Strike (material) for 1 round to melee and ranged weapons he wields.

    Warcraft: Ki Strike (alignment)
    Requirements: Ki Strike (magic), Warrior level 13
    At the beginning of his combat turn, the warrior chooses a specific alignment extreme (L/C/G/E). Until the beginning of his next combat turn, his unarmed strikes count as if carrying that alignment for the purpose of bypassing DR.
    The warrior may spend 1 use of Stunning Fist and apply Ki Strike (alignment) for 1 round to melee and ranged weapons he wields.

    Warcraft: Ki Strike (extra planar)
    Requirements: Ki Strike (magic), Warrior level 17
    At the beginning of his combat turn, the warrior may spend 1 use of Stunning Fist to imbue his unarmed strike with the Ghost Touch quality for 1 round.
    He may instead choose to spend 2 uses of Stunning Fist to apply the Ghost Touch quality to any carried weapon.

    Warcraft: Versatile Unarmed Strike
    Requirements: Superior Unarmed Strike, Warrior level 17.
    You employ a variety of unarmed fighting styles, allowing you to alter the type of damage your attacks deal.
    Each unarmed attack the warrior makes counts as damage type of the warrior's choosing.

    Last edited by nonsi; 2014-12-05 at 02:09 PM.

  22. - Top - End - #22
    Ogre in the Playground
     
    nonsi's Avatar

    Join Date
    Apr 2010

    Default Soulknife

    .
    Class: Soulknife

    Spoiler
    Show

    Preface
    Spoiler
    Show

    Preliminary Notes:
    - I’m making an educated guess that people really don’t need me to explain the motivation behind fixing the Soulknife, so nothing further on this angle.
    - In this fix I attempt to detach the Soulknife from its psionic origins, making it available for groups that don’t practice the use of psionics.



    Hit Die: d8

    Table: The Soulknife
    Saves Special
    Level BAB F R W Class Abilities Psychic Strike Blade Enhancement Psychic Armor
    1st
    +1
    +0
    +2
    +2
    Focused Mind, Mind Blade
    2nd
    +2
    +0
    +3
    +3
    Throw Mind Blade
    +1 (+1)
    3rd
    +3
    +1
    +3
    +3
    Mind Surge (Burst of Speed)
    1d8
    (+4 ; 0 ; 0)
    4th
    +4
    +1
    +4
    +4
    Mindstrike (material)
    +2 (+1)
    5th
    +5
    +1
    +4
    +4
    Versatile Mind Blade
    Ghost Touch
    6th
    +6
    +2
    +5
    +5
    Mind Surge (Fade)
    +3 (+2)
    7th
    +7
    +2
    +5
    +5
    Evasion
    2d8
    (+5 ; 2 ; 5)
    8th
    +8
    +2
    +6
    +6
    Blade Wind
    +4 (+2)
    9th
    +9
    +3
    +6
    +6
    Mind Surge (Vision)
    Light Fortification
    10th
    +10
    +3
    +7
    +7
    Mindstrike (alignment)
    +5 (+3)
    11th
    +11
    +3
    +7
    +7
    Ranged Blade Wind
    3d8
    (+6 ; 4 ; 10)
    12th
    +12
    +4
    +8
    +8
    Mind Surge (Breach the Gap)
    +6 (+3)
    13th
    +13
    +4
    +8
    +8
    Knife to the Soul
    Medium Fortification
    14th
    +14
    +4
    +9
    +9
    Improved Evasion
    +7 (+4)
    15th
    +15
    +5
    +9
    +9
    Mind Surge (True Vision)
    4d8
    (+7 ; 6 ; 15)
    16th
    +16
    +5
    +10
    +10
    Mindstrike (morphic)
    +8 (+4)
    17th
    +17
    +5
    +10
    +10
    Blade Storm
    Heavy Fortification
    18th
    +18
    +6
    +11
    +11
    Mind Surge (Unyielding Mind)
    +9 (+5)
    19th
    +19
    +6
    +11
    +11
    Blade Barrage
    5d8
    (+8 ; 8 ; 20)
    20th
    +20
    +6
    +12
    +12
    Mindstrike (Concordant)
    +10 (+5)



    Class Features


    Class Skills (the added feats are bolded): Autohypnosis, Balance, Climb, Concentration, Escape Artist, Hide, Jump, [/B]Knowledge (arcana, the planes)[/B], Listen, Move Silently, Perform, Profession, Spot and Tumble.
    Skill Points Per Level: 6 + Int-mod

    Weapons and armor proficiencies: Soulknives are proficient with all simple and martial weapons. They’re also proficient with light armor and shields (not including tower shield).




    Focused Mind (Ex)
    Soulknife capabilities require top notch mental focus to manifest. Therefore, all soulknives start with 4 ranks in both Autohypnosis and Concentration.
    Furthermore, a soulknife also gains Introspective (see the feats section) as a bonus feat.
    Finally, a soulknife gains Iron Will as a bonus feat.


    Mind Blade (Su)
    As a swift action, a soulknife can create a semisolid blade composed of psychic energy distilled from his own mind.
    The blade is identical in all ways (except visually) to any weapon within the Sword weapon group (short/long/bastard sword, dagger, rapier, scimitar, greatsword) of the soulknife's choice, of a size appropriate for its wielder.

    Switching between different kinds of weapons that are within the same weapon group requires a swift action to reform the blade. Switching between weapons that do not share a group (see Versatile Mind Blade below) requires a standard action.

    The wielder of a mind blade gains the usual benefits to his attack roll and damage roll from a high Strength bonus.
    A soulknife can use feats such as Power Attack or Combat Expertise in conjunction with the mind blade just as if it were a normal weapon. He can also choose mind blade for feats requiring a specific weapon choice, such as Improved Critical.

    A mind blade appears as a semisolid dull grey item. A soulknife may once per round, as a free action, make it give off either bright illumination of 10' with shadowy illumination of 20', or darkness of 5' with shadowy illumination of 10', which a soulknife may change as a swift action. These forms of illumination are not magical, and can thus be countered by magical darkness/light (respectively).

    A mind blade is considered a magic weapon for the purpose of overcoming damage reduction.
    Powers or spells that upgrade weapons can be used on a mind blade.

    The blade can be broken (it has both hardness and hit points equal to 10 + 1 / soulknife level), however, a soulknife can simply create another as another swift action. The moment he relinquishes his grip on his blade, it dissipates (unless he intends to throw it; see below).

    A soulknife's mind blade improves as the character gains higher levels, according to the table listed on the chart. The bonus provided is the mind blade's maximum enhancement bonus: by default, it is strictly a numeric enhancement bonus, but by spending an hour in meditation, the soulknife can reallocate up to one less than his maximum enhancement bonus as weapon enhancements. For instance, a 6th level soulknife's weapon enhancement is +3: unless he spends an hour refocusing his mind blade, it is merely a +3 weapon. By doing so, he could instead make his mind blade a flaming mind blade +2 or a flaming psychokinetic mind blade +1.

    Even in places where magical or supernatural powers do not normally function (such as within a dead magic zone), a soulknife can attempt to sustain his mind blade by making a Will save (DC 20). On a successful save, the soulknife maintains his mind blade for a number of rounds equal to his class level before he needs to check again. On an unsuccessful attempt, the mind blade vanishes. As a move action on his turn, the soulknife can attempt a new Will save to rematerialize his mind blade while he remains within the psionics negating effect.


    Throw Mind Blade (Ex)
    A soul knife of 2nd level or higher can throw his mind blade as a ranged weapon with a range increment of 30’.
    Whether or not the attack hits, a thrown mind blade then dissipates. A soulknife of 3rd level or higher can make a psychic strike (see below) with a thrown mind blade and can use the blade in conjunction with other special abilities (such as Knife to the Soul; see below).
    When multiple attacks are gained, the Mind Blade may be thrown multiple times.
    If he could Sunder or Trip in melee with his Mind Blade's current shape, he can also do so with it on range attacks.


    Psychic Armor (Ex)
    3rd level soulknives can engulf themselves with a force effect that grants them powerful defenses. This protection persists at all times the Soulknife is conscious, but the Soulknife cannot maintain it while wearing armor of any kind, or carrying Medium or Heavy Load.
    The numbers in parenthesis indicate: Armor bonus to AC, DR X/-- and Energy Resistance (acid, cold, electricity, fire and sonic) in the given order.
    * At 5th level, a Soulknife's Psychic Armor gains the "Ghost Touch" property.
    * At 9th level, a Soulknife's Psychic Armor grants Light Fortification.
    * At 13th level, a Soulknife's Psychic Armor grants Moderate Fortification.
    * At 17th level, a Soulknife's Psychic Armor grants Heavy Fortification.


    Blade Enhancement (Su)
    in addition to combat stat augmentations, a soulknife may imbue his mind blade(s) with the following powers, according to the total level limit indicated in the Soulknife's table:
    +1: Keen, Ghost Touch, Flaming, Frost, Shock
    +2: Anarchic/Axiomatic/Holy/Unholy, Disruption, Flaming Burst, Icy Burst, Shocking Burst, Wounding
    +3: Speed, Bodyfeeder, Vorpal
    +4: Brilliant Energy
    +5: Coup De Grace
    A Soulknife may apply one of the highest level effects available or any combination that amounts to that value (e.g at 10th level, a Soulknife may enhance his weapon with one Level 3, one Level 2 and one Level 1 effect or three Level 1 powers). It takes 1 hour of uninterrupted meditation to set up a specific combination of enhancements. Once set, they persist until the Soulknife spends another uninterrupted hour of meditation to reassign a new combination of powers.

    Later on, when a Soulknife gains the ability to materialize a shield via Versatile Mind Blade, he may enhance it with the following effects:
    +1: Bashing
    +2: Arrow Deflection
    +3: Ghost Touch
    +4: Energy Resistance 10
    +5: Reflecting

    Special: once per encounter, as a move action that doesn't provoke AoOs, a Soulknife may elect to lose a single enchantment for gaining another of equal or lower level. This substitution lasts [5 rounds + 1 round per 2-class-levels].


    Mind Surge (Su)
    Mind Surge is a powerful means, an exertion of will, by which soulknives temporarily augment the reality of their own being.
    a soulknife has a pool of Mind Surge points equal to [3 + his Wis-mod] times per hour at 4th level and an additional time per 3 class-levels thereafter.
    - At 3rd level, a Soulknife can spend 1 use of his Mind Surge ability to mimic the psionic 'Burst' power.
    - At 6th level, a Soulknife can spend 1 use of his Mind Surge ability to mimic the effect of Invisibility spell. 'Fade' can be activated as a swift action, an immediate action or as part of a movement action. At 10th level, the effect changes to mimic Greater Invisibility.
    - At 9th level, a Soulknife can spend 1 use of his Mind Surge ability to gain superior vision out to a 60'. While using this sight, he gains Superior Darkvision (penetrates magical darkness) and may view any incorporeal or invisible creatures. This includes ethereal creatures, invisible creatures, creatures that are blinking or shadow walking, manifested ghosts, and creatures within any form of extra-dimensional space bordering the material prime. This ability lasts a number of rounds equal to 3 + the soulknife's Wis-bonus. 'Vision' is a free action.
    - At 12th level, a Soulknife can spend 1 use of his Mind Surge ability to make short distance teleports, to a distance no farther than his movement speed. If the Gostknife's speed is already enhanced with his Burst of Speed ability, his augmented speed counts for this power. 'Breach the Gap' is a move action.
    - At 15th level, a Soulknife can spend 2 uses of his Mind Surge ability to mimic the effect of True Seeing. Activating True Vision is a free action. This power can be activated simultaneously with 'Vision'.
    - At 18th level, a Soulknife can spend 3 uses of his Mind Surge ability to mimic the effect of Mind Blank. Activating Unyielding Mind is a free action. This power can be activated simultaneously with 'Vision' and 'True Vision'.


    Mindstrike (Su)
    Starting at 4th level, a soulknife selects one special substance when materializing his mind blade: his mind blade is treated as being made of that substance for the purposes of overcoming DR.
    At 10th level, the soulknife treats his mind blade as if it is aligned (matching his own alignment) for overcoming DR. A TN soulknife chooses one alignment (good, evil, lawful, or chaotic).
    At 16th level, a soulknife's mind blade automatically overcomes all substance-based DR.
    At 20th level, a soulknife's mind blade automatically overcomes all alignment-based DR.


    Psychic Strike (Ex)
    As a swift action, a 4th level soulknife may charge his weapon(s) with a powerful force halo. This force discharges upon a successful touch attack (even if the weapon’s base damage + enhancements didn’t breach through the target’s armor).
    Psychic Strike dissipates at a rate of 1d8 per successful hit. For instance, an 11th level Soulknife that manages to connect 3 times in a single round after activating Psychic Strike deals 3d8 force damage on his 1st attack, 2d8 damage on his 2nd attack and 1d8 damage on his 3rd attack (which, btw, could be an AoO).
    When the mind blade is split, Psychic Strike damage is spread between both weapons. In case of Blade Wind and its improvements (see below), the highest value applies against all targets.
    Psychic Strike doesn't linger when the mind blade is dismissed.


    Versatile Mind Blade (Ex)
    At 5th level and each 4 levels thereafter, a soulknife selects a weapon group he is proficient with. He may now make his mind blade mimic weapons of that weapon group.
    If the weapon group requires ammunition (like the bows group), he manifests the weapon and also manifests the ammunition as he requires it. A thrown or projectile mind blade dissipates on contact and instantly reforms in the soulknife's hands, so he is able to utilize the full-attack action with thrown mind blades.
    Changing the type of weapon from one group to another requires a full round action.
    A soulknife can also split his mind blade into two weapons suitable for fighting with a weapon in each hand (the normal penalties for fighting with two weapons apply), as long as his mind blade can take the shape of those weapons. However, both mind blades have an enhancement bonus 1 lower than the soulknife would otherwise create with a single mind blade.
    Alternatively, when splitting his mind blade, the offhand weapon can be manifested as a small or large shield.


    Blade Wind (Ex)
    This ability works as given for the official Shoulknife base class, but the level is 8th and there are 2 important differences:
    - The attack can be used for no other purpose than to deal damage (no special maneuvers like Disarm, Trip etc).
    - The Soulknife must spend his following immediate action to gather the shards and reassemble his mind blade(s) - meaning he's considered unarmed from the beginning of his current combat turn until the beginning of his next combat turn.
    Note: Given Psychic Strike is a swift action, this balances out quite nicely (and forces the player to use combat tactics rather than always apply the same shtick).


    Ranged Blade Wind (Ex)
    Blade Wind effect is now applicable against a chosen square (or Hex, if Hex grid is used) within the range increment and all adjacent squares.


    Knife to the Soul (Su)
    A 13th level soulknife knows how to assault the mind instead of the body.
    The soulknife may convert one or more dice of Psychic Strike into an equal amount of damage points dealt to a mental ability (Int/Wis/Cha) of the soulknif’s choice.
    The ability damage need not all be the same type, and a penalty inflicted in this fashion cannot reduce the target's ability scores below 3.


    Blade Storm (Ex)
    As a full round action, the Soulknife can make either a Blade Wind attack against all enemies within 20' reach, or a Ranged Blade Wind attack against all enemies within a 20' radius sphere.
    Special: Blade Wind and Ranged Blade Wind are now a standard action.


    Blade Barrage (Ex)
    When performing a Blade-Wind or Ranged Blade-Wind (but not Bladestorm), the Soulknife can make multiple attacks against each foe he targets.
    Last edited by nonsi; 2014-10-21 at 09:53 AM.

  23. - Top - End - #23
    Ogre in the Playground
     
    nonsi's Avatar

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    Apr 2010

    Default Dragonfury Disciple

    .
    Class: Dragonfury Disciple

    Spoiler
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    Preface
    Spoiler
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    The DFA (Dragonfire Adept – DrMg; p.25) and the DS (Dragon Shaman – PHB-II, p.11) are both intended to embody draconic aspects. To my personal taste, the DS has way too many features that have nothing to do with the draconic theme (AFAIK, auras in other sources - other than Frightful Presence - came later, so I don't regard them as noteworthy references/justifications for these controversial features), and is quite poorly designed mechanically and can't keep up the pace.
    The DFA, OTOH, is quite appropriate thematically and is practically the only official base class whose general makeup I found quite appealing. However, it's just far too puny physically to relay the "dragon might" feel, and a bit lacking to come anywhere near a true dragon’s versatility (focused too much on just blasting).

    Sure, the official class is more than decent, versatile and interesting compared to the other official non-caster base classes, and the majority of features are more or less where they're supposed to be, but I feel it needs a bit more.

    I've been trying to nail down a decent draconic class ever since the days of 2e. I played around with dozens of base classes and PrCs (core and non-core), and there was always something that just didn't feel right.
    This revision is a sort of cocktail between DFA, DS and Dragonborn of Bahamut. It combines all the features I found to be genuinely draconic into one class. It basically provides all 3 draconic aspects of Dragonborn of Bahamut into a single base class (given this is doable with no LA by taking a Raptoran Dragonborn of Bahamut that goes DFA, and given I find the Dragonborn of Bahamut as presented to be pretty farfetched, I see no reason making a player go through hulahoops to get there).


    And - as usual - I'm aiming for a solid T3.



    Hit Die: d10

    Table: The Dragonfury Disciple
    Saves Special
    Level BAB F R W Class Abilities Invocations Breath Damage
    1st +0 +2 +0 +2 Assume Draconic Form (Str +2, Con +2, Scales, Wings: +10' jump), Unlocked Draconic Ancestry
    11
    -
    2nd +1 +3 +0 +3 Breath Weapon, Breath Effect
    1
    1d8
    3rd +2 +3 +1 +3 Draconic Senses (Low-Light Vision: x2, Darkvision: 60')
    2
    2d8
    4th +3 (+4) +4 +1 +4 Assume Draconic Form (Cha +2, Wings: Gliding, 2 Claws (primary)), Primal Vitality (damage)
    2
    3d8
    5th +3 (+5) +4 +1 +4 Breath Effect
    2
    3d8
    6th +4 (+6) +5 +2 +5 Draconic Resolve
    32
    4d8
    7th +5 (+7) +5 +2 +5 Assume Draconic Form (Str +2, Wings: Limited Flight, Bite (secondary)), Breath Weapon Ranges Double
    3
    5d8
    8th +6 (+8) +6 +2 +6 Breath Effect
    4
    6d8
    9th +6 (+9) +6 +3 +6 Draconic Senses (Low-Light Vision: x3, Darkvision: 90', Blindsense: 30')
    4
    6d8
    10th +7 (+10) +7 +3 +7 Assume Draconic Form (Con +2, Bite (primary), Wings: Effortless Flight), Primal Vitality (conditions)
    4
    7d8
    11th +8 (+11) +7 +3 +7 Breath Effect
    53
    8d8
    12th +9 (+12) +8 +4 +8 Powerful Exhalation (3 / day)
    5
    9d8
    13th +9 (+13) +8 +4 +8 Assume Draconic Form (Str +2, Tail (secondary), Breath Weapon Ranges Triple
    6
    9d8
    14th +10 (+14) +9 +4 +9 Breath Effect
    6
    10d8
    15th +11 (+15) +9 +5 +9 Draconic Senses (Low-Light Vision: x4, Darkvision: 120', Blindsense: 60')
    6
    11d8
    16th +12 (+16) +10 +5 +10 Assume Draconic Form (Cha +2, true dragon form), Primal Vitality (heal others)
    74
    12d8
    17th +12 (+17) +10 +5 +10 Breath Effect
    7
    12d8
    18th +13 (+18) +11 +6 +11 Powerful Exhalation (limitless)
    8
    13d8
    19th +14 (+19) +11 +6 +11 Assume Draconic Form (Str +4, Con +2), Breath Weapon Ranges Quadruple
    8
    14d8
    20th +15 (+20) +12 +6 +12 Breath Effect
    8
    15d8

    1. The DFD Gains access to Least draconic invocations.
    2. The DFD Gains access to Lesser draconic invocations.
    3. The DFD Gains access to Greater draconic invocations.
    4. The DFD Gains access to Wyrm draconic invocations.



    Class Features



    Class Skills: Appraise, Autohypnosis, Balance, Bluff, Climb, Concentration, Craft, Decipher Script, Diplomacy, Disguise, Escape Artist, Gather Information, Heal, Hide, Intimidate, Jump, Knowledge, Listen, Lucid Dreaming, Move Silently, Perform, Search, Sense Motive, Speak Language, Spellcraft, Spot, Survival, Swim and Use Magic Device.
    Skill Points per level: 4 + Int-mod.

    Weapons and armor proficiencies: Dragonfury Disciples are proficient with all simple melee weapons. They’re not proficient with armor or shields at all. Like arcane spellcasters, a DFD wearing armor or using a shield incurs ASF (all invocations have somatic components).




