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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 - Fixing ALL 3.5e's problems (P.E.A.C.H)

    .




    3.5e Overhaul







    Tired of Vancian spellcasting and looking for a playable alternative?

    Annoyed by melees and skillmonkeys that suck and looking for noncasters that rock?

    Bored with your class features amounting to stat-modifiers with very few real options?

    Frustrated by character imbalance, the endless pursuit of char-optimization tactics, or players braking your game?

    Fed up with characters dropping like flies in the early levels?

    Finding yourself drowsy frequently in sessions due to boring combat routines and repeating your shticks again and again?

    Warn out by too much bookkeeping that slows your game down to a crawl?

    Helpless against too many situations where you have to ask your DM to invent rules on-the-fly, just because the rules don't tell you what you can do in a given situation?






    If D&D 3.Xe is your game and the answer to any of the above is "yes", then you probably got to the right place!






    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
    19. - Bladeweaver
    20. - Spellthief
    20. - Polymath

    21. - Monk
    21. - Colossus Hammer
    22. - Soulknife
    22. - Mirror Dancer
    23. - Dragon Evolutionist
    24. - Weirding Channeler
    24. - Portalist
    25. - Time Bender
    25. - Telekineticist
    26. - Binder
    26. - Elementalist
    27. - Netherhost
    27. - Radiant Soul

    28. Miscellaneous I
    29. Miscellaneous II
    30. Miscellaneous III
    31. New Monsters
    32. New Monsters (Cont.)
    33. The Godly Campaign
    37. ”Epic” Skills and Feats




    Codex Acronyms
    Spoiler
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    #Att: Number of Attacks
    AC: Armor Class
    ACF: Alternative Class Feature
    ACP: Armor Check Penalty
    AFAIK: As Far As I Know
    AoE: Area of Effect
    AoO: Attack of Opportunity
    ASF: Arcane Spell Failure
    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 (book)
    BoEF: Book of Erotic Fantasies (unofficial book)
    BoVD: Book of Vile Darkness (book)
    C-C: Cross-Class (skill(s))
    CAdv: Complete Adventurer (book)
    CArc: Complete Arcane (book)
    CC: Complete Champion (book)
    CDiv: Complete Divine (book)
    Cha: Charisma
    Ci: Cityscape (book)
    CL: Caster Level
    CM: Complete Mage (book)
    CoC: Code of Conduct
    Con: Constitution
    CR: Challenge Rating
    CSco: Complete Scoundrel (book)
    CW: Complete Warrior (book)
    Dex: Dexterity
    DC: Difficulty Class
    DD: Deities and Demigods (book)
    DM: Dungeon Master
    DMG: Dungeon Master's Guide
    DotU: Drow of the Underdark
    DR: Damage Reduction
    Drac: Draconomicon
    DrMg: Dragon Magic
    Ds: Dungeonscape (book)
    EB: Eldritch Blast
    EbCS: Eberron Campaign Settings (book)
    ECL: Effective Character Level (Racial HD + Total Class Levels + LA)
    Ex: Extraordinary ability/feature
    Fb: Frostburn (book)
    FoB: Flurry of Blows
    FrCS: Forgotten Realms Campaign Settings (book)
    HD: Hit Dice
    HoB: Heroes of Battle (book)
    HoH: Heroes of Horror (book)
    HP: Hit Points
    Int: Intelligence
    IRL: In Real Life
    IUS: Improved Unarmed Strike
    LA: Level Adjustment (positive in powerful races, ZERO otherwise)
    LEoF: Lost Empires of Faerun (book)
    LM: Libris Mortis (book)
    MoF: Monsters of Faerun (book)
    MotW: Masters of the Wild (book)
    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 (3.Xe game variant)
    PGtF: Player Guide to Faerun (book)
    PHB: Player's Handbook (book)
    PrC: Prestige Class
    RAI: Rules As Intended
    RAW: Rules As Written
    RoE: Races of Eberron (book)
    RoF: Races of Faerun (book)
    RoS: Races of Stone (book)
    RotD: Races of the Dragon (book)
    RotW: Races of the Wild (book)
    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
    Sar: Secrets of Sarlona
    SkPts: Skill Points
    SL: Spell Level
    So&Si: Song & Silence (book)
    Sp: Spell-like ability/feature
    SpC: Spell Compendium (book)
    SR: Spell Resistance
    SS: Savage Species (book)
    Sto: Stormwreck (book)
    Str: Strength
    Su: Supernatural ability/feature
    THW (or 2HW): Two-Handed Weapon
    ToB: Tome of Battle (book)
    ToM: Tome of Magic (book)
    TPK: Total Party Kill
    TWF (or 2WF): Two Weapon Fighting
    UA: Unearthed Arcana (book)
    UD: Uncanny Dodge
    UE: Unapproachable East
    Wis: Wisdom
    XP: Experience Points
    XPH: Expanded Psionic Handbook (book)


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    Last edited by nonsi; 2020-04-08 at 01:46 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 chosen 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 and cross-reference vs. one another.
    - 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 guessing 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' competency and 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. The classes are designed to adhere to The Philosophy of Class Design as much as possible.
    5. Multiclassing that actually works and eliminates the need for PrCs.
    6. Tons of options in a single document without the need to further expand the rules.
    7. Killing the need for game-mastery. 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" for each character and the group as a whole.



    The main drive for this codex 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 codex addresses only official 3.5e materials that carry the "Wizards of the Coast" trademark. Web enhancement materials are evaluated on a case-by-case basis and are addressed explicitly in the codex when relevant.
    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.



    Question: Why use 3.5e as a baseline ?
    There are lots of things that 3.5 did right:
    - Ability Scores and Modifiers: after many years, I see no reason to ever change those.
    - Number of Levels: 20 levels is just enough for putting everything you could possibly want to put into a class, without being too much.
    - Iterative Attacks: I view the decreasing attack bonuses of iterative attacks as something that represents not just the chance to hit, but also an opportunity to even attempt your next attack.
    - Saving Throws: you can either resist an effect with your physical stamina or your mental faculties . . . or you can wriggle free of it before it affects you altogether. All cases covered perfectly.
    - Skills: this article explains why the 3e solution for handling skills is the best so far, and why they model real life beautifully.
    - Feats: a flexible tool for expanding one's range of possibilities, with overlapping between the different classes.
    - Conditions: about 15 years since 3.5 was released, to this day I still haven’t found anything I'd change on this aspect.
    - Combat Maneuvers: Grapple and Overrun need redefinition. Flanking needs tweaks. The rest are solid as they are (or require tiny additions).
    - Special Attacks: they've covered most of them.
    - Class Features: most of them are decent as they are and don't require change. There's just not enough of them.
    - Spells: most spells require no change.



    This codex constantly evolves. I have a solid vision of what's in it and where and how it should continue to evolve, but I do not hesitate to make changes or even throw things out the window and adopt changes based on others' insights. Anyone who feels like they have questions, suggestions, or anything to contribute – please don’t hold back.




    CREDITS
    Spoiler
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    Listed below are homebrew authors (sorted alphabetically by name, nick or company name) from various forums and other media whose materials were either incorporated into the codex (to whatever degree and with whatever modifications/additions/reductions I found necessary) or had served as inspiration for my ideas, as well as forum members that had played a significant part in fully fleshing out my ideas to meet my design goals.

    If anyone find themselves (or know of someone else) not properly credited, please note it here and I'll make sure to include your name and your work (or the other person's name and work).
    Same goes for anything that would turn out to have originated from officially published materials, so that I can replace description text with proper redirects.




    aimlessPolymath:
    - Helped in defining my Elementalist class.


    Amechra:
    - My Rogue class was greatly contributed by feedbacks in this thread.
    - I took his Ogre race with minor changes, and modified its progression to fit this system.


    bekeleven:
    - Several of my proposed new skill trickes were taken from here.


    Darkweave31:
    - Phoenix (taken almost as is).


    DragoonWraith:
    - Deadwood: I used this PrC as baseline for my Deadwood class-combo feat.
    - Warlock Invocations: Magic Coating, taken from the Invoker class.


    eftexar:
    - Witch. The foundations I needed for the Witch class were taken from this work.


    Eytan Bernstein:
    - Some of my Warlock's feats derive from the "Epic Warlock Feats" article.


    Fitz10019
    - Helped me figure out Coup de Grace better.
    - Had pointed out several necessary codex inaccuracies.


    Frank & K:
    - The Jester class' ("Tome of Awesome" project) abilities were adopted for my Jester with but minor changes. Their Jester is equally viable for this project (using this codex' Bard spellcasting progression) ... myself, I just don't associate the title "Jester" with spellcasting, so I made it a Rogue variant.


    Frathe:
    - I took the Anubid class almost as is.


    Grod The Giant:
    - Cleric. My Priest class uses GTG's concept of positive-negative channeling. Turn Undead is nearly identical and both classes share more than half of the special features.
    - Druid. I've adopted the concept of core spells (with some changes), as well as Defender/Avenger of Nature features.


    HighlanderFrodie:
    - "Highlander" Immortal rules.


    Jack_Simth:
    - Dragon Feats.


    Jarrick:
    - I used this class' Hex mechanics for my Witch class.


    Jormengand:
    - Navigate Planar Rift was inspired by the Veteran's Find Planar Rift ability.
    - Deathless Analyst and Impossible Sleep skill tricks were taken from here.
    - Had initiated the birth of my Telekineticist class with a Class-By-Request proposal.
    - Had initiated the birth of my Portalist class with another Class-By-Request proposal.


    Just to Brows:
    - Warrior: The class' "Warlord" warcrafts were drawn from this work.
    - Dragonfury Disciple. My DFD (now called "Dragon Evolutionist") was vastly improved from its ENWorld version thanks to JtB's feedback.


    Phosphate:
    - My Disciple of The Weirding Ways class (now called "Weirding Channeler")
    would never have come to existence without the Mentat class.


    Realms of Chaos:
    - Many of my proposed new skill trickes were taken from here.
    - Many refinements to my Monk class were made thanks to some valid feedback.


    Rogue Genius Games:
    - My Timebender class is an evolved version of the PF Time Thief class.


    Samloyal23:
    - I tweaked his "Erase Envisage" invocation and renamed it "De-Orifice".


    Surgo:
    - Spell-Points system based on Strain & Tolerance.


    tarkisflux:
    - Had helped me collect a lot of insights regarding multiclassing and spellcasting.
    - Had provided many feedbacks within the previous thread.


    The Demented One:
    - Emperor-Lich PrC features, converted into Lich Feats.


    The Vorpal Tribble:
    - Venom's Armor skill trick.


    Vadskye:
    - AoOs mechanics, taken from the Rise RPG. (see the downloadable PDF).
    - Flanking mechanics discussed and fully fleshed out within the previous codex.
    - Had helped me figure the sweet spot of multiclassing and spellcasting and finally put the whole concept of PrCs out of the equation.
    - Had provided many feedbacks within the previous thread that had led to a lot of changes.


    VennDygrem:
    - Invocations: Undulant Innards.


    wumpus:
    - Helped me complete the Foil Action combat rules


    Ziegander:
    - Warrior: Combat Focus mechanics draw heavily from the Warlord class.


    Zman:
    - Zman's Monk Fix has triggered my Monk remake.




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    Last edited by nonsi; 2018-12-05 at 02:06 AM.

  3. - Top - End - #3
    Ogre in the Playground
     
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    Default Combat Rules

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    Combat Rules


    Iterative Attacks:
    Spoiler
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    BAB +6: Full Attack as a standard action.
    BAB +6: Mobile Combat: When making a full attack as a full round action, you may take a 5'-step after each successful 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. There are also special cases (iterative attacks, feats etc) that allow multiple 5'-steps in a given round. In such cases, the accumulation of 5'-steps in a given round may not exceed the creature's movement.
    - AoO - Making AoOs consumes an Immediate action. In practice, this means that setting yourself to make AoOs consumes an immediate action – something which you can decide upon the instant an opponent provokes.
    - 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 & Fractional Saves:
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    It's highly unreasonable for someone with 1st Monk level and 1st Rogue level to trail behind a 2nd level mage in terms of BAB. It's also unreasonable for that someone to have double the initial Ref save boost.


    Calculating fractional BAB accumulation is 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.


    Calculating saves is similarly easy:
    Good: 1/2 level (add +2 once and only once)
    Bad: 1/3 level



    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 energy damage (how often do you see a knight blocking a dragon’s breath attack with his shield in fantasy art? Many times, 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 demonstrate, for each 2 points of BAB gained by class-level advancement, a subject gains +1 dodge AC.
    This benefit is lost when one loses his Dex-bonus to AC, carries more than medium load, or wears armor w/o 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


    Armor and DR (optional)




    Initiative Modifiers:
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    Just like Dodge AC, initiative also improve with level progression to some extent.
    A character's raw initiative bonus equals 1/2 of his/her class-level-based Ref save bonus. Taking the 1st Rogue level thus grants +1 init bonus (which increases to +2 at 4th, +3 at 8th, +4 at 12th and so on).



    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:
    Spoiler
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    The rules for flanking are redefined as follows:
    Two allies are flanking an opponent if:
    1. Both have the opponent within their reach.
    2. The imaginary lines from the center of the space they occupy meet at the center of the space that their opponent occupies in an angle greater than 90 degrees.
    A creature may only be counted once as part of a flanking pair at any given time.



    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.


    Flanking with yourself:
    If someone (via class abilities / feats / spells / ...) can move and attack an opponent from opposing sides that follow the Flanking rules in a single round, the second attack of any two flanking attacks receives the Flanking bonus (normally +2 to attack roll).



    Attacks of Opportunity (AoOs):
    Spoiler
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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're busy doing something else that requires your full attention, such as casting a spell, you are defenseless.
    * When casting any of the few spells that have neither of the S/M/F (Somatic/Material/Focus) casting components, you do not provoke AoOs, because all you really do is trigger the effect by attacking.

    Moving Recklessly on 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 (except when taking a 5'-step). You provoke vs. anyone who's flanking you.



    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 usually cannot take more than a single AoO per round against a particular opponent (unless special cases/feats dictate otherwise).



    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. Problem with most Fumble rules is that they're cumbersome and tedious. My goal here is to present something simple, and yet feels somewhat realistic.

    When making an attack roll and scoring 1 on the d20 roll, even if you score a hit, you fumble.
    In difficult terrain, this goes up to 1 or 2.
    If you wield a weapon with which you're not proficient, you fumble on 1–3 (or 1–5 in difficult terrain).

    Roll d10:
    - 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 in the "point of impact", the attacker simply missed stylishly. This option is discarded in case of a reoccurring fumble (you never fumble a fumble).
    - 3 or 4: The attacker drops his weapon. The weapon falls [10 x (1d3-1)] feet away (in the attacker's space, or up to 20' away).
    - 5 or 6: The attacker is rendered prone.
    - 7: Hit an adjacent square + Drop weapon (2 separate saves)
    - 8: Hit an adjacent square + Rendered prone (2 separate saves)
    - 9. Drop weapon + Rendered prone (2 separate saves)
    - 10. All three (3 separate saves)
    If a fumble scenario turns out to be an impossible result (self-inflicted injury w/ reach weapon, disarmed when not armed in the first place, etc), that scenario never actually happened.
    In case of ranged attacks with missile devices, dropping prone is replaced with damaged missile device (bow string broke, X-Bow mechanism jammed...).

    When fumbling, one provokes AoOs. Such provoked AoOs are resolved after the attack (and consequences) was rolled. If you fumble after scoring a hit, your target is not entitle to an AoO against you (taking a hit breaks one's rhythm and attention).

    Fumbling outcomes are avoidable by a successful Ref save vs. DC 12, in which case s/he doesn't provoke AoOs.


    "In the Zone" / "Having a Bad Day" (Optional)
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    During an encounter...
    - When someone scores a natural 20 on a d20 roll, the next time they take the same action, roll twice and take the higher result. If the higher result is 20 - re-apply this behavior.
    - When someone scores a natural 1 on a d20 roll, the next time they take the same action, roll twice and take the lower result[/B]. If the lower result is 1 - re-apply this behavior.





    Feats turned into combat options available for all:
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    PA: As per PF
    Weapon Finesse: Applicable automatically to all light & finessible weapons you're proficient with.
    Combat Expertise: As per PF.



    Hit Points:
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    All creatures 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 with a single strike (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, which require only 4 hours to complete long rest").
    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".

    Disabled Characters:
    Since Dropping below 0 HP has changed, this also reflects on Disabled condition.
    While you do lose HP when taking a standard action, you do not become Dying until your HP drop below your HD in negative value.

    Dying Characters:
    Dying condition continues to behave as in core (stabilize or continue losing HP until you're either stabilized or dead).


    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)

    This rule is to make dump ability scores less of a dump-stat and count for more.



    Gaze Attacks and On-Sight influences:
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    Gaze attacks are once-per-round free actions that target a single creature. Gaze attacks are free actions that may be taken out-of-turn.
    Some creatures passively influence creatures upon sight. When the effect is a negative morale-related condition (e.g. a Mummy's Despair), if multiple creatures are encountered at the same time, the check to resist is made only once, with a cumulative DC increase of +1 for each individual beyond the first.



    Petrifaction – a 2-Stage Transformation:
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    Failing the initial save renders the victim Restrained (see General Rules, post #5) for 1-round, as it starts transforming.
    The victim actually turns to stone only if it fails its save again on the following round



    Magic Projectiles & Magical Pluses:
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    Magic projectile weapons stack 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, its speed increases by +5'.
    Regardless of the total, any Str increase (beyond racial average) above the Dex increase (beyond racial average) is ignored. Speed is more tied to Dex than Str. You need muscle strength, but you need muscle speed even more.



    Tiny Creatures:
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    Creatures of Tiny size or smaller can share space with other creatures without it hindering them or the creature with which they share space (both parties are regarded as adjacent to one another).
    This fixes the per-RAW problem that Tiny or smaller creatures cannot make melee attacks due to not having the required reach.
    In special cases, where very small creatures face one another and try to prevent passage or manipulate the other - go down to a tighter grid (2.5' / 1' / 0.5').



    Strewn Bodies:
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    Strewn bodies are usually considered rubble, difficult terrain, or obstacles.






    Combat Actions – (N)ew / (R)edifined / 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.



    BACK-TO-BACK (N)
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    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 the space it threatens when unarmed or with its natural weapons.
    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.
    Furthermore, refer PF's "Advanced Player's Guide" and add the Drag rules to Bull Rush (p.321). Also, all Drag feats from that book are valid.



    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)
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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)
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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)
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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
    Feinting is a move action.



    Fight Recklessly (N)
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    You may choose to fight recklessly at the beginning of your turn. If you do so, you take a -4 penalty to AC and gain a +2 bonus on your attack rolls until the beginning of your next turn.



    Grapple (R)
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    Redefined Graaple Rules:
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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).


    Grapple Feats:
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    Improved Grapple
    In addition to not provoking and the +4 modifier, for each additional grapple feat you possess, you gain a cumulative +1 on all grapple checks, as well as +1 on all of the character's opposed Str & Dex checks.

    Clever wrestling (CW, p.97)
    Replace size constraint with Imp. Grapple.

    Close Quarters Fighting (CW, p.97)
    Add Imp. Grapple requirement.

    Earth's Embrace (CW, p.97)
    Take this feat as is.

    Improvised Meatshield
    Requirements: Imp. Grapple, BAB +3
    Benefit: If you have a grappled opponent of your size category or smaller pinned, you can use is as a small shield, as well as a 2-Handed improvised weapon.

    Sleeper Hold
    Requirements: Imp. Grapple, Earth's Embrace, BAB +4
    Benefit: This feat combines the CW Reaping Mauler's Sleeper Lock and Devastating Grapple. Death occurs 2 rounds after the opponent is rendered unconscious.

    Binding Grappler
    Requirements: Imp. Grapple, Earth's Embrace, BAB +8
    Benefit: Opponents with Freedom of Movement must make a successful Escape Artist check to break free of your hold. Opponents w/o Freedom of Movement must make 2 consecutive successful Escape Artist checks to break free of your hold. If a grappled opponent attempts to teleport, you either travel with them or deny the attempt by a successful save.




    INTERVENE (N)
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    Overrun (R)
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    Overrunning means 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.


    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)
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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)
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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.



    Shooting Down an Arrow in Mid-flight (N)
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    A missile weapon may be targeted either as a readied action or via the Immediate Shot feat (see the "New Feats" section below).

    Given its small cross-section, I'd say that a typical missile should count as Fine-sized, regardless of its actual length.
    Given its high speed, I'd say that a typical missile should count as having Dex-mod +10. For each range-increment the targeted missile completes until reaching the intended interception point, this hypothetical Dex-mod decreases by -2 (due to reduction in speed and longer flight time, which makes anticipation easier).

    Therefore, to intercept a missile weapon that's flying toward a target other than yourself, you need to make a successful attack roll vs. AC = the attacker's modified attack roll + 8 + 2 * (5 - traveled range increment) + Wind Penalties.

    The missile's trajectory must pass somewhere within 30' of you to be able to intercept it.
    Unusually massive ranged weapons (such as boulders or ballista bolts) and ranged attacks generated by magic or supernatural abilities cannot be deflected via missile weapons.




    Foil Action
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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:

    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; 2021-05-01 at 03:23 AM.

  4. - Top - End - #4
    Ogre in the Playground
     
    nonsi's Avatar

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    Apr 2010

    Default Spellcasting Rules

    .

    Spellcasting Rules



    (My view on magic in fantasy)



    Spellcasting based on Strain & Tolerance
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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 failed.
    The reason is that spellcasters either:
    - gain too much to put on the high level spells.
    - don’t get enough to put on all spell levels.
    Both may coexist, but it’s extremely difficult to resolve both with spell points.

    An effective solution I’ve found was to make spell levels cost less with level progression while increasing the cost of newly acquired higher SLs.
    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:
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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.
    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.

    The objectives 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:
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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 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. At the end of a short rest, long rest or night's rest, a Spellcaster 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 (Priest, Mage, Druid)
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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	3	6	-	-	-	-	-	-	-	-
    3	3	6	7	-	-	-	-	-	-	-
    4	2	5	6	-	-	-	-	-	-	-
    5	2	5	6	7	-	-	-	-	-	-
    6	1	4	5	6	-	-	-	-	-	-
    7	1	4	5	6	8	-	-	-	-	-
    8	0	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	4	7	-	-	-	-	-
    3	4	6	-	-	-	-	-
    4	3	6	-	-	-	-	-
    5	3	5	7	-	-	-	-
    6	3	5	6	-	-	-	-
    7	2	5	6	-	-	-	-
    8	2	4	5	7	-	-	-
    9	2	4	5	6	-	-	-
    10	1	4	5	6	-	-	-
    11	1	3	4	5	8	-	-
    12	1	3	4	5	7	-	-
    13	0	3	4	5	7	-	-
    14	0	2	3	4	6	8	-
    15	0	2	3	4	6	7	-
    16	0	2	3	4	6	7	-
    17	0	1	2	3	5	6	8
    18	0	1	2	3	5	6	7
    19	0	1	2	3	5	6	7
    20	0	0	1	2	4	5	6




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




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






    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 renew his spell access (thus keeping low level spells relevant). This result could not be achieved with a spell-points system with linear increase in cost according to SL.
    The numbers also add up for a faster strain recovery.