    Assume Draconic Form (Ex)
    A DFD’s primary ability and the one feature that defines this class is the ability to assume an ever-reliable form of a true dragon.
    Entering and leaving a draconic form is a standard action.
    A DFD may enter or leave draconic form as often as desired, and remains in draconic form indefinitely, until reverting back.
    The benefits of Draconic Form are presented in the table and detailed as follows:

    - Ability Increase:
    Spoiler
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    Taking on Draconic Form has a dramatic effect on one's ability scores.
    At levels 1, 7 and 13, a DFD gains +2 Strength enhancement. At level 19, a DFD gains +4 Strength enhancement.
    At levels 4 and 16, a DFD gains +2 Charisma enhancement.
    At levels 10 and 19, a DFD gains +2 Constitution enhancement.

    - Scales:
    Spoiler
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    When assuming Draconic Form, 1st level DFDs gain +3 natural armor to their AC. Each 2 DFD levels increase this AC bonus by a cumulative +1 (+13 at 20th).
    For each 3 points of DFD-associated nat. AC bonus, a character gains energy resistance +5 vs. any damage type gained via Breath Effects.
    Also, for each 4 DFD levels, draconic scales grant a cumulative DR 1/magic.

    - Wings:
    Spoiler
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    Jump: When assuming draconic form, DFDs sprout small wings that aid their jumps, granting a +10 racial bonus on Jump checks.
    Gliding: Starting at 4th level, A DFD can use his wings to glide, negating damage from a fall from any height and allowing 20' of forward travel for every 5 feet of descent. DFD glide at a speed of 30' with average maneuverability. Even if a DFD's maneuverability improves, he can't hover while gliding. A DFD can't glide while carrying a medium or heavy load.
    If a DFD becomes unconscious or helpless while in midair, her wings naturally unfurl, and powerful ligaments stiffen them. The DFD descends slowly in a tight corkscrew and takes only 1d6 points of falling damage, no matter the actual distance of the fall.
    Flight: A 7th level DFD gains a fly speed of 30' with average maneuverability. A DFD can't fly while carrying a medium or heavy load or while fatigued or exhausted. A DFD can safely fly for a number of consecutive rounds equal to his Con-mod (minimum 1 round). He can double this length of flight but is fatigued by such exertion. The DFD is likewise fatigued after spending a total of more than 10 minutes per day flying. Because a DFD can glide before, after, and between rounds of actual flight, he can remain aloft for extended periods, even if he can only use flight for 1 round at a time without becoming fatigued.
    Effortless Flight: When reaching 10th level, a DFD has enough stamina and prowess to fly without tiring. He can fly at a speed of 30' (average maneuverability) with no more exertion than walking or running.

    -A DFD with flight can make a dive attack. A dive attack works like a charge, but the DFD must move a minimum of 30' and descend at least 10'. A DFD can make a dive attack only when wielding a piercing weapon. If the dive attack hits, it deals double damage.

    -A DFD with flight can use the run action while flying, provided she flies in a straight line.

    - Claws, Bit & Tail:
    Spoiler
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    - Starting at4th level, a DFD’s claws are powerful enough to make primary claw attacks. A medium sized DFD’s Claw deal 1d4 + Str-mod slashing damage.
    - Starting at7th level, a DFD gains a secondary bite attack. A medium sized DFD’s Bite deals 1d6 + Str-mod slashing damage. At 10th level, Bite becomes a primary attack.
    - Starting at13th level, a DFD gains a secondary Tail attack, dealing 1d4 + 1½ Str-bonus bludgeoning damage.

    When attacking with natural weapons provided by Draconic Form, a DFD's class-derived BAB is elevated to 1:1 (BAB increase = DFD class level).

    - True Dragon Form:
    Spoiler
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    Upon attaining 16th level, a DFD finally unlocks the one secret he’s been after his whole life – the ability to take the form of a true dragon, A DFD can choose any dragon color and age category with HD up to his DFD class level, but is limited to dragon races with breath weapon damage type in his repertoire (fire + damage types gained via Breath Effect class feature).
    For all intents & purposes associated with combat and appearance, statistically speaking, a DFD in True Dragon Form is effectively a dragon of his DFD class level in HD, gaining all racial features except mental stats, spells, (Su) abilities and (Sp) abilities.
    Notice that a 19th level DFD doesn't have to take True Draconic Form if it's inconvenient, but also that the physical stats' boost of Assume Draconic Form don't apply in true dragon form (the Cha increase OTOH does).
    Special: When taking on True Dragon Form and transforming into a dragon race with non-damaging breath weapon with a special effect (e.g. sleep, weakness, slow etc), an epic level DFD that has taken the appropriate breath effect may choose to use the true dragon's breath weapon, if it's to his advantage.

    Note: If and when convenient, a DFD can independently decrease/disable any aspect of his Draconic Form (e.g. no scales, no bite attack, less developed wings etc) without hindering any of the other aspects. However, True Dragon Form cannot be "tampered with". It's an all-or-noting deal.



    Unlocked Draconic Ancestry (Ex)
    All DFDs start with Dragontouched (DMag p.62) as bonus feat (associated with a fire breathing dragon sub-race), even if they don’t meet the normal requirements.
    In addition, they gain the following ability modifiers: Con +2, Dex -2.
    DFDs also have Darkvision out to 30'. Darkvision is black and white only, but it is otherwise like normal sight, and a DFD can function just fine with no light at all. If the DFD possesses Darkvision from other sources (like racial), the ranges stack, but the total range cannot exceed 120’.
    Finally, all the DFD’s age categories above Adult are doubled. At 6th DFD level, the character’s age categories triple. This multiplier continues to steadily increase by a cumulative +1 for each additional 6 DFD levels,


    Breath Weapon (Su)
    Starting at 2nd level, DFDs gain the use of a dragon's breath weapon.
    A DFD chooses a single breath weapon's damage type to begin with, which can be any of: acid (line), cold (cone), fire (cone) or lightning (line).
    The DFD's breath weapon deals Xd8 damage in a 15' cone, or 30' line (see Breath Effect below).
    Much like a True Dragon, DFDs must wait 1d4 rounds before they can reuse this attack (see Breath Effect below).
    At 7th, 13th, and 19th levels, the range of their breath weapon doubles (30’), triples (45’) and quadruples (60’) respectively.


    Breath Effect
    Starting from 2nd level, this power basically functions as detailed for Dragon Magic's Dragonfire Adept, except for the given below:
    - Breath Effects that in the book are limited to levels 10 & 15 are limited to levels 8 & 14 respectively.
    - Both Discorporating Breath of Bahamut and Fivefold Breath of Tiamat can only be executed as variations of Powerful Exhalation (see below). The latter also provokes AoOs.
    - Line shaped breath weapons extend to twice that of a DFD’s cone shaped breath weapons (30’ / 60’ / 90’ / 120’, according to the DFD’s level).

    The damage dice of a DFD’s breath weapon attack are determined by the breath weapon damage type (gained via Breath Effects) a DFD chooses to utilize, as follows:
    - d8: Common damage types, such as acid, cold fire and lightning, as well as physical damage (bludgeoning/piercing/slashing/nonlethal).
    - d6: Rarer energies such as Sonic, negative or positive energy.
    - d4: Exceedingly rare damage types such as force, light or raw arcane energy.
    A DFD's scales change colors to reflect all the different breath weapon damage types he can generate (layered inward, according to the order of selection).

    Breath Effects may be swapped for applying Eldritch Essences (from any officially 3.5e document published by WotC) to one’s breath weapon. Applying Repelling Blast to a DFD's breathe weapon changes the damage type to Bludgeoning instead of energy.
    Breath Effects may also be swapped for metabreath feats.

    New Breath Effects:
    Spoiler
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    Energy Bullet [5th DFD level]
    Make a ranged touch attack within 4 times the distance of your cone shaped breath weapon. The target, if hit, takes damage as if from your breath weapon. They are not entitled to a save. You may use breath invocations in conjunction with this breath effect, but if any invocations used mention a saving throw, a ‘fortitude half’ save is allowed.

    Fell Breath [8th DFD level]
    When you use this breath weapon you deal Negative Energy damage, and foes killed by the effect are animated as zombies under your control. At the end of the encounter, any undead that surpass the limit of undead you can control no longer obey your commands, and may attack you.

    Holy Breath [8th DFD level]
    When you use this breath weapon you deal Positive Energy damage, and undead within range are affected as if you used Turn Undead, using your caster level as your Priest level. Closer foes are affected first, but otherwise the range is only limited by that of your breath weapon.

    Spikes, Blades and Stones [8th DFD level]
    You emit a cone shaped spray of tiny obsidian-like debris and deal physical damage with your breath weapon. The debris dissipates upon impact.
    You may change the damage type of your breath weapon to Bludgeoning/Piercing/Slashing damage instead of energy damage.
    This attack counts as magical for the purpose of overcoming DR.
    You may apply only one type of physical damage per breath weapon usage.



    Draconic Senses (Ex)
    Starting at 4th level, a DFD gains Low-Light Vision. Characters with Low-Light Vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with Low-Light Vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with Low-Light Vision can see outdoors on a moonlit night as well as they can during the day. If the DFD possesses Low-Light Vision from other sources (like racial), the ranges stack, but the total range cannot exceed x4.
    Starting at 9th level, a DFD gains Blindsens. blindsense, lets the creature notice things it cannot see. The creature with blindsense usually does not need to make Spot or Listen checks to notice and locate creatures within range of its blindsense ability, provided that it has line of effect to that creature. Any opponent the creature cannot see has total concealment (50% miss chance) against the creature with blindsense, and the blindsensing creature still has the normal miss chance when attacking foes that have concealment. Visibility still affects the movement of a creature with blindsense. A creature with blindsense is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see.
    The ranges of Low-Light Vision, Darkvision and Blindsense improve as shown in the table.


    Primal Vitality (Su)
    Starting at 4th level, you can heal your own wounds as a swift/immediate action, or as part of a move/standard/full round action.
    Each day you can heal a number of points of damage equal to twice your class level × your Cha-bonus.

    Starting at 10th level, you can choose to substitute some of your Primal Vitality healing for removing other harmful conditions affecting you.
    - For every 5 points of your healing ability you expend, you can cure 1 point of ability damage or remove the dazed, fatigued, or sickened condition.
    - For every 10 points of your healing ability you expend, you can remove the exhausted, nauseated, poisoned, or stunned condition.
    - For every 20 points of your healing ability you expend, you can remove a negative level or the blinded, deafened, or diseased condition.
    You can remove a condition (or more than one condition) and heal damage with the same use of this ability, so long as you expend the required number of points. For example, if you wanted to heal 12 points of damage and remove the blinded and exhausted conditions, you would have to expend 42 points (12 hit points restored plus 20 points for blinded plus 10 points for exhausted).

    Starting at 16th level, you may affect other willing targets with Primal Vitality.
    You may do so via touch or at a range no greater than the range of your Frightful Presence when assuming True Dragon Form.
    Applying Primal Vitality via touch is resolved as a touch attack.
    Applying Primal Vitality at a range is resolved as a ranged touch attack.


    Draconic Resolve (Ex)
    At 6th level, a DFD gains immunity to paralysis and sleep effects.
    The DFD also becomes immune to the frightful presence of dragons.


    Powerful Exhalation (Su)
    Starting at 12th level, three times per day, as a full round action, a DFD’s breath weapon deals damage dice equal to his DFD level, but then he must wait 2d4+1 rounds before he can use his Breath Weapon class feature again. If a DFD takes damage during this full round action, he may still fire his breath weapon, but it doesn’t count as Powerful Exhalation and the DFD still must wait the normal “cooldown” time of 2d4+1 rounds.
    Starting at 18th level, a DFD may use Powerful Exhalation without daily restriction.






    Invocations:
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    Least
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    - All-Seeing Eyes (CM): Breathe and use breath weapon underwater; gain swim speed.
    - Aquatic Adaptation (DMag): Breathe and use breath weapon underwater; gain swim speed.
    - Beguiling Influence (CArc): Gain bonus on Bluff, Diplomacy, and Intimidate checks.
    - Blazing Strike: Use your breath weapon to enhance an attack.
    - Darkness (CArc): As the spell.
    - Deafening Roar (DMag): Cone of sound deafens creatures.
    - Draconic Knowledge (DMag): Gain bonus on Knowledge and Spellcraft checks.
    - Draconic Utterance: Speak draconic word of power to shatter object. As Baleful Utterance (CArc)
    - Endure Exposure (DMag): Use Endure Elements as the spell; target gains immunity to your breath weapon.
    - Magic Insight (DMag): Detect magical auras; identity magic items.
    - Scalding Gust (DMag): Use gust of wind as the spell; any creature in area takes your chosen damage type, equal to your DFD level.
    - Serpent’s Tongue (CArc): Gain the scent ability, +5 bonus on saves against poison.
    - Smoke Dragon’s Breath: Breathe out a Fog Cloud. As Breath of the Night. (CArc)

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    Blazing Strike [1st SL]
    This invocation is used as a swift action. The next time the DFD strikes a foe with a physical melee attack (natural/manufactured) during the DFD’s turn, the foe is affected as if targeted by the DFD's breath weapon. A successful Fort save halves the damage.



    Lesser
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    - Charm (CArc): Cause a single creature to regard you as a friend.
    - Draconic Flight (CArc): Sprout wings and fly at good maneuverability; fly longer overland. As Fell Flight.
    - Enthralling Voice (DMag): Enthrall nearby creatures.
    - Ghostly Hide [Lesser, 4th]: Your natural armor gain the Ghost Touch property.
    - Ghostly Touch [Lesser, 4th]: Your natural attacks gain the Ghost Touch property.
    - Humanoid Shape (DMag): Take the form of any humanoid creature.
    - Voracious Dispelling: (CArc) Use dispel magic as the spell, dealing damage to creatures whose effects are dispelled.
    - Walk Unseen (CArc): Use invisibility (self only) as the spell.

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    Ghostly Hide [4th SL]
    Your natural armor gain the Ghost Touch property. This invocation lasts 24 hours.

    Ghostly Touch [4th SL]
    Your natural attacks gain the Ghost Touch property. This invocation lasts 24 hours.



    Greater
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    - Baleful Geas (DMag): A single creature becomes your servant, but slowly sickens and dies.
    - Chilling Fog (DMag): Create solid fog that deals cold damage.
    - Devour Magic (CArc): Use targeted greater dispel innate with a touch and gain temporary hit points based on the level of the spell successfully dispelled.
    - Draconic Toughness (DMag): Gain temporary hit points equal to your level.
    - Draconic Whispers [Greater, 5th]: Compels subject to follow stated course of action.
    - Mire of the Black Dragon [Greater, 5th]: Acidic sludge slows progress, deals damage.
    - Terrifying Roar (DMag): Use fear as the spell; creatures shaken by effect can't attack you.
    - Wingstorm (DMag): Create powerful gusts of wind with your draconic wings.

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    Draconic Whispers [5th SL]
    You can use a suggestion effect, as the spell. Additionally, when the duration ends or the task is completed, the subject must attempt a second Will save with a -5 penalty. If this second save fails, the subject completely forgets that you were the one who suggested the course of action mandated by the use of Draconic Whispers, instead becoming convinced that it was his own idea-even if he's not certain why he might have chosen to perform such an action.
    A successful break enchantment spell can rid him of this delusion, but dispel magic and similar effects cannot. You can have a number of Draconic Whispers active at any one time equal to your Charisma modifier (min 1).
    Draconic Whispers is a mind-affecting compulsion effect.

    Mire of the Black Dragon [5th SL]
    You can use caustic mire as the spell.
    You cover the ground in an acidic slime, roughly the consistency of thick mud. The sludge is sticky, reducing movement by half. In addition, each square entered deals 1d6 points of acid damage to the creature moving. A creature who stands in the area without moving from its space takes 1d6 points of damage per round at the end of its turn.
    The fumes rising out of caustic mire are flammable. Any effect that deals fire damage within an area of caustic mire deals an extra 1 point of damage per die (minimum of +1 damage).
    If you use this invocation a second time while previous caustic mire is still present, the previous effect ends.



    Wyrm
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    - Caster's Lament (CM): Your touch can break enchantment, and you can counterspell.
    - Draconic Flight, Greater (DMag): Sprout wings and fly at perfect maneuverability; gain overland speed.
    - Energy Immunity (DMag): Gain immunity to acid, cold, electricity, fire, or sonic damage.
    - Instill Vulnerability (DMag): Make target creature vulnerable to specified energy type.
    - Perilous Veil (DMag): Use veil as the spell; anyone succeeding on Will save to negate the illusion takes damage.


    DMag's DFA Invocations: http://jynnxies-games.deviantart.com...ions-181897235
    CArc's & CM's Warlock Invocations: http://eberronunlimited.wikidot.com/warlock-invocations





    New Feats:
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    Accelerated Draconic Transformation
    Assuming draconic form could sometimes mean the difference between life and death, so you have decided to go the extra mile to make sure it is obtainable as soon as humanly possible.
    Requirements: Dragonfury Disciple 7th level.
    Benefits: You may now enter and leave Draconic Form as a move action instead of a standard action.

    Eldritch Adept
    Your curiosity regarding foreign eldritch powers grants you exotic invocations previously beyond your grasp.
    Requirements: Ability to use greater invocations.
    Benefits: You learn an invocation from another class's list. The chosen invocation may be no more than two grades below the highest invocation grade you know (Least at levels 11th – 15th, Least or Lesser from 16th and on).
    This feat can be taken multiple times.
    Special: If you also have taken Eldritch Reattunement feat (see the Warlock class above), you may probe the foreign invocation list for your temporary access invocations.
    Special II: If you have taken both Least and Lesser invocations via this feat, and you also possess Eldritch Reattunement Mastery, then you qualify for spending feats to gain Eldritch Adept: Greater.
    Writer's Note: The 'Special' clauses might seem excessive at 1st glance, but I've seen pro arguments in favor of allowing the DFD access to all non-shape non-essence Warlock invocations, and gaining access to two invocation grades below in a foreign list wouldn't cause any noticeable power spike.

    Extra Breath Effect
    Requirements: DFD 7th level
    Benefit: You gain one breath effect with a minimum level no higher than your effective DFD level - 5.
    Special: You may select this feat multiple times. Each time, you gain access to a new breath effect.

    Shield-Tail Method [General]
    You have specialized in using your tail as a shield, rather than as a weapon.
    Requirements: Must have a Tail Slap natural attack.
    Benefits: At the end of any round in which you have not used your Tail Slap as a natural weapon, you gain a +3 Shield bonus to your AC. You regain this option at the beginning of each round, and lose it upon making an attack with your Tail Slap.











    Draconic Feats – DFD Alternatives:
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    This section is meant for providing partial alternatives to the DFD – either in addition to or instead of – DM's & players' choice.
    It draws heavily from the official Draconic feats found in various 3.5e supplements, but takes none of them as is (either because their mechanics don't coexist with my view of combat actions or because they're too much keyed toward spellcasting).

    - Dragontouched feat fulfills the "Dragonblood subtype" requirement for all the feats given below.
    - All Draconic feats involve rites and rituals that physically alter the character who took them, therefore Draconic feats may not be retrained.
    - A warlock that's also Dragontouched or a Dragonwrought Kobold (which counts as a true dragon - see DrMg, p.39) may take Draconic feats via their Heritage feature. This also makes them the only warlocks that have no alignment restriction, because draconic ancestry is not alignment-bound (see "A Handfull of Monsters", post #26). Also, notice that true Neutral warlocks (as in possessing no alignment extreme) may only take Draconic feats as heritage feats.
    - Dragontouched / Dragonwrought Kobold monks find it particularly easy to key into their draconic ancestry and may use their bonus feats to take Draconic feats. Note that a monk taking Draconic Bite/Claws/Tail (see below) is practically unheard of, because these may not be integrated into FoB and are obviously inferior.



    The Draconic feats are as follows:


    Draconic Bite [DRACONIC]
    You develop the natural weapons of your draconic ancestors, as your neck, head and face elongate and your teeth grow large and sharpen.
    Requirements: Draconic Skin, Draconic Claws
    Benefits: You can make a secondary bite attack, dealing damage based on your size (Medium 1d6).

    Draconic Breath [DRACONIC]
    You can convert your spells into a breath weapon.
    Requirements: Dragonblood subtype
    Benefits: You gain breath weapon of your progenitor dragon type – either 15' cone or 30' line.
    Your breath weapon's damage equals 1d6 per 3HD, plus 1d6 per number of Draconic feats you possess.
    Just like true dragons, your breath weapon has a cooldown period of 1d4 rounds.
    This is a supernatural ability.

    Draconic Breath Versatility
    Requirements: Draconic Breath
    Benefits: You may take a Breath Effect as detailed above, or a Metabreath feat (for the latter, you must fulfill all specified prereqs).

    Draconic Claws [DRACONIC]
    You develop the natural weapons of your draconic ancestors, as your hands grow into powerful claws.
    Requirements: Dragonblood subtype
    Benefits: You can make a natural attack with your claw (or 2 claws, subject to the rules of TWF), dealing damage based on your size (Medium 1d4).

    Draconic Ferocity
    Adopting all physical features of the dragon has granted you new levels of draconic might.
    Requirements: Draconic Bite, Draconic Breath, Draconic Claws, Draconic Skin, Draconic Tail, Draconic Wings
    Benefits: When making a full attack (standard or full-round action) with nothing but your Draconic natural weapons, Each and every class level you've gained counts as granting BAB +1.

    Draconic Knowledge [DRACONIC]
    Your draconic blood lets you access ancient draconic knowledge.
    Requirements: Dragonblood subtype
    Benefits: You gain a bonus on Knowledge checks equal to the number of draconic feats you possess.
    Furthermore, all Knowledge skills are class skills for all your classes.

    Draconic Presence [DRACONIC MAGIC]
    Your mere presence can terrify lesser beings around you.
    Requirements: Draconic Skin, any two other Draconic feats
    Benefits: You have unlocked the Frightful Presence within your blood.
    This feature works exactly as given for true dragons, except that its range equals 10' per number of Draconic feats you possess.
    This is a supernatural ability.

    Draconic Senses [DRACONIC]
    Your draconic blood grants you great sensory powers.
    Requirements: Dragonblood subtype
    Benefits: You gain low-light vision (or the next range multiplier, up to x4, if you already possess low-light vision) and a bonus on Listen, Search, and Spot checks equal to the number of draconic feats you possess.
    If you have three or more draconic feats, you also gain darkvision out to 60' (or a 30' increase, up to 120', if you already possess darkvision).
    If you have four or more draconic feats, you also gain blindsense out to 30'.

    Draconic Skin [DRACONIC]
    Your skin takes on the sheen, luster, and hardness of your draconic parentage.
    Requirements: Dragonblood subtype
    Benefits: Your natural armor increases by +1 per number of Draconic feats you possess.
    Furthermore, you gain resistance to the energy type of your draconic heritage equal to 3 x number of Draconic feats you possess.

    Draconic Tail [DRACONIC]
    You develop the natural weapons of your draconic ancestors, gaining a long and powerful tail.
    Requirements: Draconic Skin, Draconic Claws, Draconic Bite
    Benefits: You can make a secondary attack with your tail, dealing damage based on your size (Medium 1d6). This attack allows you to make Trip attempts. If you fail, your opponent may not try to counter-trip you.

    Draconic Wings [DRACONIC]
    Your draconic blood grant you wings.
    Requirements: Draconic Skin
    Benefits: This feat's benefits are greatly affected by the total number of Draconic feats you possess.
    2 feats (this + the prereq): You may glide, as detailed for Assume Draconic Form feature above, and you gain +10 to Jump checks.
    3 feats: You gain Limited Flight, as detailed for Assume Draconic Form feature above.
    5+ feats: You gain Effortless Flight, as detailed for Assume Draconic Form feature above.
    Special: Draconic wings make it impossible to wear regular armor. Specialized armore must be constructed for winged characters.
    Special: This feat overrides Dragon Wings feat (DrMg, p.100).






    Draconic Arcana [DRACONIC]
    You have learned how to enhance certain draconic aspects with the magical energies at your command.
    Requirements: Draconic Breath and/or Draconic Presence and/or Draconic Skin, Spellcaster*
    Benefits: You gain benefits according to the prerequisite feat(s) you possess.
    - If you possess Draconic Breath, then as a standard action, you can change spell energy into a breath weapon, dealing 2d6 damage per SL of the spell that you have expended. This does not stack with actual breath weapon of any sort, but still forces the normal 1d4-round cooldown time.
    - If you possess Draconic Presence, your Frightful Presence also applies whenever you cast a spell.
    - If you possess Draconic Skin, then whenever you cast a spell, until the beginning of your next round, you gain DR 1/magic per SL of the spell you have just cast.
    Special: True dragons may also take and benefit from this feat.
    Special: This feat may be taken via Mage/Bard/Witch bonus feats.

    * "Spellcaster" refers to either Mage, Bard, Witch or Warlock.
    Druidic spellcasting is inapplicable for Draconic Arcana.
    Basically, a priest may also count as "spellcaster", provided its patron deity has some affinity to (or at the very least – DM's discression – not in any way against) dragons.
    Also, Exorcist & Healer may not apply their divine spellcasting to gain benefits from this feat.


    Draconic Legacy [DRACONIC]
    Great draconic knowledge runs in your veins and through your magic.
    Requirements: Draconic Knowledge, Draconic Arcana
    Benefits: You gain immunity to paralysis and sleep effects.
    Furthermore, you may cast any of the following spells once per day as a SLA, upon gaining access to the proper SL:
    - Detect Magic (1st SL)
    - Tongues (3rd SL)
    - True Seeing (5th SL)
    - Legend Lore (6th SL)
    Special: This feat may be taken via Mage/Bard/Witch bonus feats.


    Last edited by nonsi; 2014-12-27 at 06:40 AM.

  24. - Top - End - #24
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    Default Disciple of the Weirding Ways

    .
    Class: Disciple of the Weirding Ways

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    Preface
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    A Disciple of the Weirding Ways (DWW) is an individual who trains his mind to work like a super computer, gaining sizable benefits from his greatly increased perception and cognition, and also developing psychic powers of his own by means of projecting his own essence in various ways.

    DWWs are extremely rare, as their understanding of sentience and the complexity of civilization forever renders them unhappy souls.


    Basically, this homebrew base class is meant to be a sort of cocktail between Frank Herbert’s Muad-Dib – evolving into Leto II and beyond, combining David Lynch’s ideas (especially the blasting voice).

    OTOH, I don't want it to be settings-specific, so desert worms, water of life, the spice and such are not mentioned.

    In terms of tier & power, I’m aiming toward a high-powered tier 3, bordering tier 2 (but not quite)



    Alignment: Any Lawful.

    Hit Die: d6

    Table: The Disciple of the Weirding Ways (DWW)
    Saves Special
    Level BAB F R W Class Abilities Int Increase Placebos Deflective Shield The Voice
    1st +0 +0 +2 +2 The Weirding Ways, Backlash, Analytical Effort, Prana-Bindu, Scorn Wealth
    Command(1)
    2nd +1 +0 +3 +3 Immediate Familiarization, Superior Unarmed Strike
    +1
    1st
    3rd +2 +1 +3 +3 Recall Memories
    +1
    Touch Of Idiocy(1)
    4th +3 +1 +4 +4 Sudden Relocation
    2nd
    5th +3 +1 +4 +4 Mindspeak
    +2
    Suggestion(2)
    6th +4 +2 +5 +5 Immaculate Awareness
    3rd
    +2
    7th +5 +2 +5 +5 Perfect Sentience, Extreme Focus, Spontaneous Visions
    Crushing Despair(2)
    8th +6 +2 +6 +6 Perceptive Grace
    +3
    4th
    9th +6 +3 +6 +6 Innate Deflection
    +3
    Shout(2)*
    10th +7 +3 +7 +7 Abundant Influence
    5th
    11th +8 +3 +7 +7 Sensory Stowaway
    +4
    Dominate Person(3)
    12th +9 +4 +8 +8 Projected Blow
    6th
    +4
    13th +9 +4 +8 +8 Mental Copy
    Mass Suggestion(3)
    14th +10 +4 +9 +9 Spectral Echo
    +5
    7th
    15th +11 +5 +9 +9 Tap Onto The Masses
    +5
    Greater Shout(3)*
    16th +12 +5 +10 +10 Mind Fused With Matter
    8th
    17th +12 +5 +10 +10 Flurry of Relocations
    +6
    Dominate Animals(4)**
    18th +13 +6 +11 +11 Extreme Rationality
    9th
    +6
    19th +14 +6 +11 +11 Foresight
    Dominate Monster(4)
    20st +15 +6 +12 +12 Computing Aura
    +7
    10th



    Class Features


    Class Skills: All. DWWs have an innate talent to learn just about any skill as easily as anyone else.
    Skill Points per level: 4 + Int-mod.

    Weapons and Armor Proficiencies: DWWs are proficient with all simple and martial weapons that are light or finesseable, as well as Unarmed strike. They’re also proficient with light armor.



    The Weirding Ways (Ex)
    DWWs forever handle themselves to improve the power of their minds.
    A DWW starts with a Weirding pool of 3 plus his Int-mod.
    Every time a DWW levels, his Weirding pool capacity increases by +1.
    A DWW’s Weirding pool Regains 1 point / hour of not straining one’s self (fighting, running, laboring, using Weirding etc).


    Backlash
    The DWW is still a mortal being with limits, and cannot strain his mind infinitely.
    Every time a DWW uses a class feature that requires Weirding points, but has already used up his daily Weirding pool, his Weirding pool escalates to ever negative values and he must make a Fort save vs. DC [10 + ½ expended Weirding points] AND a Will Save against DC [15 + twice the Weirding cost of the class feature].
    If he fails the Fort Save, he takes 1d10 untyped damage. If he fails the Will Save, he takes 1 Wis damage and is stunned for 1 round. If he fails both, he takes [10 * the Weirding cost of the class feature] untyped damage, and 1d4 Wis damage, and is stunned for 1 round.
    Note: just because a DWW's ability backlashes, doesn't mean it fails. DWWs’ abilities don’t fail.


    Analytical Effort (Ex)
    DWWs have keen and analytical minds. They know how to use any minute piece of information to their advantage.
    By spending 1 Weirding point as a swift action, a DWW can add his Int-mod to any single d20-based effort that take 1 round or less to execute, with the exception of level check.


    Prana-Bindu
    An intrinsic part of the Weirding Ways training is an impressive array of combat tactics and options, stemming from rigorous training to notice the finest of details and obtain immaculately accurate control over each muscle in one’s anatomy.
    All DWWs start with the following feats as bonus feats: Improved Disarm, Improved Grapple and Improved Unarmed Strike.


    Scorn Wealth
    DWWs rely more than anything else on their force of personality and persuasiveness, resorting to violence only when no other option is available.
    They also don't feel comfortable poking eyes with too much wealth, preferring to set example that one can achieve their goals without relying too much on property or equipment.
    At any given time, a DWW will not own more than 1/3 the WBL listed in the PHB (or as agreed upon by the group).
    From the little wealth a DWW does have, no more than 50% will pose magical items, and jewelry will consist exclusively of magical items (as hidden away from sight as possible) and non-tradable family heirlooms / status symbols (such as duke Leto’s ring).
    Failing to abide by this restriction denies access to all Weirding powers for 24 hours.
    Note: Nonmagical combat & adventuring gear (including alchemical items and materials) doesn’t count vs. this restriction.


    The Voice (Sp)
    DWWs know how to alter and manipulate their voice to influence others in various harmful ways.
    Except for the effects detailed below, all “The Voice” powers emulate the official spells of the same name.
    DWWs are immune to any effect of “The Voice”, provided they possess the ability to produce the said effects. This, however, does not make them immune to such effects generated by other means (spells or other class abilities).
    Each of “The Voice” powers is accompanied with a number in parenthesis, which stands for the Weirding cost of the given power.
    Most powers work just as the spells of the same name. 3 of them are different:
    * Shout & Greater Shout, applied with this power, may be given a special twist – by investing an extra Weirding point, they can be made to assault the very being of sentient beings and animated objects from the inside, thus skipping inanimate targets completely. By investing one more extra Weirding point, a DWW can affect only specific targets – up to 1 target per Int-mod – or exclude up to this number from the lot.
    Special: DWWs are immune to “The Voice”-generated Shout & Greater Shout only when they’re modified to exclude inanimate objects, given DWWs have no special resistance to sonic effects.
    ** Dominate Animals power is somewhat similar to the Dominate Animal spell, but its scope is by far greater. It affects any living creature type that has an average Int-score 2 or lower (restriction: awakened creatures do not count as their pre-awakening creature type) and influences all creatures with long range that the DWW can perceive and wishes to influence, up to his Int-mod. Furthermore, the duration of this power is measured in hours, divided by the number of influenced creatures, and the DC to resist this power is [10 + DWW class level + Cha-mod].
    Writer’s Comment: This is the first of the two most iconic powers of The Weirding Ways.


    Immediate Familiarization (Ex)
    A 2nd level DWW may train with any melee weapon (simple, martial or exotic) for 1 hour to become proficient with it.
    By spending 1 Weirding point, he may shorten the duration to a full round action.
    This temporary training is lost if and when re-applied to a different weapon or when the DWW falls asleep.


    Superior Unarmed Strike
    At 2nd level, a DWW gains Superior Unarmed Strike as bonus feat.


    Int Increase
    A DWW’s intense mental training and practice continuously increase his Int-score, as shown in the table above.


    Placebo (Ex)
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    At every even level, a DWW may learn a Placebo.
    Placebos, as far as the DWW goes, are the means of mentally influencing his metabolism to lessen or even negate conditions through sheer force of will.
    All Placebos are personal, require no action, apply to self only and cost 1 Weirding point (unless noted otherwise). Some are will-derived and some (stated explicitly) activate on their own.


    Deny Dehydration
    Requirement: Endurance
    You’re treated as if you have fulfilled your need for drink for the day.
    Each additional day costs 1 Weirding point more than the previous.

    Deny Disease
    Requirement: 4th level
    You may recover from a disease.
    Additionally, once per day, at no Weirding cost, you may choose to ignore the effects of a disease when it forces you to roll a Fort save, as if you instantly won it.

    Deny Fatigue
    You may lessen Exhausted condition and become Fatigued instead.
    You may negate Fatigued condition.
    Both may be applied simultaneously, if needed.

    Deny Fear
    Each Weirding point you invest lessens the severity of Fear you experience by 1 step.

    Deny Indigestion
    You may lessen Nauseated condition and become Sickened instead.
    You may negate Sickened condition.
    Both may be applied simultaneously, if needed.

    Deny Pain
    You may negate non-lethal damage and ignore pain-derived conditions (such as speed-reduction) for 1 round per Int-mod.

    Deny Poison
    Requirement: 6th level
    1 Weirding point allows you to negate a poison’s secondary effect.
    2 Weirding points allows you to negate a poison immediately upon failing its initial saving throw.

    Deny Sustenance
    Requirement: Endurance
    You’re treated as if you have fulfilled your need for food for the day.
    Beyond the first 3 days, each additional day costs 1 Weirding point more than the previous.

    Deny Temperature
    You passively shrug off the influence of temperature. Suppressing this ability is a full round action, and reactivating it is a free action. While this ability is active, the weather seems like it is 25 degrees closer to normal (70 degrees is normal, if the difference between outside temperature and 70 is lower than 25, then treat the temperature as simply being 70).
    Each 25 degrees shift beyond the first costs 1 more Weirding point.

    Normalizing Will
    You may gain SR [10 + Class Level + Int-mod] for 10min per Int-mod.

    Recuperate
    You may lessen Paralyzed condition and become Stunned instead.
    You may lessen Stunned condition and become Dazed instead.
    You may negate Dazed condition.
    All of the above may be applied simultaneously, if needed.

    Refocus
    Requirement: Recuperate
    You automatically recover from Dazzled or Fascinated condition.

    Stabilize
    You may lessen Blown-Away condition and become Knocked-Down instead.
    You may lessen Knocked-Down condition and become Checked.
    You may negate Checked condition.
    All of the above may be applied simultaneously, if needed.

    Will to Survive
    Requirements: Diehard
    Whenever you drop below 0 HP (cross the threshold between positive and negative HP), if you’re not rendered Dying, you may spend 1 Weirding point to instantly get back to 1 HP and avoid the Stable/Disabled condition. If you are rendered dying, you may stabilize at -1, or spend 2 Weirding points to get back to 1 HP as noted above.



    Writer’s Comment: This category of abilities greatly aids DWWs to endure physical hardships and serves as the weirding ways’ Mind-Over-Body ability.


    Recall Memories (Ex)
    By spending 1 Weirding point, a DWW can clearly and explicitly narrate or write about anything that happened around him for 24 hours. So, for instance, if he read a book in a day, he can copy every single page of it the next day, from memory, and if he saw someone, he can make an incredibly realistic portrait of that person.
    Furthermore, for the next 24 hours, the DWW gains ½ his class level as a bonus to all trained Knowledge checks.


    Deflective Shield (Ex)
    Starting at 3rd level, a DWW learns how to build and utilize a special belt-like device that weighs about 3lb and allows him to focus his mental power into a deflective force-armor.
    The indicated value applies as deflection AC, and as double effect isolation from temperature and electricity (resistance to cold, electricity and fire).
    The shield needs recharging, though. To have it usable for 24 hours, you must either zap it with an electric spell of at least Level 3, or the DWW must channel his mental power into it, investing 2 Weirding points as a standard action.
    Special: The device has to be altered by the DWW every time this ability grows, but when used by others, it generates the deflective field only when charged with electrical spells.


    Sudden Relocation (Su)
    Once per round, as a free action that doesn’t provoke AoOs, by spending 1 Weirding point, a DWW may teleport up to 15’ in any direction, including upwards and downwards.
    This action can even be taken between hits in a full attack, allowing the DWW to flank with himself.
    It is always accurate, line of sight with the destination is not required, and effects that ban dimensional travel (e.g. Dimensional Lock) have no effect on this ability. Line of effect, however, is required (you cannot use this ability to pass through solid matter).
    Also, the DWW retains momentum as if he moved that distance, so if by relocating he comes next to an opponent, that opponent takes damage equal to double the AC bonus of his Deflective Shield (if the shield is active, and the opponent’s relative position to the DWW did not change – meaning you don’t gain this benefit if you use Sudden Relocation to flank with yourself).
    Writer’s Comment: This is the second of the two most iconic powers of The Weirding Ways.


    Mindspeak (Su)
    When using one of his “The Voice” powers, the DWW may influence the minds of creatures that merely hear his voice. They do not need to understand his spoken language, but rather feel his exact wishes and intentions.
    Furthermore, by increasing the Weirding investment by +1, any of his “The Voice” powers breaches through any and all magical silence effects and dispels them.


    Immaculate Awareness (Ex)
    5th level DWWs have unparalleled awareness of their immediate vicinity.
    They gain all the benefits of Uncanny Dodge. Furthermore, as long as their Weirding pool is positive, DWWs are immune to flanking.


    Perfect Sentience (Sp)
    Starting at 7th level, a DWW may use any Divination spell as if he were a spellcaster of his level and with the appropriate ability modifier equal to his Int-mod. He manifests these powers as (Sp) abilities.
    The Weirding cost, however, is independent of the level of the powers: it is simply equal to the number of powers the DWW used during the day before it (so the first power requires no Weirding, the second requires 1, the third 2, etc).
    A DWW will normally manifest any power he knows only once per day. Manifesting the same power between full night’s rests doubles the Weirding cost per extra usage (double, then triple, then quadruple etc).
    Writer’s Comment: This power is basically “Kwisatz Hadarach”.


    Extreme Focus
    The path of a true DWW requires unswerving devotion.
    Unlike any other class, a DWW that has gained 7th level cannot take levels in another class, forever bound in his destiny, until he’s completed the journey to level 20.
    The DWW’s alignment cannot be influenced by mortal means. If it is changed by direct divine intergention, it resets after 1 week per shift has passed (to a maximum of 3 weeks), until then, the DWW cannot advance in this class.


    Spontaneous Visions
    Every once in a while, the DWW experiences glimpses of the future.
    He has no control of when these visions occur, but when they do occur, they show either true events to come, or metaphoric images of the future.
    The higher the DWW’s level, the more frequent, potent and accurate the visions become.
    Note: As a rule of thumb, these visions are not meant as a tool for the DWW use or benefit, but rather to reveal his destiny and limit his choices in future events to come. Regardless of their alignment, DWWs can perform great acts of mercy or heinous atrocities – all in the name of what they deem necessary to advance the cause they believe in. A DWW should have a radically powerful incentive not to follow any direction his visions dictate (even self preservation, or the well being of his friends and family should be carefully assessed vs. the majority of his visions, should they contradict a specific vision).


    Perceptive Grace (Ex)
    The DWW’s trained intellect and observation of the tiniest details and insights greatly aids his survivability and influence over others.
    He gains his Int-mod to initiative, all saving throws and all perception-associated skill checks (Appraise, Decipher Script, Listen, Search, Sense Motive and Spot).


    Innate Deflection (Su)
    At 8th level, a DWW transcends his dependence upon the device that generates his deflective shield.
    From this point and on, as long as the DWW has any Weirding points left.