    Optional: Spell-Points:
    Spoiler
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    While I favor the Strain & Tolerance approach (because it fits the descriptions in so many fantasy stories), I'm aware that it's not the best solution for everyone.

    For those who . . .
    - Don't wish to manage tolerance tables
    - Don't like the idea that some spells eventually come for free
    - Don't want to allow tolerance overtaxing
    I offer a Spell-Points (SP) system that would come very close (a bit lower in power actually) to the overall result achieved by the Strain & Tolerance solution:




    Spell-Points costs are as follows:
    Spoiler
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    Code:
    SL	SP-Cost
    ===============
    0	1
    1	3
    2	5
    3	7
    4	9
    5	11
    6	13
    7	15
    8	17
    9	19


    How many Spell-Points each spellcaster gains:
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    Spellcasters gain Spell Points (SPs) at each level as follows (with SL access detailed at the bottom of each class' spec.):


    Full Casters (Priest/Mage/Druid) :
    Spoiler
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    - 1st – 4th: 5 SPs
    - 5th – 8th: 6 SPs
    - 9th – 12th: 7 SPs
    - 13th – 16th: 8 SPs
    - 17th – 20th: 9 SPs
    This amounts to [(5+6+7+8+9) * 4 = 35 * 4 = 140] SPs at level 20, with 9th SL access

    SL Access (at level): 1st (1), 2nd (3), 3rd (5), 4th (7), 5th (9), 6th (11), 7th (13), 8th (15), 9th (17)

    Bard:
    Spoiler
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    - 1st – 6th: 3 SPs
    - 7th – 12th: 4 SPs
    - 13th – 18th: 5 SPs
    - 19th – 20th: 6 SPs
    This amounts to [((3+4+5) * 6) + (6 * 2) = 72 + 12 = 84] SPs at level 20, with 6th SL access

    SL Access (at level): 0th (1), 1st (2), 2nd (5), 3rd (8), 4th (11), 5th (14), 6th (17)

    Witch (primary):
    Spoiler
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    - 1st – 5th: 3 SPs
    - 6th – 10th: 4 SPs
    - 11th – 15th: 5 SPs
    - 16th – 20th: 6 SPs
    This amounts to [(3+4+5+6) * 5 = 18 * 5 = 90] SPs at level 20, with 7th SL access

    SL Access (at level): 1st (1), 2nd (4), 3rd (7), 4th (10), 5th (13), 6th (16), 7th (19)

    Witch (secondary) + Spellthief:
    Spoiler
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    - 1st – 7th: 2 SPs
    - 8th – 14th: 3 SPs
    - 15th – 20th: 4 SPs
    This amounts to [((2+3) * 7) + (4 * 5) = 35 + 20 = 55] SPs at level 20, with 5th SL access

    SL Access (at level):[/B] 0th (1), 1st (2), 2nd (6), 3rd (10), 4th (14), 5th (18)


    • Each spellcaster also gains a number of SPs equal to his spellcasting ability modifier, plus Con-mod.



    Spell-Points Recovery by class level:
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    When awake and not involved in strenuous activity, spellcasters recover SPs – according to CL – as follows:
    - 1st – 7th: 1 / 30 minutes
    - 8th – 14th: 1 / 20 minutes
    - 15th – 20th: 1 / 10 minutes
    Note: It's easy to notice that the less SPs a class has, the faster it recovers SPs proportionally. Well, that's perfectly fine, because the more SPs a class has, the more output it has to begin with and the easier it is to conserve.

    During Sleep, or meditation, the recovery rate is doubled.

    Once full night's rest is completed, all SPs are regained.


    Spell-Points and Multiclassing:
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    For simplicity's sake, each class has its own SP pool. Deal with each class' SP pool as if it was the only class with spellcasting that the character has.





    Spellcasters, Ability Scores & Skills:
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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 (uses the PHB table that specifies extra spells-per-day, with high-Int also granting extra known 0-level spells)
    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:
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    Personal: 0 - caster only
    Touch: requires a touch attack
    Close: 30’
    Short: 60’
    Medium: 120’
    Long: 240’


    Note: The above definitions refer only to the targets a caster can aim a spell towards as it is being cast, not AoEs (e.g. Control Weather), or to where a spell's effect can be carried (e.g. Message), which can have many variations.




    Spell Durations Redefined:
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    Instantaneous: Zero
    Short: Concentration + 5 rounds (up to 3 minutes)
    Medium: 10 minutes
    Long: 1 hour
    Extended: 12 hours
    Day: 24 hours
    Week: 1 week
    Lunar: 1 month
    Solar: 1 year
    Permanent: Never ending (sometimes until dispelled)



    AoE Spells:
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    All battlefield control spells (e.g. Web and Stinking Cloud) with AoE of 20'r or more have their AoE cut by half.



    Metamagic:
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    For all intents and purposes other than strain toll, spells modified by metamagic operate at their normal level (duration, DC, damage etc).



    The Mechanics of Spellcasting:
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    Severe Conditions Spells:
    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 makes it unable to take actions:
    • Dead
    • Dying
    • Paralyzed
    • Petrified
    • Unconscious
    (basically anything that would render the target helpless or worse)



    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 Spells:
    All spells whose effects are concentration-managed (e.g. Telekinesis, Implosion) require a standard action to control.
    During a combat turn in which such spells are cast, the caster may cast the spell and use it in the same round as a full round action.
    You can only ever concentrate on a single spell.
    It's impossible to simultaneously maintain 2 or more spells that require concentration.



    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].



    Casting Defensively:
    Casting full round action spells Defensively requires DC = [15 + 3*SL + 1/2 highest BAB among creatures threatening you]
    Casting standard 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:
    Spoiler
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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.
    Casting Defensively is an option, but a spellcaster would have to put all available resources into it - and even then, there's no guarantee for success... meaning that taking the combat-caster role is no longer a no-brainer.






    Magic-Propelled Flight:
    Spoiler
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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, Calling, Animation & Domination:
    Spoiler
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    You cannot simultaneously maintain multiple effects that force creatures or objects to act against their will or alignment - be they from calling, summoning, animating, possessing or whatever similar effect. This applies to spells, SLAs and innate powers, but doesn't apply to fire-and-forget effects such as charm and geas.
    Creatures that in core are able to grant Wish, are toned down to be able to grant Limited Wish.



    Wild Shape and Alteration:
    Spoiler
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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).



    Blasphemy / Dictum / Holy Word / Word of Chaos:
    Spoiler
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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 2-4 Weakened, dazed.
    Failed save by 5-9 Paralyzed, weakened, dazed.
    Failed save by 10 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
    - Antipathy / Sympathy
    - Bless / Bane
    - Cure Disease / Contagion
    - Cure Light Wounds / Inflict Light Wounds
    - Cure Moderate Wounds / Inflict Moderate Wounds
    - Cure Serious Wounds / Inflict Serious Wounds
    - Cure Critical Wounds / Inflict Critical Wounds
    - Dream / Nightmare
    - Enlarge / Reduce
    - Heal / Harm
    - Heat Metal / Chill metal
    - Imprisonment / Freedom
    - Locate Object / Obscure object
    - Neutralize Poison / Poison
    - Remove Curse / Bestow Curse
    - Raise Dead / Slay Living
    - Remove Blindness/Deafness / Remove Blindness/Deafness
    - Remove Fear / Cause Fear
    - Resurrection / Destruction
    - Transmute Rock to Mud / Transmute Mud to Rock
    - Water Breathing / Air Breathing SS
    - Word of Recall / word of Return
    (return to last point of origin)



    Banned/Omitted Spells:
    Spoiler
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    - All spells that grant feats, skill ranks, skill tricks or class abilities: spells don’t grant temporary training of any sort.
    - Divine Power, Transformation and other spells or powers that elevate BAB.
    - Glibness: somebody went a bit overboard here.
    - Genesis: Creating realities is beyond the scope of abilities of mortals.
    - Mage’s Lucubration: Meaningless when spells are not lost upon casting.
    - Mnemonic Enhancer: Meaningless when spells are not lost upon casting.
    - Righteous Might: The effect of this spell is now available only to certain clerics (see the Priest class below).
    - Rope Trick: Tearing a hole in the fabric of space to another dimension via a 2nd level spell. C'mon. 5th SL maybe. Maybe.
    - Stone to Flesh: Break Enchantment covers this one (and you don’t turn a lump of stone into a meatball).



    Spell Tweaks:
    Spoiler
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    - Alter Self: Use the PF version.
    - Astral Projection: The astral duplicate(s) possess only 1/2 the HD of the original. Multiclassed characters have the levels of each of their classes cut by half.
    - 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.
    - Bestow Curse.
    - Celerity and derivatives: May not be used for gaining extra uses of spellcasting, (Sp) or (Su) abilities.
    - 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: Only one set of runes explodes at a given time. The ambient smoke and flashes prevent the option of reading anything in the area for 1 round.
    - 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 to move out of the area of effect as an immediate action.
    - Force Barriers: Force barriers are not impervious to damage. They have a hardness of [CL + SL] and 10 HP per SL.
    - Freedom: This is one crappy 9th level spell. Except for countering Imprisonment (which is incredibly situational), it's sub-par to Freedom of Movement. Redefineition: 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. The spell also grants the full effect of Freedom of Movement spell.
    - Gate: The option of "Calling Creatures" to fight for you is cancelled. OTOH, you may connect two locations on the same plane.
    - Greater Shout: This spell nullifies magical silence along its path.
    - Knock: Knock may open only a single means of prevention at a time.
    - Limited Wish: Elevated to an 8th level spell. The spell description remains unchanged.
    - Magic Missile: Ranged Touch attack (not auto-hit, but also no SR), and each missile deals 1d6+1 damage.
    - 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.
    - Miracle: May only be cast by level-20 priests w/ 23+ Cha.
    - Planar Binding, Lesser: This spell is limited by CR rather than HD. Max CR = 6
    - Planar Binding: This spell is limited by CR rather than HD. Max CR = 9
    - Planar Binding, Greater: This spell is limited by CR rather than HD. Max CR = 13
    - Plane Shift: Casting Time = 1 minute + 1 round / traveler. Motivation: This shouldn't be a combat spell, it is a plot motivating spell on a grand scale. Furthermore, the divine version of this spell is also a 7th level spell. Motivation: 9th char-level is way too early to allow such capabilities, and I see no reason why divine magic should exceed arcane research (by 2 SL no less) on this particular angle. Greater Plane Shift is an 8th level 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. The spell cannot increase a target creature's mental ability scores. If HD increase is intended, they cannot exceed the target's HD by more than 10, nor can they exceed the caster's CL by more than 5. If no HD increase is attempted, the caster's CL is not taken into account.
    - Power Word _________: If your "Healthy" HP are above the spell's threshold but your injuries put your current HP below the threshold, you're entitled to a Will save to resist the effect.
    - Prismatic Wall/Sphere: 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), 1/2 this value (round down) against thrown weapons such as spears, and 1/4 this value against giant-thrown rocks and siege weaponry.
    - Revivify: The number of rounds a deceased creature may be restored to life equals its Base Fort or Will save bonus plus ability modifiers - whichever's higher.
    - Shapechange: The ability to change into objects (including Constructs) is omitted. Furthermore, HD and CR cap = CL. Any and all traits and abilities acquired by taking a given form are immediately lost upon exiting the assumed form.
    - Shield: Doesn’t auto-negate Magic Missile.
    - 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.
    - Spiritual Weapon: 1) The weapon makes touch attacks. 2) Add the caster's Cha-bonus to damage. 3) Ignore the SR part.
    - 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.
    - Wish: May only be studied and cast by level-20 wizards w/ 23+ Int. The option to instantly create magical items is removed from the things that Wish can do. That one always takes time and the usual chances for success/failure (see the "Redefining Magical Items' Creation" spoiler below). Only deities could do that.
    - 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.
    - Word of Recall: Also a 6th level Mage spell. In addition, the spell may be cast to return to last point of origin. This means that the spell is cast in 3 different ways: Mark Sanctuary / Recall to Sanctuary / Return from Sanctuary.



    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.








    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.


    If one insists on not adopting the creation spells approach, then this alternative is a significant improvement over the core creation feats. At the very least it allows a spellcaster to become a master artificer at mid levels.





    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 0. They may 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 (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 sentient items/constructs may exceed their HD, but still limited to the creator's CL at the time of creation.



    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). An emanating effect is an effect that's continuously active (e.g. amulet if Protection from Arrows).


    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 50% of initial cost if the item is permanent and 30% if the charges are exhaustible.
    All magical items that have temporary charges are rechargeable.
    Rechargeable magical items can have up to 50 charges. Once this number is set, it cannot be changed later on.
    When recharging items, renewing a charge costs 10% of the item's initial cost.
    Spells with costly materials require expenditure of those materials per charge.


    Cost reductions for permanent magical items (by frequency of use):
    Permanent magical items have #charges limit according to the frequency of use per time quota (each #uses is regarded to 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 or longer (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) : Swift action *
    +50% – Reactive powers (power activates on its own, in response to a hostile action taken against the owner when used as intended): Non action
    * The given action cost represents a best-case scenario. Action cost of item activation cannot go faster than the spell whose effect it generates.


    Pricing Constructs:
    HD: Construct creation of medium-sized constructs has a base cost of 2000 x HD.
    Varied Sizes: Each size increase above Medium increases the HD factor of prices by 50% compared to the previous size category. Sizes smaller than Medium reduce 20% per size step.
    Construct Ability Scores: Medium-sized constructs start with the following stats: Str 6, Dex 6, Con –, Int 0, Wis 1, Cha 1. Each point increase costs 1000gp. Larger constructs have +4 Str and -2 Dex per size increase. Golems don't possess Wis or Cha and may not have Int above 0.
    Energy Resistances: 500gp / point per energy type – up to 30 (15000gp), limited by 5 points per 3 HD in increments of 5.
    Energy Immunity: 25000gp (20HD min).
    Spell-like Abilities: treat constructs as regular magical items for this purpose.


    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.



    Shared Charges
    The idea here is to create magical items with a general pool of charges that power different magical effects.
    Initial Item Cost: Each magical power costs [SL x 4000] (permanent effects).
    Reduction by Frequency: All powers use the same frequency category (e.g. daily) and have their costs reduced accordingly.
    Capacity: Each charge (which represents a single SL in the pool) adds 10% to the item's total cost.
    Renewal Rate: For a single charge renewal in the given frequency category (e.g. 1 / day for daily renewal), the item's cost is as given for the above calculation. Each increase of the renewal rate (e.g. 2 charges / day) increases the above calculation by 25% (2 charges for 125%, 3 charges for 150%, etc.)



    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)
    - 20 charges (+18000)
    This amounts to: 22050gp

    Ring of invisibility 3 per hour that activates by rubbing the ring and operates at minimum CL:
    - Permanent 2nd level power (+8000)
    - CL 5th (+2500)
    - Hourly use (-1000)
    - 3 “charges” (+3000)
    - Can be turned on/off with no spell completion and no voice requirement (+2400)
    This amounts to: 14900gp


    Optional: Spell Durations and Permanency
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    Spells with duration of 24 hours or longer duration all use the formula given above for permanent magical effects.
    Spells with a shorter duration add 10%, 20%, 40% and 80% respectively (see "Spell Durations Redefined" above)
    Motivation: Duration is a major balancing factor of spells. More potent effects are given shorter durations, so it only makes sense that turning them into permanent effects should be more costly.




    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.



    'Personal' Spell Effects
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    Magical items cannot be enhanced with spell effects that have a noted range of "Personal".
    The origin point of such spell effects never departs from the caster's own body, thus cannot be bestowed upon an external target.



    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 this 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.

    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.



    Artifacts
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    "Artifact" is any crafted item of historical-cultural-ritualistic value. No more, no less.
    Since these rules provide the means of creating any magical item that comes to mind, there's no need to invent a special category of magical items.
    Typically, magical items that are modified by Tool of the Worthy spell are likely to bare the status of artifacts.




    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 means that you no longer have longsword +3 or breastplate +2, but longsword w/ Greater Magic Weapon and breastplate w/ Magic Vestment. Pluses are no longer a criteria for pricing and they never correlated well with SLs anyway, so no reason to keep them as separate game mechanic.
    To keep Rings of Protection viable, Magic Vestment is modified to apply to any donned object – including rings.



    Body 'Slots':
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    The same body slot cannot benefit from more than a single active effect at a time – not even by the same item. Whenever multiple effects originate from the same body slot, they cancel each other out.
    Furthermore, while an item in a given body slot has an active effect on, no other effect can be initiated from another (or the same) item on that body slot (the effect simply fizzles).
    Example: You can wear two magical necklaces, but only one may serve you at any given moment.



    Magical Grafts:
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    Several official books present rules for grafting body parts, however I haven't yet encountered grafts that are enhanced with magical powers. Here are the requirements I find appropriate for enhancing grafts and turning them into magical items:
    A body part harvested for grafting can only remain usable for so long without attention.
    To permanently preserve it, it must be enhanced with permanent emanations of Gentle Repose and Regenerate (Hardening is also quite popular when dealing with magical grafts).
    From there on it serves as both graft and magic item (including the possibility of being a self-directed construct). When put in place of a severed body part, it attaches itself to place without harm befalling the target creature and replaces the lost part.


    .
    Last edited by nonsi; 2020-04-19 at 01:14 AM.

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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 ability score and ability limits by +1.



    Anti-Magic and Dead Magic – Clarifications and Redefinitions:
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    Dead Magic – A Cancelled Notion:
    Given that there's more than one type of Dead Magic, it seems redundant and even confusing to preserve the notion. It seems too much open to interpretation while antimagic is well defined – whether it's Antimagic Field or Antimagic Aura MoF p.77 (which has an identical behavior, just a different spread).
    Given this loose definition of Dead Magic, a DM might decide that constructs, magical items and incorporeal beings all break down, become permanently nonfunctional, or fade away. If the phenomenon exists, then somebody's gotta be able to wild it – which puts way too much power in the hands of those that are.
    And then there's the mentioning of Shadow Weave, which is a different thing. Well, this codex assumes that regardless of is source (the weave, objects, deities or inner Ki), magic is magic and that's it.


    Changes regarding Antimagic:
    1. Antimagic is just another effect that certain powerful spells can maintain. It is not the absence of magic, just an effect that makes magic and certain objects affected by it "transparent" to the world.
    2. While antimagic doesn't cancel out an already existing magical effect/item/creature, it does prevent manipulation of magical energies for producing new effects. This means that spellcasting or any activation of magical powers are impossible from within antimagic.
    3. Disjunction spell trivially overcomes antimagic – assuming its focal point is outside of antimagic effect.




    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 10'.
    ** 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.



    Codes of Honor:
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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.



    Conditions: Restrained (taken from 5e):
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    - A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
    - The creature cannot properly defend itself (denied its Dex-bonus to AC and is flatfooted).
    - The creature suffers a -4 penalty on all attack rolls.
    - The creature suffers a -2 penalty on all Ref saves and does not get to add Dex-bonuses to such saves.



    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 came 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-penalty = 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).



    Drowning:
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    Once unconscious, you lose 1 HP/round until you're rescued or dead.
    unlike when taking other forms of damage, you're considered dying once you hit -1 HP (you can no longer restore breathing on your own).



    Encounter-CRs and XP Awards:
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    Throughout D&D's different incarnations, one of the more tedious aspects was tracking how much XP encounters are worth.
    In Pathfinder 2, they finally simplified things by:
    1. Setting XP requirement for the next level to a predetermined fixed value (800/1000/1200 suggested for Fast/Medium/Slow level progression).
    2. Subtracting 1000 XP once a level was obtained (without re-calculating whatever XP left).


    While I do find this solution a huge improvement, I think it can be further streamlined and simplified.
    I’m working under the assumption that a level advancement should be achieved after roughly 20 level-appropriate encounters, which should amount to about 4 game sessions (i.e. 50 XP for a level-appropriate encounter).

    The numbers below are adjusted for a Medium level-progression rate (1000 XP):

    Code:
    Encounter CR                       XP
    ===========================================================================================================================
    Party Level - 5 or less		ZERO (even if there is a threat, you can't learn anything new from such trivial encounters)
    Party Level - 4			10
    Party Level - 3			20
    Party Level - 2			30
    Party Level - 1			40
    Party Level			50
    Party Level + 1			60
    Party Level + 2			70
    Party Level + 3			80
    Party Level + 4			90
    Party Level + 5 or more		100 (there's only so much you can learn/improve from a single encounter)


    In the above table, a single CR [X] creature is a level-appropriate challenge for a party of 4 characters with an average level [X].

    If all characters are of the same ECL, each receives the stated XP from the encounter.

    For each character of higher/lower ECL than the average, simply shifts individual XP award in the opposite direction. Round fractions closest*
    Example: In case of a party of four characters, three of 5th level and one of 6th, when they finish a CR 5 encounter, three of them gain 50 XP while the higher-level character gains only 40 XP.
    * If the party's average level is exactly midway between two levels, then round the encounter’s XP awrards down. I.e. a party of two 5th level characters and two 6th level characters is a 6th level party.


    Groups of Different Sizes:
    Intuition would dictate that for groups of a different number of characters N, one should apply the following formula to encounter XP: [XP * 4 / N].
    While this is a reasonable possibility, there's a better option. Read on.




    Going from [Creature CR] to [Encounter CR]:
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    It’s an obvious observation that 2 CR [X] opponents are not CR [2X] in any way fashion or form.
    So, instead of trying to figure out the contribution of each opponent to the encounter’s CR, a DM should simply assess the overall threat level of the encounter.
    This should take into account the following factors and more:
    - Surprises / Ambushes
    - Advantageous / Disdvantageous terrain (being surrounded, undersea combat, flying opponents with range attacks etc).
    - How well the opponents are equipped compared to the party in terms of gear, spells, minions etc.

    The encounter’s in-practice CR should be evaluated after the encounter is over.
    If players make bad choices during an encounter, this should not increase the DM’s decided-upon encounter CR. That one's on them.

    At first glance, it seems as if this approach makes XP-Awards less accurate.
    In practice, CR is no more than a rough assessment of one subject vs. a huge variety of party builds.
    Therefore, the best assessment tool in practice is the DM’s familiarity with the party’s overall set of capabilities.
    While this approach is not really applicable for designing PC/XBox games, it is the best tool where the human factor is present (i.e. the DM).

    Notes:
    1. When applying this approach of assessing [Encounter CR], one doesn’t need to make complicated calculations as proposed under “Groups of Different Sizes”, so this actually simplifies things.
    2. It’s perfectly within reason to decide that an encounter is worth [level – 1.5] threat and grant 35 XP for completing it. Very easy challenges could award 3 XP and that’s fine as well. Same goes for above-level-appropriate encounters.