    Abundant Influence (Sp)
    The DWW learns how to create tangible objects and materials with his very thoughts.
    Starting at 9th level and each level thereafter, a DWW may learn a spell with the Force descriptor or a spell that’s categorized ‘Conjuration (creation).
    At 9th level, a DWW may choose a 1st level effects. With each 1 levels thereafter, the SL available to him with this ability increases by +1, capped at 9th SL at the theoretical DWW level 25.
    A DWW generates these effects as if he were a caster of his DWW class level and with primary ability equal to his Int. He manifests these powers as (Sp) abilities.
    The Weirding cost isn’t depended on the level of the spells: it is simply equal to the number of spell effects the DWW used during the day +1 (so the first spell effect requires 1 Weirding, the second requires 2, etc).
    A DWW will normally manifest any power he knows only once per day. Manifesting the same power between full night’s rests doubles the Weirding cost per extra usage (double, then triple, then quadruple etc).


    Sensory Stowaway (Su)
    Every sentient entity emits minute traces of its thoughts and senses. DWWs eventually learn to tap onto those traces, given they’re within line of effect.
    By spending 1 Weirding point as a standard action, an 11th level DWW can sense all sentient creatures at close range and tell their species (and type, of course), gender, age and if they're of overall higher/lower/equal power to himself. This power lasts for 1 round per the DWW’s Int-bonus (min 1).
    As long as the DWW can sense creatures around himself, he may target any one of them and “hitch a ride” onto one of its senses. This secondary option lasts a round per DWW class level. The DWW can tap onto more of its target’s senses, by spending a standard action. Using any of the target’s senses nullifies the DWW’s corresponding senses.
    Writer’s Comment: Maud-Dib used his son’s eyes to neutralize the pace-dancer assassin.


    Projected Blow (Su)
    A DWW of level 7 learns to produce meager mental constructs to extend his attacks. By spending 1 Weirding point, when making a standard or full attack, he can use his melee weapons at double range. If he does so, his weapons are treated as Force weapons, and he loses any benefit derived from having his weapons crafted out of a special material (so, for instance, you lose the Cold Iron, but keep the Vorpal property).


    Mental Copy (Su)
    You generate a replica of yourself made of force. Creating and dismissing a mental copy is a standard action. Maintaining a mental copy requires 1 Weirding point per hour.
    You may only have one Mental Copy.
    The Mental Copy is exactly like you in every aspect, except as explained below:
    - A Mental Copy does not incur penalties to Str and Dex due to aging. Regardless of your age, they do not apply to them.
    - A Mental Copy is immune to damage from Force effects, and its melee attacks are treated as Force based.
    - Magical Items duplicated when creating a Mental Copy lose their magical effects (masterworks remain masterworks). If any belonging of a Mental Copy would stop being in contact with it, it vanishes 1 second later (this means that Mental Copies can only use Longbows and other similar weapons at point blank).
    - A Mental Copy does not have HD or a Constitution Score. Instead of those, whenever the mental copy receives lethal damage, it vanishes. If a Mental Copy is slain, the DWW loses 1 Weirding.
    - A Mental Copy still has all (Ex), (Su) and (Sp) abilities of the DWW. It can use abilities that spend Weirding. In this case, both the DWW AND the Mental Copy pay the Weirding cost.
    - A Mental Copy does not have all senses. It has only normal vision and hearing. However, if within line of sight of the DWW, it perceives all that the DWW perceives. The DWW and his Mental Copy communicate telepathically. It is not as immersive for both of them however. The DWW may only ask and receive questions and issue commands as in normal speaking, and see through the Mental Copy's eyes.
    Writer’s Comment: This is the DWW’s ability to “be there without actually being there”.


    Spectral Echo (Su)
    By spending 2 Weirding points, the DWW can generate a full, yet ephemeral, shadowy version of himself on a whim.
    Whenever he makes an attack, he may choose to, as a swift action, land another attack, with the same attack modifiers, on any opponent adjacent to either himself or his first target. This second attack is either ghostly (ignores armor bonus to AC) or force-based.
    Any effect that may be incurred due to the second attack (burning yourself by attacking a fire elemental, or sundering your weapon on a hard target) does not apply.
    You may use Spectral Echo as a non-action, while performing an attack, but at a cost of 3 Weirding points.


    Tap Onto The Masses (Su)
    This power greatly enhances its “younger sibling”: Sensory Stowaway.
    First, the DWW now continuously senses all creatures around him.
    Second, by spending 2 Weirding points, the DWW may tap onto all senses of all creatures around himself and without it coming at the expense of his own senses.
    Writer’s Comment: Just before his assassination, Maud-Dib effortlessly knew exactly who was around him and where.


    Mind Fused With Matter (Su)
    A level 16 DWW learns to force reality to act on behalf of his perception.
    Once per turn, as a free action paying 1 Weirding per mile rounded up, a DWW may transport his body wherever his Mental Copy is, the Mental Copy is destroyed. For this ability to work, only the Mental Copy must not be in an antimagic field. The state of the DWW is irrelevant, as long as he is conscious.


    Flurry of Relocations (Su)
    As a full round action, a 17th level DWW can spend his swift action and 2 Weiring points to make a full attack with teleports before each attack – all at his highest BAB, and all gaining his extra Deflection associated damage bonus.
    Until the beginning of his next turn, the DWW cannot be targeted by AoOs, or any immediate or readied actions.
    Writer’s Comment: This is Leto’s power when he returned from the desert to announce The Golden Path.


    Extreme Rationality (Ex)
    An 18th level DWW has improved his logic and Weirding to such levels that he is completely beyond the understanding of other sentient beings. Whenever it is more beneficial to him, he may treat himself as Mindless. Additionally, he gains an Insight bonus to attack equal to the number of rounds that have passes since the start of an encounter, as he is able to analyze his foes in great detail.


    Foresight (Ex)
    At 19th level, a DWW now constantly benefits from Foresight spell effect.


    Computing Aura (Su)
    At level 20, knowledge starts passively seeping out of the DWW. Everyone in a 60' spread centered on him gains Weirding points equal to a third of the DWW's rounded down, gains a Competence bonus equal to his Int-mod to all their trained skills and lose 1 Weirding point every time they make a skill check (they don't get to choose not to use it), and suffer Backlash when Backlash is to be applied.
    Dismissing and recalling this effect is a full round action.
    The DWW may choose specific targets to not be affected by this aura, with a Weirding cost of 1 per affected target per hour.
    Last edited by nonsi; 2014-12-27 at 06:39 AM.

  25. - Top - End - #25
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    Default Time Bende

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    Class: Time Bender

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    Preface
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    I find the concept of the Time Thief a fascinating one. I like the flavor and I like the options. It's also uniquely original and doesn't resemble any other base class I've seen.
    For some time, I really wanted a time-based class as part of my codex.
    The class features themselves are almost perfect and require only a handful of changes. The main problem with this class is that it's sub-par in combat; it's also by far less versatile than my other proposed classes.
    The only way I can see such class fit into this codex, is if it has gained all possible powers by level 20. This will at least give it enough to work with when adventuring with other characters of equal level.

    So, to achieve my design goals, here are the changes to apply to the PF Time Thief.
    I'll present only the changes to the PF class, disregarding PF-specific game rules.




    Table: The Time Bender
    Saves
    Level BAB F R W Special
    1st +0 +0 +2 +0 Mote of Time, Improved Initiative
    2nd +1 +0 +3 +0 Temporal Talent
    3rd +2 +1 +3 +1 Temporal Talent, Mote of Time (damage, dodge)
    4th +3 +1 +4 +1 Temporal Talent
    5th +3 +1 +4 +1 Temporal Talent, Aevum (2)
    6th +4 +2 +5 +2 Temporal Talent, Mote of Time (conditions)
    7th +5 +2 +5 +2 Temporal Talent
    8th +6 +2 +6 +2 Temporal Talent, Aevum (3)
    9th +6 +3 +6 +3 Temporal Talent, Mote of Time (move action)
    10th +7 +3 +7 +3 Temporal Talent
    11th +8 +3 +7 +3 Advanced Talent, Aevum (4)
    12th +9 +4 +8 +4 Advanced Talent, Mote of Time (improved conditions)
    13th +9 +4 +8 +4 Advanced Talent
    14th +10 +4 +9 +4 Advanced Talent, Aevum (5)
    15th +11 +5 +9 +5 Advanced Talent, Mote of Time (allies move)
    16th +12 +5 +10 +5 Advanced Talent
    17th +12 +5 +10 +5 Advanced Talent, Aevum (6)
    18th +13 +6 +11 +6 Advanced Talent, Mote of Time (standard action, improved conditions II)
    19th +14 +6 +11 +6 Advanced Talent
    20th +15 +6 +12 +6 Time killer, Aevum (7)



    Class Features


    Class Skills: Balance, Bluff, Climb, Craft, Disable Device, Diplomacy, Disguise, Escape Artist, Gather Information, Hide, Intimidate, Jump, Knowledge (local, history, the planes), Listen, Move Silently, Perform, Profession, Ride, Search, Sense Motive, Sleight of Hand, Spot, Swim, Tumble and Use Rope.

    Weapons and Armor Proficiencies: Time Benders are proficient with all simple and martial melee weapons that are light or finesseable, as well as Simple range weapons. They’re also proficient with light armor.



    Mote of Time
    - Use the progression in the table above.
    - The final instance of this feature (level 18) allows a time bender personal gain of a standard action instead of a move action, and a condition-duration decrease of 3d6.
    - Time Sense (another Mote of Time option): The time bender may precisely determine the time of day. The time bender may also determine (a separate investment of Mote) how much faster or slower time travels in his current locale.


    Improved Initiative
    A time bender gains Improved Initiative as a bonus feat.


    Talent
    - Old Wounds: The target is healed as if it has taken a full night's rest, without affecting the actual number of daily rests the target is still entitled to.
    - Trapfinding: This talent, of course, is removed from the list.
    - Trap Spotter: This talent is removed from the list, because thematically this class is a time bender, not a Rogue-wannabe.
    - Slippery Mind (a new power): As given for the core Rogue.
    - Withering *(a new power): The time bender can make a touch attack against a target (living, animated or inanimate; 1 creature or a single object up to 100lb / level). If successful, the target ages 10 years according to the environmental conditions it is in, avoidable by a successful Fort save vs. DC [10+1/2 class level + Cha-mod] (inapplicable to unattended items).


    Aevum
    A time bender starts with 2 Aevum powers and 2 daily uses at 5th level.
    - Entropy: This power is a spacetime distortion, not an aging effect, and it affects anything with a corporeal form (incorporeal beings ignore this power). Also, the 15d8 damage cap is removed.
    - Personal Time: If the time bender decides to reverse timeline, there's no action-economy toll (manipulating time is the time bender's shtick and paying a daily use of Aevum is penalty enough). A time bender with this power can have creatures (usually allies) "hitch a ride" backward with him, as long as they're within 60' of him (selectively chosen; save negates; harmless), making them aware of the consequences of the timeline that was reversed. In order to apply this option, a time bender must be temporally attuned to (a) creature(s). This is done by activating Personal Time while touching the target creature, and the target either accepting or failing a Will save vs. DC [10 + Time Bender level + Cha-mod]. At any given time, a time bender can have up to his Cha-bonus (min 1) creatures temporally attuned. If a time bender is attuning to a creature while his quota is at maximum capacity, he has to choose which one of his existing attunements is lost. Taking creatures back via Personal Time is draining. A time bender takes 1 HP damage per total HD of creatures he attampts to carry back in time (including those that successfully resisted the effect) once phasing back is accomplished.
    - Shatter Time: From the officially published "Super Genius Games: Genius Guide to The Time Thief": "This can increase the number of motes available to more than her daily mote total. Any unused motes above her daily maximum are lost when she next regains use of her daily abilities."
    - Time Stop: At level 20, a time bender may take a single individual for the ride, basically granting Time Stop to another.
    - Time Cross (Su): More than anything, this is a nagging and uninspiring power, and not very useful. It certainly doesn't justify wasting your precious Aevum resource.
    - Restore Timeflow (a new power): This power restores creatures, object and supernatural/spell effects to their normal time flow. This means that all effects that accelerate/decelerate their target are terminated immediately. Also, spells that are made permanent have their permanency removed and end if their duration has elapsed, and spells that are inherently permanent are dispelled. This power functions like dispel magic in a sense that it may affect an area or a single target. Contrary to dispel magic, this power never fails. A time bender must be at least 11th level to select this Aevum ability.


    Advanced Talent
    - Time Push (a new power): This double-purpose touch attack pushes a target 1d3+1 rounds forward in time (Ref save vs. DC [10 + 1/2 Time Bender class level + Cha-mod] negates). The time bender can apply this power to himself. Unlike other targets, the time bender is aware of the events during his absence and can break out of Time Push "ahead of time". Others (other time benders included) simply see the settings around them change in a blink of an eye.






    Other Changes

    Good Saves: Ref - I see nothing in the theme of this class that merits good Will saves.

    Also, to keep in line with the codex rules, change range descriptor "100 ft. + 10 ft. / time thief level" to Long range.







    Feats
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    Aevum Power [General]
    Your devotion to your art of manipulating aevum grants you elevated powers when expending it.
    Requirements: Time Bender level 9, Mote Power
    Benefits: When using any Aevum powers, for all intents and purposes, your Time Bender level counts as +1 higher than it really is.


    Alternate Self [General]
    You have learned how to access the abilities of alternate versions of yourself.
    Requirements: Time Bender level 6, Wis 13.
    Benefits: As a standard action you may spend one Aevum to draw upon skills and training you have not taken, but alternate versions of yourself in other timelines have.
    This allows you to access one feat (for which you meet all the prerequisites) or add up to three ranks in skills (not to exceed your maximum ranks in any skill) per 6 Time Bender levels.
    Starting at 12th level, you may mix and match skills and feats.
    You retain the selected feat(s) / skill ranks for 1 hour + 3 minutes / Time Bender level.
    You may not call on more than one alternate self at a time – if you spend an Aevum to use this ability before the duration of a previous use have ended, the previous bonus feats or skill points are immediately lost.


    Entropic Ricochet [General]
    Requirements: Aevum:Entropy power
    Benefits: This feat allows a time bender to alter his Entropy attack to mechanically behave the same as Eldritch Chain invocation, except that the damage is reduced by -2d8 for the first target and dropping by a cumulative -2d8 per additional creature targeted.


    Extra Aevum Reserve [General]
    Requirements: 3 daily uses of Aevum Class Feature, Pieces of Time
    Benefit: You gain one extra daily use of Aevum.


    Greater Aevum Power [General]
    Your devotion to your art of manipulating aevum grants you unparalleled power when expending it.
    Requirements: Aevum Power , Greater Mote Power
    Benefits: When using any Aevum powers, for all intents and purposes, your Time Bender level counts as +2 higher than it really is.


    Greater Mote Power [General]
    Your devotion to your art of manipulating motes of time grants you the unparalleled power when expending them.
    Requirements: Time Bender level 9, Mote Power
    Benefits: When using any power that consumes uses of Mote of Time, for all intents and purposes, your Time Bender level counts as +2 higher than it really is.


    Mote Power [General]
    Your devotion to your art of manipulating motes of time grants you elevated powers when expending them.
    Requirements: Time Bender level 6
    Benefits: When using any power that consumes uses of Mote of Time, for all intents and purposes, your Time Bender level counts as +1 higher than it really is.


    Pieces of Time [General]
    Requirements: Mote of Time Class Feature
    Benefit: You gain 3 extra motes of time that you can use per day.
    Special: You can take this feat multiple times. Each time you take it, the amount increases.


    Time-Mastery of Self [General]
    The time bender now has almost total control over his own timeline, allowing him to change his history (and training) daily.
    Requirements: Time Bender level 18, Aevum:Personal Time power, Aevum:Shatter Time power, Alternate Self feat, Unshatter Time feat
    Benefits: Each time the time bender regains the use of his class abilities for the day, he can also re-assign his skill points and feats. The time bender must meet the prerequisites for any new feats he selects, and he cannot change out a feat he is using as a prerequisite for other feats or abilities.
    The new selection of skill point allotment and feats is instant, remaining (even in an antimagic field) until the time bender changes them again with this ability.
    Special: This feat cannot be traded as part of its own application - and consequently, its prereq feats also cannot be traded.


    Unshatter Time [General]
    The time bender can converge the smaller, more easily manipulated pieces of stolen time under his control into bigger, more important moments.
    Requirements: Aevum:Shatter Time power.
    Benefits: As a standard action, you may perform an opposite transfer to that of the Shatter Time Aevum power, turning 1d4 + 5 motes of time into Aevum reserve.


    View The Past [General]
    Requirements: Time Bender level 6
    Benefits: The time bender has learned how to stretch his consciousness and draw glimpses of the past, spending uses of Mote of Time to observe things during the chosen days.
    Viewing each day backwards (up to a maximum number of days equal to the time bender's class level) costs 1 Mote of Time and takes 1 minute of uninterrupted concentration. If the time bender's concentration is interrupted for any reason, View The Past terminates immediately and it may require him to start all over, wasting more uses of Mote of Time.
    The time bender's view encompasses everything that had transpired up to [5' per class level] from his position.
    The use of this ability includes full sensory experience of the past: the time bender might hear a familiar footstep or identify a poison by smell. The time bender uses his senses in the present to view the past, meaning that any sensory enhancement or deficit counts when viewing the past.
    The time bender counts as a witness, therefore, anything that would normally require perception checks forces him to make those checks. Also, the time bender does not gain any information that is beyond the reach of his senses (people's names, alchemical compositions of materials, magical traits etc.)
    The time bender is not physically or magically present in the past and cannot be detected.


    Last edited by nonsi; 2014-11-28 at 12:10 AM.

  26. - Top - End - #26
    Ogre in the Playground
     
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    Default Miscellaneous

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    Miscellaneous

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    Additional Spells – For a more complete game
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    Attain Lichdom
    Necromancy (Evil, but see below)
    Level: Priest 6, Mage 6
    Components: V, S, F (and see below)
    Casting Time: standard action
    Range: touch (see below)
    Area of Effect: 40' radius (see below)
    Target: you (see below)
    Duration: full moon's eclipse (see below)
    Saving Throw: None
    SR: No
    This elaborate spell is used for conducting a ritual to transform the caster into a Lich.
    The process is unquestionably evil (but see below), elaborate and dangerous.
    The spell must by written with the caster's blood and must be cast during the eclipse of a full moon.
    The ritual is to be conducted within the area of an Unhallow spell effect, and must be completed before the moon is fully revealed.
    During the ritual, you may not have any other active spell effects or magical items on your person or the phylactery, because the ritual's energies require a delicate and precise balance. Failure to comply with this constraint means certain failure of the ritual of Lich transformation.

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    See post #27 for the ritual of Lich transformationץ



    Chill Blood
    Necromancy
    Level: Mage 1
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Medium
    Targets: One creature
    Duration: Instantaneous
    Saving Throw: Reflex partial
    SR: Yes
    A coruscating black ray of negative energy is created by this spell. It twists towards its target, almost caressing the subject’s body as it seeps in. The effect is immediate and all too apparent to the victim, as a small amount of their blood suddenly freezes within their veins, causing immense pain and discomfort. A subject affected by this spell will lose an amount of
    hit points equal to 1d4 + 1 per caster level (maximum +10) and is stunned for one round. If the subject succeeds in a Refl ex save, the ray only glances it. The subject will suffer half the normal damage and not be stunned. Only living, warm-blooded creatures are affected by this spell.
    Material Component: Three drops of blood from a corpse that died of cold.


    Lycanbane
    Transmutation
    Level: Priest 5
    Component:: S, V
    Casting Time: standard action
    Range: Touch/personal
    Target: 1 lycanthrope/self
    Duration: Instantaneous/short
    Saving Throw: Yes
    Spell Resistance: Yes
    This spell can be cast in two ways.
    The first is upon a lycanthrope. The target must make a Fort save or lose its lycanthrope template.
    The second is upon the caster. Any lycanthrope that scores Bite damage against the caster must make the save or lose its lycanthrope template.


    Phase Arrow
    Transmutation
    Level: Mage 4
    Components: S (the ranged attack)
    Casting Time: Swift action
    Range: Touch
    Target: 1 tossed object or missile device
    Duration: Instantaneous
    Saving Throw: No
    SR: No
    When you throw an object or launch a missile (single) from a missile device, the object/missile travels to the target, ignoring all obstacles (e.g. cover & concealment), including weather related range interference.
    A Phase Arrow flickers between the material prime, the Ethereal and Astral planes, so it overcomes all barriers that don't stretch to all three.
    Only the limit of the object’s/arrow’s range prevents normal attack.