    XP – not just for defeating monsters:
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    Hazards and Obstacles:
    XP should be awarded for overcoming/avoiding non-monster threats.
    A threat should be evaluated vs. 2 things:
    1. The variety and potency of options at the characters’ disposal for dealing with the threat.
    2. The DM’s assessment of how well the players handled the problem.
    Examples:
    - A typical trap could be regarded as a [level – 3] threat, granting 20 XP to those who found and disabled it.
    - A trap room, which is probably a more significant threat, could be regarded as a [level – 1] threat, granting 40 XP to each party member.
    - Solving a difficult puzzle/riddle that required some brainstorming could award 30 XP to the one who actually came up with the solution, as well as 10 XP to anyone else who had contributed to the solution.

    Basically, the more surprising, unorthodox and out-of-the-box-thinking a solution to a threat is, the more XP it should award.

    Because the gane is run by people and not software, I don’t suggest adopting PF2’s approach of compiling a list of threats and assigning supposedly-accurate numbers to them.
    DM’s gut feeling could save huge amounts of game time in this case and should be no less accurate in assessing the actual value of a challenge.



    Accomplishments:
    XP awards should also be given to characters for accomplishing actual stated campaign goals, such as:
    - Securing a major alliance
    - Establishing an organization
    - Causing an NPC to have a change of heart
    The significance of such accomplishments determines the size of the XP award.
    Determine whether the achievement was a Minor / Moderate / Major accomplishment.

    Minor accomplishments include all sorts of significant, memorable, or surprising moments in the game.
    A Minor Accomplishment should count as [level – 3] or [level – 4] encounter (10 to 20 XP per player)

    A Moderate accomplishment typically represents a goal that takes most of a session to complete.
    A Moderate Accomplishment should count as [level – 2] … [level appropriate] encounter (30 … 50 XP per player)

    A Major accomplishment is usually the culmination of the characters’ efforts across multiple sessions.
    A Major Accomplishment should count as [level + 1] and up (60 … 100 XP per player)

    As a general guideline, in a given game session, you’ll typically give several minor awards, one or two moderate awards, and only one major award, if any.



    Design Notes:
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    Granting XP for any and all game-contributing activities can have a significantly positive effect on the attitude of playes.
    In a game where an overwhelming percentage of the XP is granted for combat, players always urge the DM to bring on more opponents, which would probably lead to a drastic decrease of the story’s significance.

    The above approach should maintain a high level of interest in just about anything that happens in the game.

    Individual awards of XP should definitely be encouraged. This should highly motivate the game effort and enthusiasm of all players.
    Just take care not to push it to a point where less inventive/imaginative/resourceful players find themselves frustrated for being left behind.




    XP Management Proposal:
    It is highly advisable for DMs not to share how much XP is awarded per encounter and update XP on character sheets only in the end of game sessions. This eliminates XP-award arguments around the gaming table.
    The exception to this suggestion is when a character is entitled a level advancement. It actually feels very rewarding to gain level advancement while playing and it raises players’ morale.



    Equipment:
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    Weapons:
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    Use PF’s weapons and apply the changes below:



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


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



    Modified Weapons:
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    Axes:
    - Battle Axe has a range increment of 10’ when thrown 1-handed and 15’ when thrown 2-handed.
    - Throwing Axe has a range increment of 20’.


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


    Pick:
    - Picks do piercing & bludgeoning damage (reminder: picks are designed to break rocks).
    - Picks are also Tripping weapons.


    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 (ropes / cloth / leather / targets with ZERO Armor bonus to AC), Shuriken damage also counts as Slashing.


    Sling:
    - Sling bullets deal 1d6 damage (medium). Stones deal 1d4 damage.
    - Sling bullets are made of iron. When they hit their target, the chance that they're destroyed is the target's armor bonus to AC. Bullets that miss are not destroyed.


    Spear:
    - The Spear (but not Longspear or Shortspear) is a double weapon, with the back side dealing 1d6 base damage.


    Spiked Chain:
    AoOs are applicable only vs. opponents within your normal reach (i.e. when not wielding reach weapons), unless you also possess some kind of Lounging Strike ability (which doubles your normal reach).


    Trident:
    - The wielder may Skewer an opponent if the attack roll exceeds the DC by +6 or more (avoidable with a Ref save vs. DC [10 + (1/2 damage)]). 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.


    X-Bow:
    - Use Lemmy's solution.



    Versatile Weapons:
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    Versatile weapons are typically paired with a shield, but may also be wielded two-handed and are more effective when used two-handed.
    Alternating between 1H grip and 2H grip is a swift action.

    The versatile weapons are:
    Code:
    Weapon		1H damage	2H damage *
    ==========================================
    - Battleaxe	1d8		1d10
    - Heavy Mace	1d8		1d10
    - Spear		1d6		1d8
    - Trident	1d6		1d8
    - Warhammer	1d8		1d10
    
    * This is in addition to the +1 damage added to any weapon for going from 1H to 2H.



    Range Weapons:
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    Thrown Weapons:
    Max Range = Range Multiplier x 3

    Missile Weapons:
    Max Range = Range Multiplier x 5



    New Weapons:
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    The weapons below are mostly weapons that I've encountered on screen or via 3rd party materials, or are otherwise very intuitive and almost self-explanatory:


    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.


    Bladed Gauntlet:
    Strapped to one's forearm, this metal and leather weapon carries 3 dagger-length blades that protrude forward.
    - A bladed gauntlet deals 1d6 Slashing or Piercing damage.
    - This is an exotic weapon.


    Blowgun (large):
    - Has 60' range increment.
    - Deals 1d3 points of damage.
    - This is an exotic weapon.


    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.


    Dire Pick:
    A 2-handed version of the Heavy Pick, this weapon deals 1d10 damage.


    Garrote:
    A garrote is a 2H weapon – basically a 2' cord attached to a wooden grip on each end – requires 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.
    Whenever the wielder scores a Hold or Pin:
    - 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.


    Great Morningstar:
    This exotic weapon is an oversized version of the standard Morningstar. It deals 2d6 damage, weighs 12 lbs, costs 15gp, and had hardness 10 and 10 HP.


    Hammeraxe
    This is basically an axe with a hammer at its backside
    Light (1H): Exotic, 1d6, Slashing or bludgeoning, 12 gp, 4 lbs
    Heavy (2H): Exotic, 1d8, B/S, 25 gp, 7 lbs


    Pounding Staff:
    This exotic 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 1d10 bludgeoning & slashing damage.
    - Adds +4 to all sundering attempts.


    Sword Stick:
    This is a slender, rapier-like short 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.
    - Sword Stick is a simple weapon that deals 1d4 piercing damage.


    Three-Section-Staff *:
    This weapon is composed of three sections of wood of equal length, joined at the ends by chain, leather, or rope.
    It has stats similar to quarterstaff, with the following exceptions:
    - Requires BAB +2, 4 ranks in Tumble skill, TWF/Monk levels and an exotic weapon proficiency (this weapon is very tricky to use).
    - 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 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 (a light 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.




    Madeup Weapons:
    Spoiler
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    Eagleflight Waraxe:
    Exotic, 2H, 1d8, P/S, 150 gp, 8 lbs ; +2 on Trip & Disarm attempts, Set vs. Charge


    Impact Cleaver
    Exotic, 2H, 1d8, B/P/S, 75 gp, 10 lbs ; tripping, disarming, Set vs. Charge, Slow and bulky (init -2, Atk -1)
    This weapon takes the best of all worlds from swords, axes and hammers.
    It is a variation of this proposed weapon, with the blade of the axe part flipped 180-degrees to point forward instead of backward, plus a small poleaxe-like spike at the top (for disarming maneuvers).
    Trying to put so much into one weapon however comes with drawbacks. its high mass and unnatural weight distribution compromise one’s reactions and attack rolls.


    Scorpion Windmill:
    While playing around with a Tonfa, an inspiration for a new weapon struck – a sort of combination between Tonfa, Quarterstaff and Parrying Dagger (and then some).
    Imagine a stick (probably made of wood, with a metal core), roughly 40" in length, with 2 parallel Tonfa handles, about 8" from the tips.
    Each tip is mounted with a small metal weight (opposing the handles) that ends with a short symmetrical blade and accompanied by an opposed "crescent moon" blade (total length – roughly 60").
    Scorpion Windmill is an exotic weapon that:
    - Is a double weapon that deals 1d6 P/S/B damage (wielder's choice on each strike) on both sides.
    - Grants +2 on offensive Disarm checks and +4 on defensive Disarm checks.
    - Grants +2 Shield AC vs. melee attacks and tossed objects.
    - Allows Tripping.
    Sundering a Scorpion Windmill: When sundering a Scorpion Windmill, there's 50% chance that one of the sides is broken and 50% that it splits down the middle. In the former case, the weapon can no longer serve as a double weapon. In the latter, you end up with 2 unwieldy weapons you're not proficient with (which cannot provide bonuses to Disarm/AC or allow tripping).





    * 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)



    Mithral Weapons:
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    Obviously inspired by LotR's Mithril, this material deserves more attention than what core gives it, so here's my definition to what Mithral has to offer for weapon benefits:

    1. Finessible weapons gain an inherent +1 bonus to attack rolls.
    2. Non-finessible weapons count as regular finessible weapons, regardless of size (regular in the sense that they don't receive +1 bonus to attack rolls).
    3. One-Handed weapons count as light weapons if it's more beneficial to the wielder (e.g. TWF).
    4. Doesn't rust and is not damaged by spells or effects that corrode/break/bend/heat metal in general.
    5. Counts as Alchemical Silver.



    Wielding 2-handed Weapons 1-handed:
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    Exceptionally strong individuals may wield weapons exclusively designed for 2-handsed use 1-handed.
    This does not include reach weapons or double weapons.
    The minimum strength requirements are as follows:
    - Tiny: 13
    - Small: 15
    - Medium: 19
    - Large: 23
    - Huge: 29
    - Gargantuan: 35
    - Colossal: 43
    Note that in such cases, Str-bonus is added once, as normal for 1-handed weapons.




    General Notes on Weapons:
    • When wielding a two-handed melee weapon, you add twice your Str-bonus to damage (not 1.5 times as core dictates). Versatile weapons that are wielded 2H (see "Modified Weapons" above) don't receive this benefit.
    • Except for reach weapons and double weapons, all melee weapons have a range increment of at least 5' or twice as far as the attacker's reach (whichever's greater). Each size increase beyond Medium multiplies the range increment of range weapons (double/triple/quadruple/quintuple range for Large/Huge/Gargantuan/Colossal attackers).
    • Except for combat in confined places, all reach weapons allow attacks against adjacent opponents.



    Armors:
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    Use PF’s armors as given.

    Spoiler: Armor and DR
    Show

    With level progression, characters learn to make more out of their armor – in the form of DR.
    Armors grant DR (on top of AC), provided that the wearer is aware of the incoming attack and may properly defend themselves.
    If you're flatfooted, flanked, or lose your Dex-bonus to AC for any reason, you don't benefit from armor-associated DR.

    For armors with which the character is proficient, at BAB +2 ... +8, each +2 armor-bonus to AC (not including magical bonuses) grants DR 1/―, capped by ½ the armor’s provided AC.
    Specifications:
    1. DR 1/― from Leather (or better AC) armor, starting at BAB +2
    2. DR 2/― from Chain Shirt (or better AC) armor, starting at BAB +4
    3. DR 3/― from Banded Mail (or better AC) armor, starting at BAB +6
    4. DR 4/― from Full Plate (or better AC) armor, starting at BAB +8

    Starting at BAB +10 and every +2 increase thereafter, the DR increases by 1 for any armor you’re proficient with.
    This does not progress beyond BAB +20.