    Seeker Arrow
    Transmutation
    Level: Druid 2, Mage 2
    Components: S (the ranged attack)
    Casting Time: Swift action
    Range: Touch
    Target: 1 tossed object or missile device
    Duration: Instantaneous
    Saving Throw: No
    SR: No
    When you throw an object or launch a missile (single) from a missile device, the object/missile travels to the target even around corners.
    Only an unavoidable obstacle or the limit of the object’s/arrow’s range prevents normal attack.
    This ability negates cover and concealment modifiers, but otherwise the attack is rolled normally.
    This spell reduces weather related range interference as if the weather was 2 steps calmer than it actually is.


    Shadow Discorporation
    Illusion
    Level: Mage 7
    Components: S (D)
    Casting Time: Immediate action
    Range: Personal
    Duration: Short
    Saving Throw: No
    SR: No
    To use the shadow discorporation spell, you must be in an area of shadowy illumination.
    This spell was greatly inspired by shadow walk spell.
    When you are targeted by an attack or effect that deals damage, by either melee or ranged attack (physical as well as unnatural), the spell reacts to the kinetic energy and your body is immediately polled into the bordering plane of shadows (before taking any damage) and becomes invisible, while on the material prime it seems as if you're broken down into shadow fragments and disappear.
    You travel alone as with the shadow walk spell, but for a much shorter duration.
    Once you return to the material prime, the spell ends


    Starlight Blade
    Conjuration (good)
    Level: Priest 5
    Components: S, V
    Casting Time: standard action
    Range: Touch
    Target: 1 melee weapon
    Duration: short
    Saving Throw: No
    SR: No
    The spell creates a dull-black blade equivalent to a long sword. The blade glows with a silvery radiance equal in intensity to full moonlight extending to a 10' of shadowy illumination.
    When the blade is swung, each stroke leaves a trail of white sparkles, like stars in the night sky.
    The blade deals 2d8 points damage.
    An undead struck by the blade is affected as if turned by a Priest of the caster's level.
    If your patron deity prohibits the use of blades, the weapon takes on the shape of the deity's preferred weapon but has the exact same behavior (except maybe for the damage type).


    Transdimensional Trump
    Conjuration (summoning)
    Level: Mage 9
    Components: S, V, F
    Casting Time: 1 round
    Range: Infinite
    Target: 1 creature
    Duration: 1 round / level
    Saving Throw: No (harmless, see below)
    SR: No
    A transdimensional link is formed between the caster and a target creature the caster has met personally.
    -- On the recipient’s side of the link, an image appears (in his mind) of the caster reaching out his/her hand, telling them to arrive or accept his/her arrival.
    -- On the caster's side of the link, an image of the recipient telling the caller to wait for the recipient who is on his way, or that the recipient is busy and can/will not answer.
    The recipient has 1 round / level of the caster to grab the phantasmal hand or the transdimensional link collapses. The recipient / caster travels through the link and appears before the caster / recipient. Once the conversation is over, the recipient / caster simply rings a magical bell hovering nearby (this time with 3 rounds / level window of opportunity) and is returned to the original location.
    The spell is capable of working across the Planes of the Multiverse as its name implies. It will work through all types of warding, save those of 8th level or higher.
    Spell Focus: A small golden bell


    X-Ray Vision
    Divination
    Level: Wizard 5
    Components: V, S,M
    Casting Time: One standard action
    Range: Personal
    Target: You
    Duration: 1 round/level (D)
    You can see into and through solid matter.
    At a range of 20', you can see as if you were looking at something in normal light—even if there is none.
    X-ray vision can penetrate matter based on the type of material and your caster level; see the table below.
    It’s possible to scan an area of up to 100 square feet (e.g. a stone wall 10' wide and 10' high) per round.
    You're 90% likely to locate secret compartments, drawers, recesses, and doors when scanning with X-ray vision.
    Note to DMs: This spell replaces true seeing as the prereq for the ring of X-ray vision.
    Material Component: A small piece of glass.

    Code:
    				Thickness*		Maximum
    Substance 			Scanned Per Round 	Thickness
    ==================================================
    Organic matter (animal) 	2' / 5-levels 		2' / level
    Organic matter (vegetable)	1' / 5-levels 		2' / level
    Stone 				6" / 5-levels		1' / level
    Iron, steel, and so on		1/2" / 5-levels		1" / level
    Lead, gold, platinum		Cannot penetrate 	N/A
    
    * Thickness penetrated per round of X-raying



    A Handfull of Monsters
    Spoiler
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    Note: This spoiler encapsulates changes I find appropriate to certain officially published monsters, as well as missing monsters. It's aimed to bring them closer to serving their purpose better for multiple scenarios and stoeylines.




    Spoiler: Dragons
    Show


    Dragons are awesome.
    In fact, they're so awesome that they're in the game's title.

    Here's a new perspective on how their complex mechanics can be greatly simplified and unified.
    In the process, I'm cleaning up what I think were some oversights in the wording of the dragon-related rules.

    At the same time, I'm overhauling a lot of the fluff for these dragons; a lot of the standard dragon hierarchies and relationships are kicked out the window, and there are some changes to the concept of dragon social structure.




    The Fluff
    Spoiler
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    Dragons are creatures that have inspired great wonder and awe throughout any civilization that has encountered them. Whether these creatures have become great patrons or terrible enemies, they almost always have an enormous impact on the development of the "less gifted races", as non-dragons are oft-called. So well-known are these creatures, that many con artists and cheats have taken to selling forged documents and manuscripts detailing the lives of these creatures, leading to a great deal of misinformation about them. One such manuscript, especially famous, is the Draconomicon, a tome penned by a collective of mages who make their home near some far-off shore. It is unfortunate that such misinformation has become so widespread, but we here seek to remedy the ills these inaccurate works may have brought to kingdoms and adventurers alike who relied on these false reports.

    Many have believed the various races of Dragons to be truly independent breeds. So deeply entrenched is this belief that many insist that there are racial rivalries among the dragons, and that the metallic dragons eternally war with the chromatic (a non-realistic distinction, as will soon be explained below). In reality, this is nonsense, for the truth of the Dragons is that they are all different races of the same species.
    Even in infancy, a dragon's power is driven by its feed; of the dozens of dragons hatched in a single clutch, only one or two reach the Very Young age category, having devoured their siblings and survived on the traces of magical energy stored in the meat. It is worth of note, however, that dragons maintain a strong taboo against cannibalism once past wyrmlinghood, and many Good dragons later regret their inability to restrain their instincts at birth.

    The voracious nature of the Dragon is widely misunderstood, and many scholars note that these magnificent creatures can survive on mere rock and stone.
    What so many have failed to realize is that these rock and stone are a part of their flight and breath weapon mechanism.

    As for the tendency of many dragons to hoard precious items stems partially from an inborn attraction shiny stuff (much like crows) and because compared to their superior minds, the life of a dragon are usually excruciatingly boring.
    Items are also kept for their aesthetic value or as a prized morsel for some special occasion.



    The Mechanics
    Spoiler
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    Type:
    A dragon is a winged, reptilelike creature, with magical abilities.


    Color:
    There are exactly 6 dragon types, all of equal power:
    - Black (Obsidian)
    - Blue (Sapphire)
    - Green (Jade)
    - Rainbow (Diamond)
    - Red (Gold)
    - White (Silver).
    The "color" indicated in parenthesis is how they appear when exposed to sunlight - that's the source of the chromatic-metallic-gemstone distinction myth.


    Draconic Magic:
    The source of all dragons' Sp abilities is their innate ability to use invocations.
    A dragon gains invocations as a Sorcerer of 2/3 its HD (2 Sorcerer levels worth of invocations per age category). It may select any invocation from the Sorcerer or DFA, except shape & Essence invocations.
    Dragons also receive a Breath Effect when they reach their Young age and again every time they advance 2 age categories thereafter. Dragons cannot use their racial Breath Effect to gain different breath damage types, but they may do so by taking levels in the DFA class, gaining much less potent breath weapon (not too likely).


    Features:
    Dragon have the following features:
    - HD: d12
    - BAB: Full
    - Good saves: All.
    - Skill points: 20 + 5 / HD


    Traits:
    A dragon possesses the following traits:
    - Dragons eat, sleep and breathe.
    - Darkvision 120', lowlight vision x4 (x2 within daylight), +4 to all Listen & Spot checks.
    - Amphibian: Dragons breath under water as easily as they do in the open air and swim as fast as they move no land.
    - Proficient with its natural weapons.
    - Proficient with no armor.


    Languages:
    All Dragons speak Draconic and Common.



    Dragon Statistics

    Dragons by Age:
    Code:
    Age            Size  Years           Hit Dice (hp)    CR   STR DEX CON INT WIS CHA    BAB/    Attack   Fort Ref  Will   Breath(DC)
                                                                                        Grapple                                   
    ==================================================================================================================================
    Wyrmling        T    0-5             3d12+3 (39)      4    11  10  13  10  11  10     +3/-5     +4      +4   +3   +3      2d8(12)
    Very young      S    6-15            6d12+6 (78)      5    13  10  13  10  11  10     +6/+3     +6      +7   +5   +5      4d8(14)
    Young           M    16-25           9d12+18 (126)    7    15  10  15  12  11  10    +9/+11     +8     +10   +7   +6      6d8(16)
    Juvenile        M    26-50           12d12+24 (168)   10   17  10  15  14  11  12   +12/+15    +12     +11  +10   +9      8d8(18)
    Young adult     L    51-100          15d12+45 (225)   13   19  10  17  14  13  14   +15/+23    +14     +13  +11  +11     10d8(20)
    Adult           L    101-200         18d12+72 (288)   15   23  10  19  16  13  16   +18/+28    +18     +17  +14  +14     12d8(23)
    Mature adult    H    201-400         21d12+105 (357)  18   27  10  21  16  15  16   +21/+37    +22     +20  +15  +15     14d8(25)
    Old             H    401-600         24d12+120 (408)  20   29  10  21  18  15  16   +24/+41    +24     +23  +17  +16     16d8(27)
    Very old        H    601-800         27d12+162 (486)  21   31  10  23  18  17  18   +27/+45    +26     +25  +18  +18     18d8(29)
    Ancient         G    801-1,000       30d12+180 (540)  23   33  10  23  20  17  18   +30/+52    +29     +27  +20  +19     20d8(31)
    Wyrm            G    1,001-1,200     33d12+231 (621)  24   35  10  25  20  19  20   +33/+57    +29     +29  +21  +21     22d8(33)
    Great wyrm      C    1,201 or more   36d12+288 (720)  26   37  10  27  22  21  22   +36/+63    +32     +31  +23  +23     24d8(36)

    Dragons by Age (Cont.):
    Code:
    Age             Speed*                    Init   AC                                         SR   DR        Frightful   Warlock Level
                                                                                                               Presence    Invocations
    ====================================================================================================================================
    Wyrmling       40’, fly 150’ (good)       +0     14 (+2 size,  +2 nat.), touch 12, f-f 14   13   -            -        2
    Very young     40’, fly 150’ (good)       +0     16 (+1 size,  +5 nat.), touch 11, f-f 16   16   -            -        4
    Young          40’, fly 200’ (average)    +0     18 (          +8 nat.), touch 10, f-f 18   19   5/magic      -        6
    Juvenile       40’, fly 200’ (average)    +0     21 (         +11 nat.), touch 10, f-f 21   22   5/magic      -        8
    Young adult    60’, fly 200’ (average)    +0     23 (-1 size, +14 nat.), touch 9,  f-f 23   25   10/magic    17        10
    Adult          60’, fly 200’ (average)    +0     26 (-1 size, +17 nat.), touch 9,  f-f 26   28   10/magic    20        12
    Mature adult   60’, fly 200’ (poor)       +0     28 (-2 size, +20 nat.), touch 8,  f-f 28   31   15/magic    21        14
    Old            60’, fly 200’ (poor)       +0     31 (-2 size, +23 nat.), touch 8,  f-f 31   34   15/magic    23        16
    Very old       60’, fly 200’ (poor)       +0     34 (-2 size, +26 nat.), touch 8,  f-f 34   37   20/magic    25        18
    Ancient        80’, fly 250’ (clumsy)     +0     35 (-4 size, +29 nat.), touch 8,  f-f 37   40   20/magic    27        20
    Wyrm           80’, fly 250’ (clumsy)     +0     38 (-4 size, +32 nat.), touch 6,  f-f 38   43   25/magic    29        22
    Great wyrm     80’, fly 250’ (clumsy)     +0     37 (-8 size, +35 nat.), touch 6,  f-f 41   46   25/epic     32        24
    
    * Dragons can move just as fast swimming and can burrow at 10’.



    Dragon Abilities and Natural Attacks by Size:
    Code:
    Size            Space/Reach *   1 Bite  2 Claws  1 Tail Slap  2 Wings  1 Crush  1 Tail Sweep
    ============================================================================================
    Tiny            2.5 ft./0 ft.    1d4     1d3       -            -        -        -
    Small             5 ft./5 ft.    1d6     1d4       -            -        -        -
    Medium            5 ft./5 ft.    1d8     1d6      1d6           -        -        -
    Large            10 ft./5 ft.    2d6     1d8      1d8          1d6       -        -
    Huge             15 ft./10 ft.   2d8     2d6      2d6          1d8      2d8       -
    Gargantuan       20 ft./15 ft.   4d6     2d8      2d8          2d6      4d6      2d6
    Colossal         30 ft./20 ft.   4d8     4d6      4d6          2d8      4d8      2d8
    
    * A dragon's bite & tail attack have reach as if the creature were one size category larger. All other attacks are made with the standard reach for the dragon's size.



    Dragons' Breath Weapon length & area by Size:
    Code:
    Dragon Size     Line*    Cone*
    ==============================
    Tiny            30 ft   15 ft.
    Small           40 ft   20 ft.
    Medium          60 ft   30 ft.
    Large           80 ft   40 ft.
    Huge           100 ft   50 ft.
    Gargantuan     120 ft   60 ft.
    Colossal       150 ft   75 ft.
    
    * A line is always 5' high and 5' wide. A cone is as high and wide as its length.



    Ability Descriptions

    Bite:
    Bite attacks deal the indicated damage plus the dragon's Strength bonus. A dragon also can use its bite to snatch opponents if it has the Snatch feat.


    Claw:
    Claw attacks deal the indicated damage plus the dragon's Strength bonus. The dragon also can use its claws to snatch opponents if it has the Snatch feat. Claw attacks are secondary attacks, requiring a -5 penalty on the attack roll. (Many dragons choose the Multiattack feat to lessen this penalty to -2).


    Tail Slap:
    The dragon can slap one opponent each round with its tail.
    A tail slap deals the indicated damage plus the dragon's Strength bonus and is treated as a secondary attack.


    Wing:
    The dragon can slam opponents with its wings, even when flying. Wing attacks deal the indicated damage plus ½ the dragon's Strength bonus (round down) and are treated as secondary attacks.


    Crush (Ex):
    This special attack allows a flying or jumping dragon of at least Huge size to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents 2 or more size categories smaller than the dragon (though it can attempt normal overrun or grapple attacks against larger opponents).
    A crush attack affects as many creatures as can fit under the dragon's body. Creatures in the affected area must succeed on a Ref save (DC equal to that of the dragon's breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don't escape.
    A crush attack deals the indicated damage plus the dragon's Strength bonus.


    Tail Sweep (Ex):
    This special attack allows a dragon of at least Gargantuan size to sweep with its tail as a standard action. The sweep affects a half-circle with a radius of 30' (or 40' for a Colossal dragon), extending from an intersection on the edge of the dragon's space in any direction. Creatures within the swept area are affected if they are four or more size categories smaller than the dragon. A tail sweep automatically deals the indicated damage plus 1½ times the dragon's Strength bonus (round down). Affected creatures can attempt Ref saves to take half damage (DC equal to that of the dragon's breath weapon).
    Grappling: Dragons do not favor grapple attacks, though their crush attack (and Snatch feat, if they know it) use normal grapple rules. A dragon can always use its breath weapon while grappling, as well as its spells and spell-like or supernatural abilities, provided it succeeds on Concentration checks.


    Breath Weapon (Su):
    All Dragons have a breath weapon.
    Using a breath weapon is a standard action. Once a dragon has used its breath weapon, it cannot do so again for 1d4 rounds.
    A blast from a breath weapon always starts at any intersection adjacent to the dragon and extends in a direction of the dragon's choice, with an area as noted in the table above.
    Creatures caught in the area can attempt a Ref save take half damage. Those that fail must make a second save or suffer the breath weapon's side effect. The DC for both is the same: [10 + 1/2 HD + CON-mod].
    All dragons are immune to their own breathe weapon's damage type and to all draconic breath weapons' secondary effects (but gain no resistance vs. the damage of the other breath weapons).
    Breath Weapon Types:
    - Black (Tar - line): On a second failed save, this black acid does additional [1d6 + (1 / age category)] for 2 rounds.
    - Blue (Lightning - line): Victims who fail their second save are stunned for 1 round.
    - Green (Smoke - cloud): On a second failed save, the toxic fumes render a target dazed and blind for 1 round, due to suffocation and burning eyes.
    - Rainbow (Light - cone/line): A Rainbow dragon's breath weapon produces multicolored flash that shines in all the colors of the rainbow. Its secondary effect is blindness for 1 round and dazzled for 1d4 more rounds.
    - Red (Flame - cone): This breath weapon causes items to ignite on a second failed save.
    - White (Frost - cone): If the victim fails its second save, it takes -2 DEX and all carried items (save for each separately) become crystallized and take a permanent -5 to their hardness.


    Frightful Presence (Ex):
    A young adult or older dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 30' × the dragon's age category are subject to the effect. A potentially affected creature that succeeds on a Will save (DC 10 + ½ dragon's HD + dragon's Cha modifier) is unaffected, and no creature can be affected by a given dragon's frightful presence more than once in a 24 hour period. On a failure, creatures with 4 or less HD become panicked until they no longer have line of sight to the dragon, while those with 5 or more HD become shaken for as long as they have line of sight to the dragon. Dragons ignore the frightful presence of other dragons.


    Damage Reduction:
    All dragons gain DR that's overcome only by magic weapons.


    Spell Resistance (Ex):
    As dragons age, they become more resistant to spells and spell-like abilities.







    Dragon Feats
    Spoiler
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    Alternative Breath (Dragon)
    Not all dragon's breath weapon is lethal...
    Prerequisites: Dragon, Draconic Energy
    Benefit: Select one alternate breath weapon type from the table below. You can cause your breath weapon to deal that status effect, rather than damage; additionally, the save type changes (Fort or Will, rather than reflex) as listed below. Breath weapon shape, range, save DC, and recharge time remains the same as from your base breath weapon.
    {table=head]Name | Effect | Save
    Paralysis | Subject must save or be Paralyzed for 1d6 rounds, plus 1 round per copy of Draconic Growth that the dragon has. | Fort
    Sleep | Subject must save or be rendered unconscious for 1d6 rounds, plus 1 round per copy of Draconic Growth that the dragon has. | Fort
    Repulsion | Subject must save or be rendered unconscious for 1d6 rounds, plus 1 round per copy of Draconic Growth that the dragon has. This is a mind-affecting enchantment effect. | Will
    Weakness | Subject must save or suffer 1 point of strength damage, plus 1 per copy of Draconic Growth that the dragon has. | Fort
    Slow | Subject must save or be Slowed (as the spell) for 1d6 rounds, plus 1 round per copy of Draconic Growth that the dragon has. | Will


    Strong Flyer (Dragon)
    You are better at flying than most of your kind.
    Prerequisite: Dragon, fly speed
    Benefit: Your fly speed increases by 10’, and your flight maneuverability goes up by one step.
    Special: You can select this feat multiple times. Its effects stack. If this would cause you to exceed Perfect maneuverability, you treat winds as being one category less for purposes of how they affect your flight for every step above Perfect flight you would have.


    Lesser Shapeshifting (Dragon)
    With practice, you extend your natural camouflage abilities to be able to mimic the form of a few common creatures.
    Prerequisite: Dragon, level 5
    Benefit: You gain the supernatural ability to Change Shape three times per day. This functions much like Beast Shape I (if you choose an animal) or Alter Self (if you choose a humanoid), except it lasts until you dismiss it.

    Greater Shapeshifting (Dragon)
    With practice, you extend your shapeshifting abilities to be able to mimic the forms of some of many creatures.
    Prerequisite: Dragon, Lesser Shapeshifting, level 9
    Benefit: You gain the ability to use Polymorph on yourself as a supernatural ability a number of times per day equal to the number of Dragon feats you possess, except that it lasts until you dismiss it.


    Feel the Air (Dragon)
    Your senses are exceptionally sharp, and you can tell many things about your surroundings by the feel of the shifting air on your wings
    Prerequisites: Dragon, Keen Senses, Strong Flyer
    Benefit: You gain blindsense at a radius of 10' per Dragon feat you possess.

    Sensitive (Dragon)
    You've tapped even deeper into your earthen heritage, and learned to hear the whispers of the stones
    Prerequisite: Dragon, Burrowing
    Benefit: You gain tremorsense out to a distance of 10' per Dragon Feat you posses.