    Armor-associated DR stacks with any other DR.
    Armor-associated DR is gained from experience only. It doesn’t apply to monster HD / racial HD. Only BAB gained by actual level progression counts.


    This makes Leather armor culminate at DR 7/― and Full Plate culminate at DR 10/―.
    Breastplate would grant a raging level 20 barbarian an accumulated DR 18/―.





    Design Note: the idea is to scale DR with the armor types, but to avoid making things broken at low levels. At mid-levels, the party tank and the healer will enjoy decent lastability.






    Favored Classes and Multiclassing:
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    There are no favored classes and no multiclassing XP penalties of any sort and for any reason!
    It is long since time to throw away this extra baggage carried over to 3e from BECMI & AD&D.



    Heroic Surges:
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    When properly motivated, heroes can act when it's seemingly impossible.
    A hero is someone powerful who fights for something he values above his own life (children/country/faith…)
    When this is the case, one can draw upon inner reserves of energy to perform additional actions in a round.
    You gain a number of special action points equal to 1/6 your BAB. These action points replenish after long rest.
    You may use a single point to take a move action when you don't have one (during your turn or when it's not your turn). A single ability score of your choice receive a +2 boost for this added action.
    You may use two points to take a standard action when you don't have one. A single ability score of your choice receive a +4 boost for this added action.
    You may use three points to take a full-round action when you don't have one. A single ability score of your choice receive a +6 boost for this added action.
    Actions based on action-points may not be interrupted by readied actions, or counter-measure feats, because they're totally unanticipated.



    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.



    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.



    Level-Feats Substitution:
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    Every now and then, for whatever reason, players find themselves in a situation where they'd prefer a few feats over level progression.
    Well, a character can do that.
    After every 4 class levels gained, a character may swap a single future level advancement for gaining 3 general feats.
    The character does not advance HD, HP, BAB, saves, skill points, ability-score increase, level checks or HD-based general feats accumulation.
    The traded level still counts against the character's ECL.



    OldAge and Experience:
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    - 6th character level negates middle-age physical stats penalties, and his age categories increase in years by 50%.
    - 12th character level negates oldage physical stats penalties, and his age categories increase in years by 125%.
    - 18th character level negates venerable-age physical stats penalties, and his age categories increase in years by 225%.



    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



    Retraining:
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    I endorse a very lenient approach regarding retraining (but not one that defies common sense). If a player finds his character unsatisfying, he shouldn't be stuck with bad decisions of the past.
    One may only retrain character-build options that don't serve as prereqs for other character-build options (example: if you have taken the Rogue's special ability "Sniper", then you couldn't retrain your Far Shot feat before you retrain your Sniper ability).
    When retraining, different aspects that allow retraining don't reflect on one another. This means that you can retrain a feat, 2 skill points, a spell, an invocation and a Rogue's special ability – all in a specific level and w/o putting character resources into it.

    During a time period dedicated for retraining, the character may not advance any other character-build interests.


    Ability-Score Advancement:
    When leveling, a character may "migrate" a single point from one ability score to another.
    Beyond that, each point requires 3 months of self-training.

    Feats:
    A character may swap a single feat for another when leveling w/o spending any character resources on it. This represent time spent beforehand on preparations / personal practice.
    Retraining more than a single feat within a specific character level requires 1 week and 500gp per feat.
    Some feats specify that they physically change the character (including – but not limited to – certain "1st-level only" feats). Such feats may not be retrained.
    Special: You do not need to meet the prereqs of retrained feats at the time they were taken (you have evolved since then after all). However, if a given feat slot provides access to a narrow set of feats (e.g. the Rogue's option of using its Special Ability to take certain bonus feats), then you may only retrain within that narrow set of feats (i.e you cannot later use that feat slot to take Cleave / Spell Focus).

    Skills:
    A character may rearrange 4 skill points per char-level advancement w/o spending any character resources on it.
    Retraining more than that is done at a rate of 1 skill point per day and 100gp per skill point retrained, during which time the character may not advance any other character-build interests.
    You may not become untrained in a skill. Skill ranks in a skill that requires training cannot drop below 1 rank.
    Skills-Tricks: A skill-trick simply counts as 2 skill points

    Class Features:
    Some class features might detail class-level-frequency. In such case, only level advancement in that class allows retraining of the specified feature.
    Some class features might detail time-frequency, or a set of actions. In such case, level progression has nothing to do with retraining constraints.
    If a feature has several progression steps (e.g. the Warrior's Physical Prowess feature), each step is counted separately.
    Class features that don't specify retraining rules may be swapped at a rate of 1 / class-level. Beyond that, you need 1 month and 1000gp per feature.
    Some class features specify that they physically change the character. Such features may not be retrained.
    Note: ACFs fall into the category of "Class Features".
    Special: When retraining features, you may only select from other features that are available no later than when the discarded feature was available at the time it was taken, because feature-slots are (even if merely deducible) always tied to specific levels.

    // -- //

    Class Levels:
    A character's class level is something that's just too fundamental to be thrown away and replaced.
    Priestly Divine Conversion: see PHB-II, p.193. Notice that a priest may sometime switch ethos, but not his class variant.
    Class Variants: Most class variants are chosen at 1st level. Some class variants may be retrained into (e.g. "Blighter" and "Master of Many Forms" Druid variants). No class variant can be retrained out of.

    Languages:
    Unless special DM-defined circumstances occur, one cannot retrain languages. It's just not something one forgets.
    You can, however, put retrained skill points to further your linguistics.



    Steal:
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    Refer PF's "Advanced Player's Guide" and add the Steal (p.322) to this codex. Also, all Steal feats from that book are valid.



    The multiverse: Planes and Realities:
    Spoiler
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    Use this compendium's summary for the rules regarding planes (pages: 74 – 80).
    Disregard the option of "Erratic Time" (it's paradoxical).



    XP “Payment”:
    Spoiler
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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.


    .
    Last edited by nonsi; 2020-04-23 at 04:20 AM.

  6. - Top - End - #6
    Ogre in the Playground
     
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    Apr 2010

    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 gains their 1st character level.
    Here's an attempt to define the typical 0-level races available as PCs - some classic, some unorthodox, some redefined, and some entirely new:
    - 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.
    - Racial Weapon Familiarity is dropped.




    Common Races
    Spoiler
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    Dwarf
    Spoiler
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    Zero-level HP: 8
    Racial Traits changes/additions:
    - Dwarves are Smell sized with Powerful Build (see the Goliath race; RoS). Dwarves' Stability (that of a typical medium-sized biped) stems from their Powerful Build.
    - Base land speed = 25’. Dwarves are slowed down by medium and heavy armor to 20'.
    - Dwarves also gain a +2 bonus to Knowledge (Dungeoneering) and Profession checks.


    Elf
    Spoiler
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    Zero-level HP: 6
    Racial Traits changes/additions:
    - Ability modifiers: Dex & Cha +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. 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.
    - Knowledge of the Ancients: Elves gain +2 to all Knowledge checks and may select any two Knowledge skills as class skills (on character creation).
    - Magic Aptitude: Elves gain +2 on all Spellcraft 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.
    - Uninhibited Curiosity: Gnomes can select any two Int/Wis/Cha-based skills and gain them as class skills.
    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 shorter legs, larger ears, potato noses and a spark in their eyes. They’re somewhere between dwarves and Halflings in height and physical build.


    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.
    - Half-Elves also enjoy the benefit of "Once a class skill – always a class skill" (detailed for Human below).


    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.
    - Half-Orcs also enjoy the benefit of "Once a class skill – always a class skill" (detailed for Human below).


    Halfling (AKA ‘Hin’)
    Spoiler
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    Zero-level HP: 6
    Racial Traits changes/additions:
    - Base land speed is 25'. Meduim and heavy armor reduce their speed to 20' and 15' respectively.
    - Halflings also gain a +2 racial bonus to Balance and Ride checks.
    - Enchantment Resistance (+4): Halflings' free spirit makes them highly resistant to magical control over their minds, even more so than elves.


    Racial Feats:


    Rock Skipping Shot
    All halflings practice throwing and skipping stones as children, a talent that leads many adults to favor thrown weapons. Rock-throwing tournaments accompany most major halfling gatherings, from weddings to the inauguration of a new sheriff. The best of the best become famous for their uncanny aim and prowess
    Requirements: BAB +8 or Halfling with BAB +4
    Benefits: As a standard action, when throwing a stone or firing a stone with a sling, you can make it bounce from one target to another, damaging multiple opponents.
    After hitting a target, if another is present within 10'/20/30’, you can make an iterative attack at -4/-5/-6 (respectively).
    This theoretically can go on indefinitely, but when an attack roll indicates a miss, the sequence ends.
    The above numbers include scenarios of regaining 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).
    This trick is used to attack opponents hiding behind cover (in which case it ignores cover) or with which you don’t have line of sight (in which case regular miss chances for concealment apply).


    Denial Feats
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    Back in the days of BECMI D&D, when there was 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.
    One of the more eye-catching ideas was "Denial" - an ability that gave a race of warriors a shot at coping with spellcasters.



    Denial
    Requirements: Hin (Halfling) only, Wis 13+, Cha 13+, base Fort save +3
    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!".
    You make a saving throw as if you were the intended target of the spell. If you're indeed the intended target, you saves at +2, or as an immediate action at -5.
    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 burn to the defender, restored via normal rest, not spells/(Su)/(Sp).

    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.
    Directed Denial, whether successful or not, deals 1d4 Con burn (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 negates 1 Con burn on each failed attempt and 2 Con burn on successful attempts.



    Human
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    Zero-level HP: 8
    Racial Traits changes/additions:
    - Gets +2 to an ability score of choice (capped to the normal racial limit 18). This replaces the "+1 skill point per level" trait.
    - Skill Aptitude: Humans enjoy the benefit of "Once a class skill – always a class skill". If you ever have it as class-skill, it counts as class-skill regardless of future classes you take levels in.
    - Signature Skills*: Humans can select any two skills and permanently gain them as class skills.
    * Some humans are born with a radical ability score, but are less skill-inclined. Such humans don't gain Signature Skills, but they start out with one ability-score racial limit of 20.


    Survivalist: Some humans demonstrate uncanny survival instincts instead of the typical Human versatility.
    Such individuals don’t gain any of the normal Human benefits associated with skills/feats.
    Instead they start at 1st level with +2 to all saving throws and +2 to Con and Cha (max score 18)





    Uncommon Races
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    Changeling (EbCS, p.13)
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    Zero-level HP: 6
    Racial Traits additions:
    Resistance to Alteration: Being shapechangers, Changelings possess a natural resistance to uninvited attempts to control their forms. They gain a +2 bonus to saves vs. alteration and petrifaction spells and effects.
    Imposter: Disguise & Bluff always count as class skills for changelings.
    Natural Linguist: Speak Language always counts as class skill for changelings.




    Racial Feats:


    Animal Shapeshift
    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
    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.

    Airborne Shapeshift
    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.

    Becomer
    Requirements: Changeling
    Benefits: You suffer no penalty on disguise checks for disguising yourself as a member of another race, gender, or age category within 1 age category of your actual age.

    Master Changeling
    Requirements: Changeling
    Benefits: You gain the limited ability to perform a more powerful shapechange.
    For 3 + character level minutes each day you may use Minor Shapechange to emulate the spell Alter Self.
    You may use this ability in 1-minute increments.

    Social Chameleon
    Requirements: Changeling
    Benefit: When making an opposed check with the following skills, you gain a +2 bonus on the roll:
    – Bluff
    – Diplomacy
    – Disguise
    – Gather Information
    – Intimidate
    – Sense Motive
    – Sleight Of Hand


    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.


    Elan
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    Elan – a humanoid with aberrant lineage – is an interesting angle to explore as a PC race.
    The resulting redesign below stems from three reasons:
    1. The need to adapt the Elan race to this project's unified solution for spellcasting.
    2. Providing plenty of options for players to fully realize their envisioned PC.
    3. Dissociating the Elan race from specific classes.



    Zero-level HP: 8


    Lesser Elan Racial Traits:
    • Medium Humanoid
    Base land speed: 30'
    Aberrant Lineage: You gain Aberration Blood (LoM, p.178) as bonus feat on character creation.
    Defensive Reservoire: Elans gain [2 + Cha-bonus + level/3] racial points of defensive reservoir. These fuel your racial special qualities and replenish at rate of 1/hour.
    Special Qualities: Repletion, resilience, resistance.
    Automatic Languages: Common.
    LA: +0


    Greater Elan Racial Traits:
    • Medium Aberration (unaffected by spells and effects that specifically target humanoids)
    • -2 Cha
    Base land speed: 30'
    Darkvision: 60'
    Strong Willed: +2 to Will saves
    Aberrant Lineage: You gain Aberration Blood (LoM, p.178) as bonus feat on character creation. You may use slots of bonus feats to take Aberration Blood and its derivatives.
    Defensive Reservoire: [5 + Cha-bonus + level/3] racial points of defensive reservoir.
    Special Qualities: Repletion, resilience, resistance.
    Automatic Languages: Common.
    LA: +1




    Racial Feats:


    Elan Repletion, Enhanced
    Prerequisite: Elan
    Benefit: You never need to eat or drink again, and instead you rely entirely on your Defensive Reservoire to provide optimum nutrition and hydration.
    Special: Greater Elan may use slots of bonus feat slots to take this feat.

    Elan Resilience, Enhanced
    Prerequisite: Elan
    Benefit: As an immediate action, you can reduce the damage you are about to take by 4 points for every 1 Defensive Reservoire point spent.
    Special: Greater Elan may use slots of bonus feat slots to take this feat.

    Elan Resistance, Enhanced
    Prerequisite: Elan
    Benefit: As an immediate action, you can spend 1 Defensive Reservoire point to gain a +6 racial bonus on saving throws until the beginning of your next turn.
    Special: Greater Elan may use slots of bonus feat slots to take this feat.


    Goblin
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    Zero-level HP: 6
    Racial Traits additions:
    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 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




    Racial Feats:


    Fierce Competitor
    Goliaths are always competing, and a fierce competitor wins more competitions than not.
    Requirements: Goliath
    Benefits: When making an opposed check with the following skills, you gain a +2 bonus on the roll:
    – Escape Artist
    – Hide
    – Listen
    – Move Silently
    – Sleight Of Hand
    – Spot
    – Use Rope

    Grand as the Mountain
    You're not necessarily larger than other goliaths, but you learn to make the most of your size.
    Requirements: Goliath, Str 20, Con 16, BAB +6, trait: Stout
    Benefit: You gain the benefits of a creature 1 size category larger than your actual size.
    For all purposes other than space, you're always treated as both your size and one size category larger in whatever ways are most favorable.
    For example:
    – You can wield medium sized two-handed weapons as one-handed weapons at no penalty
    – You have reach as a tall large creature (10') but no size penalty to attack and AC.
    – Your natural weapons deal damage as if they were one size category larger.
    The benefits of this ability stack with powers/abilities/spells that change the subject’s size category, but not with Powerful Build.


    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".


    Kobold (RotD, p.39)
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    Zero-level HP: 6
    Racial Traits additions:
    Not all kobolds are slight built. Kobolds that are not slight built take -2 Str adjustment instead of -4.

    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.


    Ogre


    Planetouched: Aasimar & Tiefling
    Spoiler
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    I considered adding the Aasimar and Tiefling to my Races collection for a very long time, but I never liked their LA.
    I think I finally have a formula for both of them to accommodate LA +0.


    Zero-level HP: 8

    Aasimar
    • +2 Wis, +2 Cha
    • Medium size
    • Land Speed: 30'
    • Darkvision: 60'
    • Resistance to acid 5, cold 5, and electricity 5
    • Automatic Languages: Common, Celestial. Bonus Languages: Draconic, Dwarven, Elven, Gnome, Halfling, Sylvan.

    Tiefling
    • +2 Dex, +2 Int, -2 Cha
    • Medium size
    • Land Speed: 30'
    • Darkvision: 60'
    • Resistance to cold 5, electricity 5, and fire 5
    • Automatic Languages: Common, Infernal. Bonus Languages: Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Orc.


    Shifter





    Exceedingly Uncommon 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 often not the most charming of comrades, due to their 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.


    Anubid Racial Traits:
    Zero-level HP: 8
    • +2 Con, -2 Cha
    • Medium size
    • An anubid’s base land speed is 30'
    • Darkvision 60'
    • Scent
    • Desert Lore: +2 racial bonus on Knowledge (geography, 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


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

    Gender Base Height Height Modifier Base Weight Weight Modifier
    Male 4' 11" +2d10 110 lb. x(2d4) lb.
    Female 4' 7" +2d10 90 lb. x(2d4) lb.


    Black Eyed Child
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    This race is described here.

    Zero-level HP: 4

    Codex adaptations:
    1. Broken Laws feature: A racial feature of all Black-Eyed Children.
    2. Welling Terror feat: Encompasses the benefits of Terrific Gaze.
    3. Spatial Warp feat: Grants 5% per 4 HD.
    4. Impossible Tracking: A feat that requires Broken Laws feature.
    5. Return To Home: A feat that requires Impossible Tracking feat.
    6. Radiant Sickenss: Nixed. Incompatible thematically, and broken under any measuring criteria.
    7. Racial Paragon features not mentioned above are ignored.



    Couatl


    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'.
    Darkvision: A gargoyle has darkvision out to 60'.
    Claws: A gargoyle has two claw attacks, dealing 1d4 + Str-mod + (1/4 BAB) 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' horizontally for every 5' 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.
    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
    LA: +1



    Special: A gargoyle is eligible for taking the Improved Dragon Wings feat (RotD, p.100).




    Racial Feats:


    Gargoyle Mandibles
    Requirement: On character creation
    Benefit: You possess a secondary bite attack as a natural attack. The bite causes 1d4 + Str-mod + (1/4 BAB) piercing damage.
    As a natural attack, a bite attack does not provoke AoOs.
    Special: Gargoyle Mandibles and Gargoyle Horns are mutually-exclusive. They cannot be taken together even if the character starts with additional feat slots by taking flaws.

    Gargoyle Horns
    Requirement: On character creation
    Benefit: You possess a secondary gore attack as a natural attack. The attack causes 1d4 + Str-mod + (1/4 BAB) bludgeoning damage.
    As a natural attack, a gore attack does not provoke AoOs.
    Special: Gargoyle Mandibles and Gargoyle Horns are mutually-exclusive. They cannot be taken together even if the character starts with additional feat slots by taking flaws.

    [B]Tail Slap Attack[B]
    Requirement: BAB +4
    Benefit: Your tail grows in strength and allows you to make a secondary attack for [1d4 + Str-mod + (1/4 BAB)] bludgeoning damage.

    Fearsome Gargoyle
    Prerequisite: Gargoyle Mandibles or Gargoyle Horns, Tail Slap Attack, BAB +6, Str 15.
    Benefit: The base damage of all your natural attacks is elevated from 1d4 to 1d6.
    Furthermore, your Bite/Gore attack now also does slashing damage (as well as piercing/bludgeoning).


    Illithid
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    (an adaptation from this proposal)
    Members of this alien race are often as ambitious and uncaring as they are brilliant. Fleeing the destruction of their vast empire on another world, they have come here to rebuild.
    The majority of their kind adhere to their rigid communal hierarchy, but there are some who take up adventuring out of curiosity, lust for power, or even benevolence.

    Although it is true that Illithid relish the taste of brain matter, they are quite capable of living off of standard fare.

    Zero-level HP: 8
    Ability Modifiers: +2 Int, +2 Cha. Illithid have genius-level intellect and a forceful personality.
    Size: Medium
    Type: aberration
    Speed: 30'
    Darkvision: 60'
    Natural Attacks: Illithid possess sharp claws (1d3 + Str-mod; piercing; primary) and a powerful beak hidden behind their facial tentacles (1d4
    + 2 * Str-mod; piercing; secondary).
    Limited Telepathy (Su): An illithid can communicate telepathically with sentient creatures within 100'. This sort of telepathy actually uses words, so a common language is required.
    Hive Mind (Su): Amongst themselves, Illithid form a web of immediate telepathy that involves direct sensations. If one is aware of a particular danger, they all are. If one in an encounter is not surprised, none of them are.
    Languages: Automatic: Common and Undercommon. Bonus: Abyssal, Aquan, Celestial, Draconic, Elven, Infernal, and Sylvan.
    LA: +1

    Illithid NPCs: the percentage of mages among Illithid is higher than in any other known race.
    Illithid NPC mages will always have access to Enchantment, Illusion and Transmutation, and will always specialize in one of them. Illithid also favor Sonic and Force effects, as well as telekinetic abilities.
    The above preferences have earned them the nickname "Mind Flayers".


    Kumo
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    Detailed here.

    Zero Level HP: 6

    Each individual has (according to family/clan association) an alternate form of one of the common races (not necessarily human), and doesn't need a Disguise check to appear as one.
    Kumo web may be used for crafting cloths, ropes, flexible weapons (bolas, nets, slings, whips) and light armor (as effective as chain shirt, yet only as restrictive as leather armor).
    LA: +1


    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?"



    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. 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 touch a Mandragora – a poisonous magical root – during a nearby surge of powerful magical energies with multiple effects (e.g. Gate / Prismatic Wall / Storm of Vengeance), 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 usually 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
    Mandrakes are 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 CN, 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.


    Mandrake Racial Traits:
    Zero-level HP: 8
    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. Spells which affect plant creatures 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 it uses small weapons, and its lifting and carrying limits are 3/4 those of a Medium character.
    Speed: 20'
    Vision: Low-light
    Immunities: poison, sleep effects and paralysis
    • +4 on saves vs. stunning, mind-affecting effects and polymorph
    Hardy Physiology (Ex): Mandrakes are difficult to wound and resist precision damage and rogue's sneak attack, having medium fortification (50%).
    Cold Resistance: 5
    Vulnerability to Fire: A mandrake takes 150% damage from fire.
    Metabolism & Ecology: Mandrakes don't need to sleep but they breathe and eat. Mandrakes have a much slower metabolism than flesh creatures. They can hold their breath 10 times longer than other land animals. 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 1 point of ability damage per 10 minutes. 5 minutes of earthen rest are equivalent to a day's ration of food and drink. 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 standard 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 applied to weapons. It loses its poisonous qualities 10 seconds after leaving the Mandrake's body.
    Death Shriek (Su): 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.
    Languages: Automatic: Sylvan. Bonus: Any.
    LA: +1




    Sidebar: MANDRAGORA Root

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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.
    The root doesn't emits death shriek when it shrivels away.

    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).