    Whispers of the currents (Dragon)
    Your ties to the water are exceptionally strong, and you can tell what else is in the water around you, even with your eyes closed.
    Prerequisite: Dragon, Aquatic
    Benefit: You gain a limited form of blindsense, which only works to detect creatures touching the same body of water that you are. The range is 10' per Dragon feat you posses.



    Spoiler: Dryad
    Show

    I love dryads, but the traditional limitations imposed on them in D&D makes them all but unusable for anything beyond rigidly imposed storylines.
    They can't leave their tree's immediate environment for any practical period of time.
    Also, dryads are just too fragile to serve as forest guardians as given.


    Therefore, in my view:
    1. A dryad is to be tied to a forest, not a specific tree, and be able to leave that forest for extended periods of time (up to a lunar cycle for instance) to pursue her aims, such as hiring adventurers or tracking down someone who had harmed her forest.
    2. Being so tied to the forest, looking like carved from wood and being quite weak, Dryad's type is changed to Plant, gaining all the associated benefits.
    3. Once per day, despite being otherwise immune to polymorph, a dryad may Alter Self (Sp) to a female elf, discarding her plant traits for social benefits. She may reclaim her natural form as a swift action.


    Spoiler: NOSFERATU (template - monstrous humanoid)
    Show

    Writer's Notes
    Spoiler
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    Nowadays, many vampire sagas regard the vampires as a biological anomaly.
    I first came upon the name "Nosferatu" (a vampire with character class features) in the very 1st OD&D gazetteer "Grand Duchy of Karameikos" and was fascinated with the idea ever since, even though I was never really a necro-freak.
    For a long time I've been toying with this concept, trying to concoct something that would be both playable and as close as possible to modern days folklore.
    Now I think for the 1st time I'm more or less on the right track.




    Powers, Abilities & Special Properties
    Spoiler
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    HD: A Nosferatu has +2 racial HD (+16HP; 1:1 BAB progression; Good Fort & Ref)
    Abilities: STR +6, DEX +2, CON +2 & CHA +4
    Skills: +8 racial bonus to Climb, Hide, Jump, Listen Move Silently & Spot; +4 racial bonus to Bluff & Intimidate.
    Fast Moving: All Nosferatu gain +10’ increase to their land speed.
    Climbing Speed: 20' or equal to ground speed (whichever is lower).
    Natural Attack: 2 Claws (1d4 + STR-mod), 1 Bite (1d3) - modify appropriately for small/large Nosferatu.
    Pounce: When charging, a Nosferatu can make full natural attack.
    Blood Drain: Same mechanics as given for the Vampire, but dealing 1d3 CON damage per round (modify CON damage according to size, the same as for weapons' damage).
    Terrifying Transformation: The Nosferatu may demoralize (see Intimidate for details) a single opponent that witnesses his transformation to monstrous form (see details in the spoiler below). If the opponent has seen such a transformation in the past, it gains a +4 bonus to resist the effect. If the opponent is aware of the Nosferatu's nature, it gains an additional +4 bonus to resist.
    Darkvision: 60', or 30' increase (up to 120')
    Lowlight Vision: As Elves, or +1 range multiplier (up to *4)
    Scent: See the DMG for more details
    Natural Armor: The base creature's natural armor is improved by +2.
    DR: 5/Silver
    Cold & electricity Resistance: 5
    Regeneration: 1
    Immunities: Nosferatu are immune to all non-magical poisons and diseases, to non-lethal damage and to aging attacks & magical effects (limitless lifespan).
    Non-Fatality: While Nosferatu take full precision damage, they can only be coup-de-graced with slashing weapons (decapitated) and they automatically stabilize.
    LA: +3


    Mortal Form
    Spoiler
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    While equipped with all their combat faculties, Nosferatu have a frightening monstrous appearance.
    - They have sharp and protruding canines and fingernails
    - Their irises are colored pale blue
    - Their skin turns pale gray
    - Their facial features become sharp and rough

    To go about in civilization, Nosferatu hide their true nature, which hinders their combat prowess as follows:
    - They lose their natural form of attack and Pounce
    - They lose their climbing speed
    - They lose their skill modifiers
    - They lose their movement increase
    - Their STR bonus degrades to +2
    - Natural armor, DR and Resistances are suppressed

    Changing to/from monstrous form is a move action that doesn't provoke AoOs.




    Hindrances
    Spoiler
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    Fire Sensitivity: A Nosferatu takes 50% more damage from fire-based attacks. Fire-based damage does not regenerate. Fire damage is healed only by feeding or with spells (rest and natural means have no effect).
    Light Sensitivity: Blinded for the 1st round of exposure and dazzled for the time it remains in bright light. Within sunlight or Daylight effect, Nosferatu take 1HP/min fire-equivalent damage and they don't regenerate.
    Silver: Affects Nosferatu just as Dark Reaver Powder would affect humans on specific cases (solution, powder, etc).
    Garlic: Causes Nosferatu to be sickened (a very large amount would make a Nosferatu nauseated)
    Wooden Stake: A wooden stake through the heart (Coupe-de-Grace / scoring a critical hit on a surprise round) paralyses a Nosferatu


    Feeding:
    Spoiler
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    Blood Quota
    An Xth level Nosferatu needs to drain X/2 CON points a day (not enough to kill a victim).
    Draining blood from non-sentient mammals: The CON of these creatures only counts 1/2 for the Nosferatu's requirements.
    Draining blood from non-mammals: counts 1/4 for the Nosferatu's requirements.
    A dose of blood heals a Nosferatu of 2d3 points of damage and a single physical ability damage (the one most severely drained, in case of multiple ability damage).
    Draining the blood of a vampire yields no feeding reward for the attacker, but it does cause CON damage to the target.

    Bloodlust
    A Nosferatu that has not fed for 48 hours must succeed Fort & Will saves (DC 10) to avoid bloodlust. With each passing 6 hours thereafter, make another check with a cumulative +1 DC increase.
    A failed save also does 1d3 points of ability damage to STR / DEX / AGI / CON and 1 point of ability damage to INT / WIS / PER / CHA (cycle on both cases).

    Covering one's identity
    A Nosferatu's bite contains a powerful sedative that acts on the target as Deep Slumber spell (single target; DC +4; Fort save instead of Will) and causes amnesia regarding the last 5 minutes. After 4 hours there's no evidence of the bite, making it harder to determine what happened to the victim (note that the sedating saliva has no affect on 11+ HD creatures).
    Nosferatu have an unusual ability of assessing their potential victim's level of power and its chances of becoming an easy meal (is it alive... can it be sedated... how physically strong is it...)
    When feeding, Nosferatu go to great lengths not to harm their meal, since too many bodies leave a hot trail to follow.




    Becoming a Nosferatu
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    The process of becoming a Nosfertu is the same for all.
    1. The target of a Nosfertu's bite must be brought from perfect health to CON=0 by blood drain.
    2. Then the Nosfertu cuts-open a vain (standard action) and feeds the target (which dies if not fed within 1 minute), taking 2d3 blood-drain damage himself (when feeding a medium sized victim). The victim falls into a coma.
    3. Finally, the target must make a successful Fort save against DC 13 or remain comatose (curable by Restoration/Heal in case of failure).
    4. 8 hours later, the "victim" wakes up as a Nosferatu.



    Societies
    Spoiler
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    Nosferatu don't breed – not with non-Nosferatu and not amongst themselves. There's no "next generation" for a Nosferatu.
    Their affliction renders them forever sterile, and there's no known method of reversal for being a Nosferatu, short of a Miracle (not even Reincarnation does the trick).
    Nosferatu groupings beyond mates are extremely rare, as they rival one another on feeding grounds and need to maintain low profile.



    Veteran Nosferatu
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    With the passing of the years, Nosferatu evolve in power as follows:

    Elder (10-99 years):
    - Racial HD: +1 (+3 total)
    - Feeding: The Nosferatu only needs X CON-points per week and the bloodlust check durations are doubled.
    - Terrifying Transformation: Affects all opponents within 30' that witness the Nosferatu's transformation.
    - Regeneration: 3
    - Fire Sensitivity: Diminishes to +20%.
    - Silver: No longer has secondary effect.
    - Cold & electricity Resistance: 10.
    - Sunlight / Daylight: No longer cause continual damage, but still suppresses regeneration.
    - Garlic: Can no longer cause a Nosferatu to become nauseated.
    - STR-Boost: +2 increase (in both forms)
    - Alternate Form (Su): The vampire can assume the shape of a dire bat, giant rat, wolf or dire wolf as a standard action. While in its alternate form, the vampire loses its natural attacks and any supernatural special abilities it has, but it gains the natural weapons and (Ex) abilities of its new form. It can remain in that form until it assumes another or until the next sunrise.
    - Children of the Night (Su): Once per day, the vampire can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or a pack of 3d6 wolves as a standard action. These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour.
    - Enlarge Person (Sp): As the 1st level spell of the same name, applied to self only.
    - LA: +4

    Ancient (100-999 years):
    - Racial HD: +1 (+4 total)
    - Feeding: The Nosferatu only needs X*2 CON-points per month and the bloodlust durations are doubled again.
    - Terrifying Transformation: Opponents that are overcome become Frightened for 2d4 rounds.
    - Regeneration: 5
    - Fire Sensitivity: Gone.
    - Silver: No longer has effect.
    - Cold & electricity Resistance: 15.
    - Sunlight / Daylight: No longer suppresses regeneration.
    - Garlic: No longer has any effect.
    - STR-Boost: +2 increase (in both forms)
    - Drain Thoughts (Su): For every CON-point you drain from a victim, you may probe their memories for any specific fact in their lives or use Knowledge check of which they're capable.
    - Inhuman Speed (Ex): As a swift action, the vampire may move up to its move speed plus 15 ft. Once it has used this ability, it must wait 5 rounds before it can use it again.
    - Wings (Ex): double land speed, avg maneuverability.
    - LA: +5

    Eternal (1000+ years):
    - Racial HD: +1 (+5 total)
    - Feeding: The Nosferatu regains the ability to consume normal food, but needs negligible amounts.
    - Terrifying Transformation: Opponents that are overcome become Panicked for 3d6 rounds.
    - Regeneration: 10
    - Cold & electricity Resistance: 20.
    - Non-Fatality: Absolute – a severed extremity (including the head) reattaches immediately. In order to kill an eternal vampire, one must use Disintegrate or similar spells, or burn to death's threshold and beyond - until the entire body is totally incinerated.
    - Fire Damage: Is now also regenerated
    - Wooden Stake: No longer paralyses
    - STR-Boost: +4 increase (in both forms)
    - Dominate (Sp): The vampire can crush an opponent's will just by looking onto his or her eyes. This is a gaze attack that requires a standard action. This power otherwise functions as Dominate Person spell, with the CL equals the vampire's ECL.
    - Wracking Pain (Ex): Whenever the vampire drains blood from a creature, that creature must make a Fort save vs. DC [10 + ½ the Vampire's total HD + STR-mod] or be overcome by pain, becoming nauseated for 2d4 rounds.
    - Shout (Sp): As the spell, usable 1 / 5 rounds. At ECL 15 and on, an eternal vampire can use this ability #3/day to produce the effect of Greater Shout.
    - LA: +6



    Spoiler: Phoenix
    Show

    Size/type: Small Outsider (Good, Extraplanar, Fire)
    Hit Dice: 3d8+3 (27 hp)
    Initiative: +6
    Speed: 20' (2 squares), fly 60' (good)
    Armor Class: 18 (+1 size, +2 dex, +5 Natural), touch 13, flat-footed 16
    Base attack/Grapple: +3/-1
    Attack: Talons +6 melee (1d4+1d4 fire)
    Full attack: 2 talons +6 melee (1d4+1d4 fire) and bite +1 melee (1d4+1d4 fire)
    Space/reach: 5ft./5ft.
    Special attacks: Burn, Spell-like abilities
    Special qualities: darkvision 60', immunity to fire, vulnerability to cold, regeneration 5, Magic Circle Against Evil
    Saves: Fort +4, Ref +5, Will +5
    Abilities: Str 10, Dex 15, Con 12, Int 10, Wis 14, Cha 12
    Skills: Diplomacy +7, Heal +8, Knowledge (any two) +6, Listen +8, Sense Motive +8, Spot +8, Tumble +8
    Feats: Flyby attack, Improved Initiative
    Environment: Any good-aligned plane
    Organization: Solitary or pair
    Challenge Rating: 3
    Treasure: None
    Alignment: Always neutral good
    Advancement: 4-6 HD (small)
    Level adjustment: --
    A phoenix appears as an eagle-like bird, with a body wreathed in gold, amber & crimson feathers that dance like fire when it takes flight.
    A phoenix can speak common, auran, ignan, and celestial.


    Alternate Form (Ex)
    When a phoenix is reduced to 0 or fewer hit points, by lethal or non-lethal damage, it bursts into flames and reverts to this form of a diminutive egg, colored with flame patterns of the phoenix' colors.
    The flames deal 3d8 fire damage to anyone within 10' radius and the egg appears in a small pile of ashes.
    In this form the phoenix is treated as having Str & Dex of 0 and thus unable to move on its own power.
    In addition, the phoenix loses access to its spell-like abilities.
    The phoenix may still take damage in its egg form.
    Once fully healed, the egg bursts into flames again, this time dealing 1d4 damage, and the phoenix reclaims its bird form.
    Once per 24 hours, a phoenix may voluntarily burst into flames to assume its egg form. In this case, the phoenix has darksight out to 10' and can hear, and it may choose to stay in egg form for up to 6 hours.

    Burn (Ex)
    A phoenix's natural attacks deal their normal damage plus fire damage from the phoenix’s flaming talons and beak. Those hit by a phoenix's natural attack also must succeed on a Reflex save or catch on fire. The flame burns for 1d4 rounds. The save DC is 12. A burning creature can take a move action to put out the flame. The save DC is Constitution-based.
    Creatures hitting a phoenix with natural weapons or unarmed attacks take fire damage as though hit by the phoenix’s attack, and also catch on fire unless they succeed on a Reflex save. Merely touching the phoenix does not activate this ability, only violent action.

    Regeneration
    A phoenix takes lethal damage from Evil-aligned weapons, from attacks by creatures with the Evil subtype and from spells and effects with the Evil descriptor.

    Spell-like abilities
    - Always active: detect evil, detect magic, magic circle against evil.
    - At will: aid, burning hands, color spray.
    - 1/day: continual flame, invisibility.
    Caster level 5th. The save DCs are Charisma-based.




    Codes of Honor:
    Spoiler
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    A character can decide to follow a code of honor – a more or less restrictive moral code. A character with a code of honor receives a bonus to his will saves and a skill checks were his word, honor, etc. has an influence, as long as the character does not violate the code. The stricter the code is, the higher is the received bonus.
    Being honorable has nothing to do with being ‘good’ though. A hobgoblin raider who would never attack one of his comrades or lie to an ally is honorable, even though he spends much of his time with plundering, raping and pillaging.
    The significance of a Code of Honor is determined by the obligations the code includes. A minor code consists of 3 amendments, a significant one contains 5, and a major code contains 8. It is up to the player to determine the code’s rules, but the DM must agree to them. Any of these rules must be significant enough to be relevant. A rule like “Assist all albino dwarves without beard growth” is not sufficient.
    A character that violates his codex loses all bonuses and suffers a penalty to all social skills equal to the former bonus. A character can make up for a code violation through a heroic deed.

    Code:
    Code		Will & Social Bonus	Obligations
    Minor			+1		3
    Significant		+2		5
    Major			+3		8
    .



    Example Codes:

    Barbarian Clansmen (minor):
    - Never break your word to an honorable person.
    - Always respect the laws of hospitality.
    - Revenge any crime against you, your clan or your clan’s honor.

    Professional Mercenary (minor):
    - Stays bought.
    - Follow your leader’s commands in spirit, not in words.
    - Be loyal to your unit and your comrades.

    Honorable Bandit (significant):
    - Take from the rich, give to the poor.
    - Be loyal to your comrades.
    - Fights among comrades must be fair.
    - Never make deals with the gentry.
    - Never take from the underprivileged.

    Chivalrous Knight (major):
    - Protect those who are weaker than you.
    - Protect the realm’s laws.
    - Help women, widows and orphans.
    - Don’t lie.
    - Punish the guilty.
    - Fights among men of honor must be fair.
    - Follow the orders of your liege lord.
    - Treat your subordinates well.



    Drinking & Getting Drunk: Alcohol rules for 3.5e
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    I've seen my share of optional D&D rules for drinking. They were all inspiring, but of all the suggested rules I've encountered, all were either cumbersome or incomplete.
    So, in my quest to create a set of rules that would be practical to use and more or less model real life alcohol intoxication, this is what I cam up with.................



    Checks:

    You can have a number of drinks equal to your positive Con-mod per hour (a drink is a tankard of ale, glass of wine or shot of hard stuff). Each drink beyond that requires a Con check (DC 15 + 1 per additional drink), and racial bonuses against poison apply.

    Some alcoholic drinks are more potent than others.
    Base DC 15 represents the average potency.
    An alcoholic beverage's base DC can vary anywhere from 5 (low percentage champagne) to 25 (pure alcohol).


    Penalties:

    Each failed check means 1-2 damage to Dex & Wis, and a 1-2 penalty to your Con check to resist further inebriation (separate check for each).
    Alcohol intoxication is a poison that has no secondary ill effect.
    Special: Since alcohol intoxication hurts coordination, each decrease in Dex-mod affects attack rolls even when those are made with weapons that rely on Str-bonus.


    Consequences:

    Hitting 0 Wis from drinking results in unconsciousness.
    Hitting 0 Dex results in a conscious but immobile drunken wreck.
    In both cases, the condition persists for 2d4 hours and is fatigued. The temporary penalties for each ability diminish at a rate of 1 point per hour.
    Con-fenalty = Con-score: Nausea + Alcohol Poisoning: another Fort save or 1 point of Con damage every 10 minutes (death at Con-score = 0) until stomach is "purged" (by vomiting).


    Recovery:

    1 point of Wis and Dex/hour after consuming alcohol. Neutralize poison negates the damage.


    Size Modifiers & Quantities:

    Each size modifier means x8 mass difference, that's also how the amounts should count.
    However, IRL, since alcohol affects the brain more than anything else and x8 multipliers would make size count too much, I would suggest applying x4 modifiers (and I'm ok with gargantuan+ creatures not enjoying their drinking so much – it's not like there are official gargantuan-sized giants anyway).



    Last edited by nonsi; 2014-12-21 at 01:48 PM.

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    Lich Transformation Ritual - Cont. from post #26 Spells
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    Preliminary Note: This spoiler describes all the required information for attaining Lichdom. The text below describes the ritual and the making of the Lich's phylactery and a required specialized concoction. Even though this codex contains detailed rules for the creation of magical items, those rules do not apply to the phylactery or the concoction. They are not regular magical items in any way, fashin or form. The preperation time, prices and chances of success given here are the only relevant rules for Lich transformation.



    Ritual Requirements:
    Skills: Craft (leatherworking, metalworker, jewelry) 4 ranks each, Knowledge (arcana, religion) 7 ranks each, and Profession (astrologer) 5 ranks.
    Spells: Chill Blood (see below), Create Undead, Disintegrate, Enervation, Magic Jar, Permanency, Slay Living.
    Materials: A Concoction of Death (see below).
    Items: The phylactery of the would-be-lich, The skull of an outsider with the Evil subtype (e.g. Imp)
    Without the above requirements, one hasn't a prayer of successfully attaining lichdom. The involvement of any of the above that does not fulfill the requirements results in automatic failure.


    The process:
    • Use Power Leech to drain a victim of your race of 2 points of Int/Wis/Cha - each.
    • Possess that victim of your race via Magic Jar.
    • From within your victim's body, cast Attain Lichdom on your inert body. The phylactery must be placed on your chest, just above your heart. This targets both your body and the phylactery.
    • Cast Create Undead on your inert body, turning it into a Ghoul, but with a twist: you must place a 1000gp onyx in your mouth and a 500gp amber on each of your eyes. The energies of Attain Lichdom allow for this to happen and preserve the bond between your soul and your transformed body. From here on, if the spell ends prematurely, or ends without completion, the phylactery disintegrates and you become a Ghoul under the DM's control (at DM's discretion, you retain control and devote your very being to repeat the process one day, skipping the casting of Create Undead (you're already a ghoul)).
    • Return to your own (now transformed) body, ending Magic Jar (you'd probably want to render the victim immobile beforehand). You retain all your pre-transformation traits, but your type is now Undead and you possess the Ghoul's natural attacks and paralyisis powers.
    • Render the victim paralyzed via your newly acquired paralyzing attack(s).
    • Render the victim Frightened/Panicked/Cowering via a spell or innate ability (the victim's fear is a vital component in Lich transformation and power).
    • Successfully cast Disintegrate on the victim: the victim must be awake and trembling with fear when this happens and must be killed by the spell (retries are allowed).
    • Burn the spell written with your blood on top of the victim's remains.
    • Consume the ashes. At this point, the victim is forever lost, and may only be restored if you're permanently destroyed.
    • Drink the Concoction of Death – using the Evil outsider's skull as the cup from which you drink (reminder: this will not kill you, because you're now physically a ghoul).
    • You must then be slain before the spell's duration expires – and it must come from the hand of someone you've betrayed after the last time s/he had rested (the burning hatred of betrayal is the final ingredient). When this is done, your body disintegrates into nothingness and your soul and the phylactery are fused and bounded by powerful arcane forces. You reform 1d10 days later as a lich. This final transformation is mentally traumatic and requires a Will save vs. DC 20. If you fail, you develop a permanent insanity chosen from the table below (roll a d10 to learn the outcome). This insanity is an integral part of the lich's personality and cannot be cured by any means short of the lich's destruction and resurrection, followed by Greater restoration, miracle, or wish.
    Code:
    D10 Result	Effect
    =========================================================
    1		Character shows physical hysterics or emotional outburst (laughing, crying, and so on).
    2		Character has hallucinations or delusions (details at the discretion of the GM).
    3		Character gripped with echopraxia or echolalia (saying or doing whatever those nearby say or do).
    4		Character gripped with strange or deviant eating desire (dirt, slime, cannibalism, and so on).
    5		Character performs compulsive rituals (washing hands constantly, praying, walking in a particular rhythm, never stepping on cracks, constantly checking to see if crossbow is loaded, and so on).
    6		Character becomes paranoid.
    7		Character gripped with severe phobia (refuses to approach object of phobia except on successful DC 20 Will save).
    8		Character develops an attachment to a “lucky charm” (embraces object, type of object, or person as a safety blanket) and cannot function without it.
    9		Mood (manic/depressive)
    10		Roll d10 twice until you get 2 different results, disregarding additional rolls of 10

    Note: From the casting of Attain Lichdom and until its completion, you (body & soul), the phylactery, the victim (body & soul) and all the spell's ingrediants, cannot drift outside the area of Unhallow, otherwise the spell fails.



    The Phylactery:
    The phylactery is usually a small, highly crafted, boxlike metal amulet (usually made out of Mithral or adamantine, but stainless steel or aluminum could also be used).
    Its interior walls are lined with refined iron, with the inner space divided into compartments with leather.
    Both the phylactery's interior and exterior walls are carved with arcane symbols of power and the caster's personal sigil, and those grooves are filled with pure silver mixed with diamond dust (interior), and lead mixed with onyx dust (exterior). The compartments are used to house strips of parchments containing religious necromantic text. Should the DM wish to actually illustrate them for the players, he or she should feel free to create unique designs to fit the campaign. The caster's personal sigil is a mystical sign of personal significance, and identifying it may convey great power over a lich.
    The vessel that becomes a lich's phylactery must be of excellent craftsmanship, requiring an investment of no less than 95,000gp, with more money needed for custom-shaped amulets.

    The proper creation of the phylactery requires meticulous crafting and attention to details. You must make successful Craft (metalworking/leatherworking/jewelry) checks vs. DC 10 each, and successful Knowledge (arcana/religion) checks vs. DC 15 each.
    If the crafting of the phylactery is not perfect, you'll need to invest 1/2 the time and cost to repair it, using the same skill checks. Without your phylactery being of perfect craftsmanship, your inert body doesn't transform into its desired ghoul-like state (see above) and the ritual fails.

    The caster understandably has no desire for anyone to learn what ritual is being undertaken, or the appearance of the arcane symbols and etchings he must use.
    Thus, the mage alone will melt and forge those precious metals, as well as learn whatever other crafting skills are necessary to design and construct the phylactery.
    Though normally the phylactery is a box, it can be fashioned into virtually any item, provided that it has an interior space in which the lich can carve certain small magical designs and house the parchments.

    Once the box is fully crafted, the following spells must be cast into it: Disintegrate, Magic Jar and Create Undead – in that order.
    Optionally, Nondetection can be added to the list of spells, which most liches obviously choose to add.
    Then you must cast Permanency multiple times on the phylactery, targeting all spells noted above (separately).
    When all of these spells have been cast, the amulet is suitable for use as a phylactery, but only by the specific caster who crafted it.

    The phylactery's durability stems, among other things, from the magical energies that are involved in its creation and functionality.
    Antimagic renders a lich's phylactery inert, but does not sever the bond.
    Targeted Disjunction destroys the phylactery, but a lich may prepare a new one and cast the spell on himself (which requires another copy of the spell, written in his blood) and bond with it, with no further need to sacrifice another victim's life.
    If a lich is slain while having no phylactery, it is permanently destroyed.
    A lich cannot have more than one phylactery at any given time.



    The Concoction of Death:
    A concoction of death is a brew so charged with negative energy it annihilates life upon contact, unless a successful Fort save vs. DC 27 is made. Ingesting the potion means instant death with no save, unless the imbiber is immune to all forms of poison. (Reminder: without possessing Poison Use special ability, there's 5% chance of self-poisoning when preparing the potion)
    It is this potion that the caster must drink in the process of ending his current existence and make the transformation into unlife.
    One mistake in the preparation of this lethal concoction will bring only death to the practitioner when the time arrives for his passage to lichdom.
    The concoction of this potion takes uninterrupted 72 hours to complete.
    The concoction of death is made of the following ingredients:
    - A pint of venom from a nightcrawler’s tail stinger.
    - Dark reaver powder – 1 dose.
    - A dried powdered heart of a Barghest killed by slay living after being affected by enervation.
    - 13 drops of the caster's blood.
    - 13 doses of Agony potion (a potion that is generated via Liquid Pain spell), prepared by the caster himself.
    - A straight crystalline rod of Cobalite/Arsenopyrite is used for carefully stirring the ingredients. (cobalite is a 45% arsenic gemstone, Arsenopyrite is 46%). By the time the potion's preparation is done, the rod is fully dissolved into the mix.

    The preparation of the potion involves repeated casting of chill blood spell (Encyclopedia Arcana: Necromancy - Beyond the Grave, p.22) and is accompanied by arcane and divine chanting.
    When preparing the potion, the DM makes two ability checks for you – one for Int and one for Wis (d20 + ability-mod) – both vs. DC 12.
    If you pass one of them, it means that you either made no preparation errors or managed to find and correct preparation errors beforehand and the preparation of the potion is successful. If both fail, you will not bond with the phylactery when slain.
    If you fail but succeed on one of your checks vs. DC 10, then you have discovered an unworkable mistake and you know that the preparation of the potion has failed, otherwise you are not informed if the potion works or not.




    Archlich: (LM, p.156)
    On extremely rare occasions, one wishes to gain immortality for purely altruistic reasons.
    In such cases, the caster must be LG and the spell loses its Evil descriptor. However..........
    1. The would-be-ArchLich must possess the feat See No Evil before starting the quest for ArchLichdom, and cannot research any of the "Evil"-tagged ritual spells on his own (must be purchased or found).
    2. The caster has to target himself when using Liquid Pain to collect the potion of Agony – a process that takes 3 times as long per dose, plus 1 day recovery in between (no less than 51 days for 13 doses of Liquid Pain).
    3. The ritual is to be conducted in an area affected by "Hallow" spell effect. While this seems highly contradictive, the caster's alignment and all the other modifications mentioned here make this bizarre combination the right one for the creation of an Archlich.
    4. The victim of the ritual must willingly volunteer. Furthermore, the victim must succumb to any of possession/paralysis/fear steps of the ritual (i.e. willingly forfeit the saving throw attempts), or the ritual fails. There are no retries and the caster may not motivate the victim once the ritual commences.
    5. The altered arcane energies of the Archlich ritual physically transform the caster's body into a deathless ghoul (though this is mostly fluff, since this stage lasts but minutes).
    6. The skull of an outsider with the Good subtype is required, and you cannot be in any way involved in its demise.
    7. Instead of "the burning hatred of betrayal", the spell's final ingredient is the grief of loss from the caster to the victim that had altruistically sacrificed his/her life, as well as the grief of the caster's slayer over the caster's and the victim's fate.





    Note: The rules governing Lich Transformation are not immutable.
    A DM can create a wonderful adventure around the process by a would-be lich.
    The necessity of fine craftsmanship, the ritual casting of powerful spells, the occurrence of a rare astronomical event, and many other factors might come into play in the completion of the phylactery, the concoction and the ritual.
    The DM is encouraged to customize whatever s/he finds inappropriate.



    Immortals: "Highlander"-Style
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    "There Can Be Only One!"

    “From the Dawn of time we came, moving silently down through the centuries, living many secret lives, struggling to reach the time of the Gathering – when the few who remain will battle to the last.
    No one has ever known we were among you... until now.”

    - Juan Sanchez Villa-Lobos Ramirez


    Welcome to the rules that allow you to play an Immortal character – a man/woman that cannot die – unless they lose their head, that is.


    Making an Immortal
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    “I am Immortal and I am not alone. For centuries we've waited for the time of the Gathering, when the stroke of a sword and a fall of a head will release the power of the Quickening. In the end, there can be only one.”
    - Duncan Macleod


    Template Traits:
    “Immortal” is an acquired template that can be added to any living creature (referred to hereafter as the base creature). Most Immortals were once humanoids, fey, or monstrous humanoids. An Immortal uses the base creature's stats and abilities except as noted here.

    Challenge Rating & LA:
    Same as the base creature +2.
    Special: You can’t buy-off Immortal LA (the edge is always in effect and never dulls with experience).
    Special: Before immortality kicks in (see below), LA is +1.



    Becoming an Immortal
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    Ramirez: “You cannot die, MacLeod, accept it.”
    Connor Macleod: “I hate you.”
    Ramirez: “Good. That is a perfect place to start.”


    First Death:
    This is the date the Immortal departs from his mortal self and is reborn into Immortality.
    First Death can only happen as a violent death. This could come from an accident, combat, or any other form of trauma. If a pre-Immortal dies from old age or disease, (a non-trauma death), then the pre-Immortal, dies a mortal death, and is not reborn as an Immortal.

    Age Freeze:
    An Immortal’s age freezes at the time of First Death. The Immortal’s physical age appears to remain at this age, and will not age again, until “the Prize” is won (see below).
    Immortals can be magically aged, (with all the effects of normal aging applying), but they will re-grow younger at a rate of 1 year per day.

    Immune to Disease:
    All Immortals are immune to all forms of disease.

    Vampires:
    Vampires gain no sustenance from drinking the blood of Immortals, and cannot kill them by doing so (although they can render them incapacitated). The blood is worthless to them. Nor can an Immortal become a Vampire.

    Unification of the “Self”:
    An Immortal's mind, spirit, and body are tightly held by their Quickening. Although mind effects may affect Immortals normally, their souls cannot be pulled from their body, nor may their spirit be removed without the head being removed first.

    Immortality, Beheading & Resurrection:
    Upon losing his head, an Immortal truly dies. However, like every other living being on the material prime, an Immortal may also be revived. When an Immortal is raised from the dead, since he’s lost all of his Quickening, he’s brought back as a mortal.
    Only when he dies a violent death once more does he regain his Immortal status, but he starts all over again, having no more Quickening than his true age would provide, but years past during his previous immortality are counted normally (see “Quickening Points” below).



    Quickening
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    “The sensation you are feeling is the Quickening!
    - Ramirez


    What is “Quickening”?
    Quickening is the magical life essences of Immortals. It is an ancient and powerful form of mystical energy.

    Quickening Points:
    Immortals receive one Quickening Point at first death, then again after every 100 years of age, but the faster means of increasing one’s Quickening pool is via combat or sometimes even pure coincidence (see below).
    An Immortal’s accumulated Quickening pool determines his virtual age Quickening-wise.

    Sense Quickening:
    Each Immortal “resonates” his presence within a spherical radius of 5' per Quickening point.
    This allows Immortals to sense one another whenever their areas of influence intersect or even border one another. Thus an Immortal who was 112 years old, for instance, could sense the presence of another Immortal from at least within 15' radius of himself.
    This ability also allows an Immortal to sense holly ground within his own range of influence (see below). This ability will not let the Immortal pinpoint another Immortal in a crowd of people.
    Once Immortals sense one another, neither can be surprised, although they can be caught “flat footed”.
    Newborn Immortals will become sickened from the feeling. The feeling will repeat itself until another Immortal explains what he is feeling and the rules of the game (see below).
    For every 5' in which the areas of influence intersect, Immortals receive a stronger sensation, thus an Immortal can, if he’s close enough, pinpoint another’s true age, or assess his opponent to be at lease old. An Immortal can also sense Immortality candidates and can tell them apart by their fainter presence.
    When more than 2 areas of influence intersect, each Immortal senses only the strongest one among the others.

    Regeneration:
    A novice Immortal regenerates 1 HP per every 10 rounds (2 minutes).
    This rate increases with an Immortal’s age, and equals 1 HP per 1 Quickening point. Thus, an Immortal who is at the age of between 1000 and 1099 would regenerate 1 HP every combat round. If a limb, or any other body part other than the head, is cut off or lost in some other way, it will re-grow back, eventually. Any limbs that are severed will re-grow at a rate of 1HP per year.
    Example: Liam cuts Claris’ arm off, causing 25 HP of damage. It will take 25 years to re-grow a new arm. If the detached limb can be found before the stump heals up, it will then re-attach normally. But it will take twice as long to regenerate the lost HP.



    The Game
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    "If your head comes away from your neck, it's over."
    - Ramirez


    The Immortals’ combat and what it all about:
    Quickening is released when an Immortal’s head has been severed from his body.
    The release of Quickening from a beheaded Immortal can be viewed as a fantastic display of electricity and raw power. This release of power will occur 1 full round after the Immortal is beheaded and cause some damage to the surrounding area within the fallen Immortal’s area of influence. The extent of damage is 1d6 points per Quickening Point of the beheaded Immortal.
    If another Immortal or several are within a beheaded Immortal’s area of influence, the released energies are “rerouted” at the end of the “lights display” and absorbed within the nearest living Immortal and are added to his Quickening pool. All except the receiver are entitled to a Ref save vs. DC [10 + the Immortal’s Quickening pool + his Cha-mod] for 1/2 damage.
    When an Immortal gains Quickening from another, he falls prone and is dazed, stunned and nauseated for 1d4+1 rounds. After that, for every 3 points of Quickening absorbed, the Immortal will have a -1 penalty to all rolls for an equal number of combat rounds.
    When claiming one’s Quickening, an Immortal also gains knowledge of everything that ever happened to the fallen Immortal. Furthermore, he can tap into his memories and experiences. If the receiver has unused skill points or feat slots, he can fill them with those of the fallen Immortal. The receiver may only gain skill points from skill that the deceased had higher ranks than himself and may only take feats for which he qualifies. He may also replace existing skills & feats under the same conditions, but he may not discard skills or feats that are prerequisite to anything.

    Sanctuary:
    This is an area built on Holy Ground were an Immortal can retire from the game. The Watchers (see below) control and protect the sanctuary. Any Immortal is free to “drop out” of the game. The Immortals are sedated with drugs, restrained and kept under guard. This can be considered brutal, but is sometimes the only peace an Immortal can have.
    All of an Immortal’s Quickening powers, traits and features cease functioning within a sanctuary and other Immortals cannot sense him unless they’re within 5'.



    The Gathering
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    "I know! I know everything! I am everything!"
    - Connor Macleod


    Question: Why is it so compelling for Immortals to kill one another, while mortals, who strive for power just as much, usually don’t feel such a compelling urge?

    Answer: “The Prize”.

    When only a few are left in the world, the Gathering will call all the remaining Immortals to one place, and none may resist. There they will fight until only one is left, and this is the Last Immortal, holder of the Prize.

    The Immortals battle for "The Prize": either for themselves, or to keep it from falling into evil hands. Mankind would suffer an "eternity of darkness", as the movie said, if the Prize came to an evil Immortal.

    What is the Prize? It's not really necessary to define it in game terms, since the Immortal who gains it will become in essence a god. The film left the subject slightly vague, except to say that Connor could read people's thoughts if he concentrated, and could also have children, grow old and die.

    This much is for sure - the winner of the Prize would possess all the Quickening from every Immortal that ever walked the earth. Millennia worth of experience and knowledge, from Immortals of every race, all over the world would be his. He could well be the most powerful single being in the world.

    On the other hand, it may well be that the legend of the Prize is simply a tale, and that the Gathering will never take place. Perhaps, new Immortals will continue to be born forever, thus ensuring that there will never be a single victor. In any case, for Immortals, the Gathering is similar in many ways to the Apocalypse – a fate that no one really believes in, or as some might say, something that will never happen "in our lifetime". The big difference for Immortals is that a lifetime can last forever. To an Immortal, it matters little whether the Prize is but a legend. He must battle on, for if he stops, he will surely lose his head.



    The Powers of Quickening
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    "You can't drown, you fool! You're Immortal!"
    - Ramirez


    Beyond sensing one another and dying a spectacular death, there are things in which investment of temporary Quickening points (TQP) can significantly aid an Immortal.

    - Conceal item: By spending 1 TQP, an Immortal can apply Greater Invisibility effect to a single carried melee weapon of “Small” size (or an item of more or less the same size), provided the weapon is carried on his person and not held in hand. 2 TQPs would affect a medium weapon and 3 would affect large weapons. This power cannot be used to conceal Polearms.

    - Empathic Link: For 3 TQPs, an Immortal can silently and motionlessly invoke an effect identical to Detect Thoughts spell.

    - Focused Effort: An Immortal can, as a free action, invest 1 or more TQP to augment (+1 per TQP) any die-roll based check (attack/save/skill/level etc).

    - Null Presence: The Immortal can drain all his TQPs as a free action and become undetected by other Immortals. This does not hinder his ability to detect others, though.
    He may also suppress his TQP recovery as a silent act of will.

    - Quickening Air: Each TQP spent as a free action allows an Immortal to go about without air for 10min.

    - Quickening Heal: As a move action that provokes AoOs, the Immortal may heal [1d8+1] HP per TQP spent. He may spend any amount of TQP as he sees fit in a single move action.

    - Quickening Vitality: The Immortal can raise any of his physical ability scores, +1 per TQP, for 1min +1min/TQP.

    - Sensory-Empowerment: This power allows an Immortal to acquire access to one (Ex) sensory power, as specified below:
    1 TQP: Echolocation, Hawk’s sight, Lowlight Vision (x2)
    2 TQPs: Darkvision, Lowlight Vision (x2)
    3 TQPs: Scent, Tremor Sense
    5 TQPs: Blind Sense
    8 TQPs: Blind Sight
    The enhancement lasts for 1min + 1min per extra TQP investment.

    - Touch the Untouchable: By investing 5 TQPs, an Immortal can, as a move action that doesn’t provoke AoOs, imbue a single weapon with the Ghost Touch property for 1d6+6 rounds.


    Temporary Quickening points are replenished at a rate of 1 per 6 hours while awake and 1 per hour while sleeping.

    Discovering Quickening powers:
    Very few Immortals know all Quickening powers.
    The maximum amount of TQPs an Immortal can put into the activation of a Quickening power is capped by 1/2 his HD (rounded up). This means that some powers are beyond the majority of Immortals and that other powers cannot be utilized to the fullest.
    An Immortal begins his Immortal career knowing a single Quickening power that can be activated with but 1 TQP. If a situation arises where another power is critically needed for his survival, there’s a 1% chance for the Immortal to invoke it out of pure instinct.
    One Immortal can teach another Immortal Quickening abilities, but such a thing should require months at least.



    The Rules of the Game
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    ”Holy Ground Highlander! Remember what Ramirez taught you!”
    - Kurgen


    Losing Quickening:
    Actions that violate the rules of the game – even indirectly – drain Immortals’ Quickening pool. Quickening drain, however, cannot bring an Immortal’s Quickening pool below 1.
    The violations and their consequences are as follows:

    - Intentionally exposing the Game to a mortal results in a loss of 1 Quickening point. This loss can be prevented if the Immortal truly believes that the mortal can be trusted not to further “spread the word”.

    - The use of any ranged weapons and/or spells in an Immortal duel is a dishonorable act. The offender loses 1 TQP per attack made using a such methods.

    - It might seem like the perfect opportunity for another Immortal to stand by while two Immortals duel to the death and claim the winner’s head. However, until an Immortal fully recovers from the ordeal, if he’s beheaded, his Quickening dissipates rather than discharge and the violator of the game rules is immediately and permanently drained of 1d6 points of his Quickening pool. Disowning an Immortal of his Quickening is dishonorable, but doesn’t break the rules of the game, given another Immortal manages to knock him out cold with a single attack before the Quickening storm begins.

    - Teaming up against another Immortal (i.e. two or more on one) has the same effect as the above, only both ‘team-mates” suffer the consequences.

    - Dueling on Holy Ground will have the following effects:
    -- During the combat, all attack rolls of “1-5” are considered fumbles. If a fumble occurs, there is a 20% chance for the Immortal’s blade to break.
    -- The attacking Immortal automatically loses 2d4 points. The defending Immortal can make a Will save vs. DC 30 to avoid losing 1d4 points.
    -- This violation renders the perpetrator (the one who initiated the duel) marked and exposed to other Immortals teaming up against them – without the usual team-up consequences – with the “beheader” claiming the perpetrator’s Quickening.
    -- When the battle ends in one of the Immortal's death, the ground will absorb all the Quickening, nothing will be gained.



    Dark Quickening
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    ”What are you hoping for MacLeod, guilty conscience, remorse? God, no more weaknesses – no more Mr. nice guy... Let me tell you about strength: strength is evil.”
    - James Coltec – Hayoka

    On extremely rare cases when a Quickening is received, an Immortal may fall prey to a particularly powerful madness and betray everything he stands for.
    If the beheaded Immortal is CE and the receiver of his Quickening is LG, there is a 1% chance that the conflict is too great and the receiver’s soul is corrupted.
    From this point and on, the receiver must make a DC 20 Will save whenever he’s in a situation that would require of him any degree of tolerance toward someone else’s actions or words.
    If he fails, he immediately attacks his “offender” (not necessarily to the death).
    Furthermore, each morning a DC 20 Will save must be made. If the save fails, the Immortal’s conscience is completely nullified for that day.
    In any rate, the Immortal is constantly on an out-of-combat-context state of confusion regarding who his friends are and who his enemies are. Furthermore, a victim of a Dark Quickening by nature suffers from depression and bursts of suicidal tendencies.
    If the afflicted Immortal’s Quickening is taken by another, the transition is automatically a Dark Quickening. The affliction of Dark Quickening cannot be cured by mortal magic. It cannot even be averted via Miracle spells, given the gods disavow the existence of Immortal state (though this doesn’t mean an Immortal cannot be a priest), so they would not lend a hand or intervene in such cases.
    There is but one way to end the cycle – from within. The afflicted Immortal must be brought to (or accidently end up in) a healing spring that’s designed specifically for performing an ancient ritual of self-cleansing. In this sanctuary the Immortal must fast from sunrise to sunrise. Then, for the next 3 days the Immortal must battle his evil half in the domain of his own mind. At the culmination of the process, the Immortal must make a Will save vs. DC 25. If he succeeds, the affliction is lifted and he’s forever rendered immune to such taint. If he fails, he’s forever lost to the darkness within himself.


    Quickening Cleansing (Abjuration)

    "There's a holy spring here. It's been lost since the 7th century. No one seems to know about it. There are indeed those who say it's magic."
    - Methos

    Level: Immortal Priest 8th
    Components: V, S
    Casting Time: 24 Hours
    Range: Touch
    Target: 1 Creature
    Duration: Permanent
    Saving Throw: None
    Spell Resistance: None
    This spell must be cast into a natural spring that is clean and clear.
    An Immortal that has his alignment affected by a Dark Quickening must enter the spring in order to cleanse the darkness that dwells inside of him.
    Afterward, an image of the Immortal’s opposing alignment will appear.
    The image will look like the Immortal, but will contain all the elements of the opposing alignment.
    The two Immortals must battle with each other for control of the Immortal’s alignment and his soul. The winner of the duel will become the permanent alignment.



    Watchers
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    ”I’m a Watcher, part of a secret society of men and women who observe and record, but never interfere. We know the truth about Immortals. In the end there can be only one.”
    - Joe Dawson


    “Watcher” is an acquired template that can be added to any living creature (referred to hereafter as the base creature). Most Watchers are humanoids, fey, or monstrous humanoids. A Watcher uses the base creature's stats and abilities except as noted here.

    Membership:
    Mortals from all walks of life.

    Challenge Rating:
    Same as the base creature +1

    Special Qualities:
    Evasion and Track as a Ranger

    Ability Scores:
    +2 to Intelligence and a +2 to Dexterity

    Skills:
    +2 to all Knowledge skills and they become class skills

    Organization:
    Secret Society

    Description:
    A secret organization, whose main objective is to keep records and histories on all supernatural creatures and events.

    The Watchers are divided into many different branches that oversee various supernatural events and creatures. There is a separate branch that specializes in recording the lives and events of the Immortals.

    This branch of the Watchers usually does not interfere with the events in an Immortals life or the Game; but from time to time, they have been known to enforce the rules of the game.

    They prefer to remain in the background, observing and recording the events, but they will take action to protect the secrets they hold. They will also interfere if the need arises. Now this "need" is open to interpretation and it could be used for good, as well as for evil.



    Quickening Traits
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    ”I don't sleep with virgins, and I don't kill children.”
    - Xavier St. Cloud


    Traits can be acquired after the Immortal’s First Death (5%) or by taking another Immortal’s Quickening (1%).

    Addicted to Quickening:
    The Immortal is addicted to the power of the Quickening.
    He will go out of his way to make “the kill”, almost regardless of what the situation is. Benefit: +4 to saves vs. fear.

    Immortal Fanaticism:
    The Immortal enjoys defining death, doing painful stunts, or any other dangerous stunt.
    This could very easily bring unwanted attention to the Immortal from any number of sources. Benefit: +4 to saves vs. fear.

    Strong Quickening:
    The Immortal doubles his area of influence, but he’s Quickening is so strong, that supernatural creatures can also feel it. This sense doesn’t tell the other creature what the Immortal is, but the ominous feeling he transmits makes it clear that this person is different.


    Note: the above are mere examples. There could be many traits – they’re fine as long as their penalties and benefits more or less cancel each other out.



    Quickening Items
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    ”It's a kind of magic.”
    - Connor Macleod


    There are a handful of strange items that somehow affect Quickening or have powers that are Quickening-oriented.
    No one knows where they came from, how they came to be, or how old they are. One thing about them has always been persistent – they’re always unique.


    Methuselah Stone:

    History:
    The Methuselah Stone is mystical talisman, said to be able to grant Immortality to mortals and/or grant power to an Immortal.

    Description:
    The Methuselah Stone is a clear piece of crystal that is very similar to a diamond, but is very fragile. If damaged, the stone will splinter into 20 crystal shards known as “Quickening Crystals”. Fortunately, if the Methuselah Stone is broken up, the Quickening Crystals will reattach to each other. This can only happen if “the crystal puzzle” is assembled correctly.

    Powers:
    If carried by a mortal for 24 hours straight, as long as it is on his person and for 24 hours later, should he die a violent death, he becomes a fledgling Immortal.
    If carried by an Immortal for 24 hours straight, as long as it is on his person and for 24 hours later, his Quickening would not be released even if he’s decapitated. He gains regeneration 10 and his severed head would reattach instantly to the neck if the two are brought together. Only total obliteration bypasses this protective power.


    Dagger of Quickening-Vampirism:

    History:
    This fearsome weapon has been now and again used against Immortals for millennia to drain them of their power.

    Description:
    This exquisite parrying dagger is made of Mithril and is perfectly design for the Main-Gauche style.

    Powers:
    This vorpal +3 blade of quickness drains an Immortal of 1d4 Quickening points upon a successful strike. The victim is allowed a Fort save vs. DC 20 to lose TQPs rather than have his Quickening pool permanently drained.
    In any rate, the attacker gains whatever the victim loses, but TQPs accumulation that passes the wielder’s maximum Quickening pool dissipates after 1 hour if not used.




    Disciplines – Trading Spells-Known for special abilities:
    Spoiler
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    At 2008, Malhavoc Press published a book named: The Book of Experimental Might.
    While there's a lot of stuff in it that feels like it wasn't fully thought out, there's one thing in it I really liked, called "Disciplines" – special magical abilities that spellcasters can choose from.
    In that book, characters gain one feat per level, and clerics/druids/wizards may trade a feat for gaining a new discipline or advancing an existing discipline.
    After going over the disciplines, it seems reasonable to me to trade a known spell for gaining/advancing a discipline.
    The various disciplines include:
    Cleric: Debilitating Touch, Divine Inspiration, Divine Presence, Divine Senses, Healing Touch, Turn Undead
    Druid: Animal Companion, Debilitating Touch, Healing Touch, Magic Senses, Nature’s Affinity, Wild Shape
    Wizard: Arcanist, Bolt of Bedevilment, Debilitating Touch, Eldritch Bolt, Familiar, Gifts of Magic, Shield of the Seraphim, Telekinesis, Telepathy
    The strikeout disciplines above conflict with the codex' rules, so they're not to be regarded.
    Paladins and Rangers: Those disciplines are to be ignored altogether – with the above disciplines given, Paladin & Ranger disciplines add nothing to what the codex already has to offer.


    Swapping & Retraining Rules:
    Cleric = Priest
    Wizard = Mage
    Priests swap Gift of the Divine.
    Druids swap bonus known spells at the prereq levels.
    Mages swap permanently memorized spells.
    Bards & witches – being hybrid classes - have access to all disciplines.
    A new discipline always charges a 1st level spell.
    Discipline advancement always charge a known spell of the highest SL a class has access to at the prereq levels.
    Disciplines are retrainable at the same rate (according to class) that spells are retrainable.



    Optional Rules & Brews From External Sources



    Other Useful Resources



    DM-ing Tips , Ideas & Thumb Rules
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    Encounters
    - Do your homework regarding spells, feats & stats – both on the party's side and on the opponents' side (use stat-cards when necessary).
    - Make your players used to several encounters between rests (even more than 4) every now and then, so they'll remember the importance of conserving their resources.
    - The BBEG should never make it easy for the party to go NOVA – especially when prepared.
    - Be descriptive: Don't let a quest for speedy combat resolution reduce combat to nothing more than completely abstract and rapid-fire dice rolls. It doesn't matter how fast you roll the dice: If you've taken all the flavor and excitement out of the experience, even the shortest combats will still feel tedious.


    Characters and Death
    Don't fudge rolls or implement deus-ex-machina specifically to save a PC (unless a player's entire gaming morale is on the line – and even then, never let your players in on the secret). However, write the campaign with the PCs' victory in mind (after all, you want them to win, so design the campaign around that idea). It should not be easy, but it should be the expected outcome.
    It's all part of being a good DM. You must establish challenges for the PCs, convey (or demonstrate) the consequences of failure, and reinforce the knowledge that failure is a possibility. Once your players start feeling like they have a safety net, they will never take your challenges seriously, and you've lost something as a DM.


    The Campaign in General
    - Take notes and keep good records. Keeping concurrent with the details increases the general interest and makes the adventures more fun.
    - Keep character ethos, alignment and CoC in mind.
    - Don't give more information from Knowledge checks than it says.
    - Give the characters enough downtime for resting/training, but not a lot beyond that.
    - A good DM will take the time to write an adventure that takes into account the strengths and weaknesses of each character and player. He won't necessarily cater to the strengths or weaknesses all the time but he should certainly keep them in mind.
    - Be generous with BREADCRUMBS.
    - No adventure survives the players intact. Be ready to make changes, sometimes on the fly.
    - A corollary to player death is that failure should always be an option. Players don't have to succeed in every adventure they go on. It is important to let them know at the beginning of the game that they might fail some adventures, and that's okay. They should have fun trying and they'll get a better sense of accomplishment when they do succeed.
    - If the players latch on to something, grab it and run. The most ludicrous thing could blossom into world changing events, given a chance (e.g. The party catches a zealot evil priest and interrogates it for his god's name ... the DM, not being prepared replies "The Unnamed One" ... the players are awestruck and suddenly the entire campaign revolves around "The Unnamed One")
    - Learn when to say "yes" and when to say "no." If it doesn't hurt the game, then "yes" is the best.


    A good D&D campaign has many characteristics to it
    - RP
    - mystery
    - drama
    - intrigue
    - traps
    - espionage
    - riddles
    - puzzles
    and a healthy dose of hack&slash


    Infinite Supplies
    If anyone in the party has ranks in Craft (fletcher) and the environment allows use of it, the party has virtually limitless ammo supply (just because no one wants to track these things).
    The same goes for food & drink where you can hunt & find water (or suck on roots).


    Dice-Rolling Time Optimization
    High level play can get very slow with massive amount of dice to roll and the variety of modifiers for each roll. If an effect calls for dice rolling, it isn't necessary to roll them all. Instead, for each 3 dice of damage that come from an attack, roll the first and average the remaining two (e.g. a 9HD fireball would do [1d6 + 7] thrice, which is 3d6 +21).


    Things to minimize down to zero
    - Price haggling in various shops (unless the seller and/or a buyer is/are a part of the plot)
    - Pin-point accurate encumbrance tracking. Outside of stupid huge amounts like lifting and carrying around carriages and stuff, it really has no added value.
    - Magic Shops. Keep in mind wealth by population size.


    Wizard Towers – why?
    For a long time I was under the impression that wizard towers ought to provide some mechanical game benefit.
    However, the following discussions have convinced me that they may simply have a strategic value if one manages to use them the right way:
    http://www.tgdmb.com/viewtopic.php?t...er=asc&start=0
    http://www.giantitp.com/forums/showthread.php?t=168838



    Codex Acronyms
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    2HW: 2-Handed Weapon
    #Att: Number of Attacks
    AC: Armor Class
    ACF: Alternative Class Feature
    ACP: Armor Check Penalty
    AFAIK: As Far As I Know
    ASF: Arcane Spell Failure
    AoO: Attack of Opportunity
    AoE: Area of Effect
    BAB: Base Attack Bonus
    BBEG: Big Bad Evil Guy
    BECMI D&D: Old D&D rules - the Boxed Sets that were later edited to the book known as "The D&D Rules Cyclopedia" (TSR 1071, 1992)
    BoED: Book of Exalted Deeds
    BoVD: Book of Vile Darkness
    C-C: Cross-Class (skill(s))
    CAdv: Complete Adventurer
    CArc: Complete Arcane
    CC: Complete Champion
    CDiv: Complete Divine
    Cha: Charisma
    Ci: Cityscape
    CL: Caster Level
    CM: Complete Mage
    CoC: Code of Conduct
    Con: Constitution
    CR: Challenge Rating
    CSco: Complete Scoundrel
    CW: Complete Warrior
    Dex: Dexterity
    DC: Difficulty Class
    DM: Dungeon Master
    DMG: Dungeon Master's Guide
    DR: Damage Reduction
    DrMg: Dungeon Magic
    Ds: Dungeonscape
    EB: Eldritch Blast
    EbCS: Eberron Campaign Settings
    Ex: Extraordinary ability/feature
    FoB: Flurry of Blows
    FrCS: Forgotten Realms Campaign Settings
    HoB: Heroes of Battle
    HoH: Heroes of Horror
    HP: Hit Points
    Int: Intelligence
    IRL: In Real Life
    IUS: Improved Unarmed Strike
    LEoF: Lost Empires of Faerun
    LM: Libris Mortis
    MotW: Masters of the Wild
    NOVA: Successfully utilizing all/most of your magical & mundane offensive resources in a single encounter
    OTOH: On The Other Hand
    PC: Player Character
    PF: Pathfinder game settings
    PGtF: Player Guide to Faerun
    PHB: Player's Handbook
    PrC: Prestige Class
    RAI: Rules As Intended
    RAW: Rules As Written
    RoF: Races of Faerun
    RoS: Races of Stone
    RotD: Races of the Dragon
    RotW: Races of the Wild
    RNG: Random Number Generator. This term is used to describe an amorphous measurement partameter that when broken by iflating/deflating numbers either makes rolls usually succeeed or usually fail.
    RPG: Role-Playing Game(s)
    SA: Sneak Attack
    SkPts: Skill Points
    SL: Spell Level
    So&Si: Song & Silence
    Sp: Spell-like ability/feature
    SpC: Spell Compendium
    SR: Spell Resistance
    Sto: Stormwreck
    Str: Strength
    Su: Supernatural ability/feature
    ToB: Tome of Battle
    ToM: Tome of Magic
    TPK: Total Party Kill
    TWF (or 2WF): Two Weapon Fighting
    UA: Unearthed Arcana
    UD: Uncanny Dodge
    Wis: Wisdom
    XP: Experience Points
    XPH: Expanded Psionic Handbook


    Last edited by nonsi; 2014-12-25 at 04:34 AM.

  28. - Top - End - #28
    Halfling in the Playground
     
    RangerGuy

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    May 2014

    Default Re: 3.5e Overhaul – Objective: Fixing ALL 3.5e's problems (P.E.A.C.H)

    Are you planning to redo the monsters as well?

  29. - Top - End - #29
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    nonsi's Avatar

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    Default Re: 3.5e Overhaul – Objective: Fixing ALL 3.5e's problems (P.E.A.C.H)

    Quote Originally Posted by andreichekov View Post
    Are you planning to redo the monsters as well?
    Redoing all 3.5e monsters is probably 10 times the work of redoing everything else.
    I have neither the time nor the motivation to take on such an endeavour.
    I also don't see it as necessary.
    One doesn't need to maintain a specific monster's progression for long periods of time.
    Also, given there's usually loose tie between HD and CR - a fact that never hindered the game in any way, I see no reason to unify monster progression and/or capabilities to characters' level progression.


    I may add a handful of homebrew/houseruled monsters (dragons, for instance) in the reserved posts, but that's all it'll be - a handful.
    (it could help my motivation if I got some opinions on what I've already posted)
    Last edited by nonsi; 2014-06-08 at 07:17 AM.

  30. - Top - End - #30
    Barbarian in the Playground
     
    qazzquimby's Avatar

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    Default Re: 3.5e Overhaul – Objective: Fixing ALL 3.5e's problems (P.E.A.C.H)

    I was going to stay quiet and wait till someone with something more profound replied, but it doesn't look like they're going to.

    Spoiler: A bunch of short responses
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    Iterative Attacks:
    Buffs martial classes in an interesting, tactical way. I like.

    Fractional BAB & Saves
    I agree, but you don't actually list a fix, unless I'm mistaken.

    Action Breakdown:
    is great, I'd been doing many of those things already. It gives people more options.

    Weapons & Armors:
    Nothing much to say, but using PF rules is generally a good idea.

    AC – The Whole Story:
    This is great. It fixes abuse and scales ac by level in one package.

    Natural 1s and natural 20s
    Deals with the probability very well (if requiring the numbers to be written down somewhere).

    Feats turned into combat options available for all:
    All looks good except "Improved Combat Maneuver," which confuses me. Do the feats lose their original abilities? Are the original abilities given to every character (just saying no AoOs?)?

    Ranged Attacks:
    Is that instead of or as well as Str-bonus with some weapons?

    Hit Points
    I like the max hp at first. The negative health stuff adds a little bookkeeping, and values would probably have to be written on one's character sheet to help memory. I don't know if it's needed, and I probably wouldn't use it.

    Crit Substitution:
    First response is "noo my crits!" I like dealing extra damage based on better hits, though it may just translate into adding 1.5ish times your str/dex bonus, since accuracy means damage now.
    2. Each officially noted modifier in crit threat/multiplier attributed to a given weapon, or the “Keen” property, increases the extra damage by 50% (calculate fractions and round the result up).
    If a weapon by default has 19-20, x2, would it recive +50%? IF not, I believe some weapons have less incredible criticals for more base damage, which would then make them more powerful.
    When is the 50% applied?

    Gaze Attacks
    I don't think I've ever used one, so I can't judge.

    Magic Projectiles & Magical Plusses
    I don't know about balancing archers and melee (didn't know that was a problem), but I like the ammunition stacking.

    Massive Damage
    Essentially what I'd houseruled myself.

    Combat Actions – (N)ew / (R)edified / More (O)ptions:
    These are all beautiful, and are probably my favourite part of the fix.

    Spellcasting based on Strain & Tolerance
    By using philosopher's stone rules and banning or fixing the main problem spells, I hadn't had much trouble with spellcasters. The fluidity makes it look better executed than vanilla, and I'd recommend it to players, if not enforce it.

    Most magic changes I haven't a lot to say.

    Ability-Score Progression
    is fairly accurate, but tends to give characters two good and four bad attributes. There a similar fix in the christmas tree thread I believe, I can find it for you if you're interested.

    La Buyoffs
    looks good, but I would need to test it.

    XP “Payment”
    Might interact badly with the xp and wealth curves, since 1xp =/= 5gp for all levels. Other than that, I like.

    Races
    I think I'd rather use PF races, but there is nothing bad here.

    The Skills system is competing the the Tome of Prowess for me. I'd have to study them both better before deciding.

    The classes all look good, but I'm too attached to strange and wonderful homebrew to restrict players into stock-ish classes.


    In conclusion, I'm using much of your fix, and it has all be very well executed.

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