    Thri-Kreen


    Tortle
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    Tortles are crossbreed humanoid tortoises with short legs and a massive torso, standing roughly 6’ tall and weighing between 350 and 400 lbs.
    Their color ranges from sandy yellow to dull green and sandalwood.
    Tortles tend to avoid combat whenever possible. Most are peaceful, content to ignore the world outside their tribes and live as peasants.
    They reach adulthood by the age of 15. Later age steps are twice that of humans.

    Tortle Racial Traits:
    Zero-level HP: 8
    Ability Score: Str +2, Dex-2, Wis +2. Tortles are massive and slow. Since they don’t do well at outrunning enemies, they excel in avoiding conflicts and figuring out creative solutions to problems.
    Speed: Land: 20’. Swim: 15’. Tortles are natural yet sluggish swimmers. They have +4 on all swim checks and may take 10 on Swim checks in all situations.
    Hold Breath: Tortles can hold their breath for up to [1 hour + (5 minutes per Con-score)] at a time. 1 round of strenuous activity counts as 2 minutes. Each HP taken from injury counts as 1 minute.
    Natural Armor: Tortles possess +4 natural armor and are typically ill suited to wearing regular armor. Specialized custom-made protection for their limbs and head can provide up to +3 armor-bonus (prices are up to the DM).
    Racial Skills: Tortles have finely honed survival instincts and mental focus. Concentration, Diplomacy and Survival are always class skills.
    Languages: Common and Aquan. Bonus Languages: Draconic, Dwarven, Giant and Terran


    Volodni (UE, p.15)
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    Racial Traits Changes/Additions:
    Zero-level HP: 8
    LA: if and when Druid level 6 is obtained, a volodni's LA drops to +1. If and When Druid level 17 is obtained, a volodni's LA drops to +0.
    Druid: all volodni druids are Verdant Lords – no exception


    Vulcan
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    Vulcans physically resemble a crossbreed between a native american 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.

    Vulcan 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 save vs. 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.
    Languages: Automatic: Vulcan, Common. Bonus: Any.
    LA: +1. Reduced to +0 upon attaining 11th Monk level.



    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.


    Warforged
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    Use all the info found in EbCS (p.20-24).
    The race is perfectly balanced as given.

    Zero-level HP: 10




    Racial Feats:

    Warforged Juggernaut
    Requirements:
    Ability Scores: Str 17, Con 17
    Class/Character Features: BAB +9, Warcraft: Steely Resolve, Warcraft: Mettle, Physical Prowess: Applied Force (+2)
    Feats: Adamantine/Mithral Plating, Powerful Charge, Great Fortitude, Greater Powerful Charge, Dungeon Crasher, Dungeon Juggernaut, Improved Bull Rush, Improved Sunder
    Benefits:
    – Armor Spikes *
    – Bonus Feat: you either gain Armor Mastery (heavy) (Adamantine Body only) or Mithral Fluidity twice (Mithral Body only)
    – Expert Bull Rush * (the bonus equals to the number of Warforged Juggernaut feats taken)
    – Extended Charge *
    – Unaffected by healing
    – +2 Str **

    Construct Perfection
    Requirements:
    – Warforged Juggernaut
    – BAB +12
    Benefits:
    – Immune to nonleathal and precision damage
    – Immune to mind affecting effects
    – Fully affected by repair spells
    – +2 Str **

    Superior Construct Perfection
    Requirements:
    – Construct Perfection
    – BAB +15
    Benefits:
    – Immune to death effects and necromancy
    – Immune to ability damage/drain
    – Fast Repair (effectively Fast Healing 1)
    – Superior Bull Rush *
    – +2 Str **


    * See the official Warforged Juggernaut
    ** Each instance also pushes the character's racial Str limit by an additional +2.




    Racial Class:

    Normally, I stand firmly against classes that are viable for specific races...
    Nevertheless, Celestia has done a marvelous job with the Warforged Warden (and variant).
    I would add Resist Nature's Lure at 4th level, but that's about it..



    Xenopolitan
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    Xenopolitans, described here, are evolutionary cousins of the Illithid.

    Zero-level HP: 6


    Xeph (XPH)
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    Xeph Racial Traits:
    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; 2020-08-15 at 02:10 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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    Climb (Str)
    Climbing requires two hands to advance and one to hold position.

    Craft (int)
    Spoiler
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    Crafting Time:
    Crafting time is measured in days, not weeks.


    Craft and Other Skills:
    Spoiler
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    Craft (alchemy)
    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. gp, not sp - 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.

    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.



    Craft Feats:
    Spoiler
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    Craftsman
    Requirements: 5 ranks in any two Craft skills
    Benefit: You gain a +2 bonus to all Craft skills with which you have at least 5 ranks.

    Master Artisan
    You know how to create products of your chosen Craft at an accelerated rate.
    Requirements: Craftsman, 8 ranks in a specific Craft (<SOMETHING>) branch
    Benefit: When working in a well-equipped workshop (5,000+gp), with at least two assistants that have ranks in your chosen Craft, calculate production times vs. gp instead of sp.
    This feat can be taken multiple times. Each time it applies to a different branch of Craft skill.

    Subliminal Crafter
    Your mind subconsciously works on ways to speed up item creation processes while you sleep.
    Requirements: Int 13, Craftsman, Craft (Any) 10 ranks
    Benefit: Each night in which you have an uninterrupted full night’s rest, on the following day you add your Int-bonus to the number of in-practice crafting hours dedicated for crafting. Those pseodu-hours accumulate and count for the purpose of completing an item’s creation.
    The total amount of [actual hours spent + bonus hours] must amout to 8 or more for the day to count toward crafting at all. Also, you can’t gain more bonus hours than the actual hours invested (Int +8 is the limit of this benefit).
    Example: If you have Int +4, 2 days of uninterrupted 8 hours crafting (preceded by uninterrupted full night’s rest) actually count as 3 days (2 day + 8 accumulated hours). Optimally, Int +8 would yield twice the amount of crafting in a given time period.
    Special: Ths benefit of Subliminal Crafter and Master Artisan stack.



    Beyond Masterwork: Master Craftsmanship Items:
    Spoiler
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    While trying to elevate the 'Master' class to PC-level quality, I went back into War of the Lance and gave the Master a more thorough look.
    What I realized is that beyond the inherent Focus bonuses, the class doesn't really bring anything new to the game that other classes don’t already bring with better results.
    - The Craftsman is outclassed by the Artificer and virtually any fullcaster
    - The Performer is outclassed by the Bard
    - The Professional is outclassed by the Ranger/Rogue/Scout
    - The Sage is outclassed by the Bard and virtually any fullcaster with divination
    Any benefits where they're not at disadvantage are situational/storyline benefits (e.g. substitute ranks, fame and leadership), or are trivial and require most of your class levels and resources to be of any significance.



    I eventually decided to go for the approach that sometimes it's the tools of the trade that make the difference among equals.
    Therefore, I devised the following rules for beyond-masterwork equipment – which basically kill the need for the Master class altogether.


    Master Craftsmanship Items:

    Items of higher than masterwork quality exist, though they're rare, because they have hard to achieve requirements.

    There are four categories of master craftsmanship items:
    Code:
    - Weapons:			bonuses to attack and damage rolls
    - Armors:			bonuses to AC and ACP
    - Performance instruments:	bonuses to Perform checks
    - Work tools:			bonuses to relevant skill checks


    There are 5 steps of master craftsmanship (with corresponding modifiers and corresponding "level" requirements and DC increases above masterwork)
    Code:
    - Item of Distinction:	+1 (level 4; DC +5). At this point, regular masterwork items cost 1/2 as much (i.e. item's regular price +150 gp). You produce items of distinction like other crafters produce regular masterwork items (item's regular price +300 gp).
    - Item of Renown:	+2 (level 7; DC +10). These items' creation costs +900 gp.
    - Item of Fame*:	+3 (level 10; DC +15). These items' creation costs +2,700 gp.
    - Item of Glory:	+4 (level 13; DC +20). These items' creation costs +8,100 gp.
    - Item of Legend**:	+5 (level 16; DC +25). These items' creation costs +24,300 gp.
    
    *	Through secrets known only to a handful of craftsmen of your level, you’ve learned how to endow your creation with the properties of 2 special materials (e.g. Alchemical Silver + Cold Iron). The total costs for special materials trippled.
    **	Through secrets known only to the grandmasters of craftsmanship, you’ve learned how to endow your creation with the properties of 3 special materials (e.g. Adamantine + Cold Iron + Mithral). The total costs for special materials quintupled.
    
    Special: The bonuses granted by items of master craftsmanship stack with any other bonuses (magical or otherwise), but not with masterwork quality.
    Special: The bonuses granted by items of master craftsmanship are multiplied by x3 to determine added hardness and by x5 to determine added HP.
    Note: A master craftsman cannot craft an item of a given level of master craftsmanship before crafting an item of the level just below it (Distinction, only then Renown, then Fame, then Glory, then Legend).


    "Levels" and tools of the trade:
    To reach a certain level of master craftsmanship, a crafter must possess:
    1. The highest possible Craft ranks of the given requirement level
    2. Craftsman feat.
    3. The highest possible usage qualifications of that level (of any class in the game).

    Examples:
    - In order to create a sword/armor/shield of distinction, a character must have 7 ranks in Craft (weaponsmith), BAB +4 and proficiency with the corresponding sword/armor/shield.
    - In order to create a flute of distinction, a character must have 7 ranks in Craft (wind instruments) and 7 ranks in Perform (wind instruments).
    - In order to create burglar tools of distinction, a character must have 7 ranks in Craft (locksmith) and 7 ranks in Disable Device (or Open Locks, if that skill hasn't already been nixed by the group).

    Explanation:
    The first requirement details the required level of skill to be able to physically craft the item.
    The second requirement details the understanding of what will be required in practice to bring out the best out of the item's users.



    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 -2 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. Self Treatment: Taking a -5 penalty on your check, you can use the Heal skill on yourself to provide First Aid and Treat Wounds/Poison/Desaese.
    2. Treat Poison: Without an appropriate alchemical substance or a magical effect, Treat Poison takes 1 round, not a standard action.
    3. Treat Deadly Wounds: Takes 30 minutes.
    4. 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

    Knowledge (Int)
    The following Extended Knowledge Rules are folded into the core Knowledge rules.

    Move Silently (Dex)
    Each size step away from Medium grants a +2/-2 modifier (smaller/larger respectively) .

    Perform (Cha)
    You take ACP for Perform (dance), Perform (juggling) and any other Perform variant that requires coordination.

    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)

    Spellcraft (Wis)
    The Spellcraft DC to identify a silent or stilled spell is increased by +2 (or +5 if it has no verbal or somatic components).

    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

    Battlefield Commander (Int, Trained Only)
    This skill follows the rules given by rferries for Warcraft, with two modifications:
    1. Tactics requires 1 round of combat before a Battlefield Commander check may be attempted.
    2. Warriors gain an inherent +1 bonus on all Battlefield Commander checks, and an additional +1 for each 4 Warrior levels.

    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

    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-dependent abilities. Once their requirements are met and a single skill point is invested in either/both, ranks in the given language count as ranks in either/both so-called skills and apply 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 complete fluency. Once you can decipher scripts in 3 languages, you can attempt to decipher scripts in unfamiliar or partially familiar 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.
    Opposed Checks: Decipher Script is used for opposed checks vs. Forgery attempts.

    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
    . Dragon Evolutionists 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, polymaths and weirding disciples regard language studying as class skill (1 point per rank). All others regard language studying as C-C (2 points per rank).



    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.

    Intimidate: Power Intimidate
    For each +5 your 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.

    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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    Interaction
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    Conceal Action
    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.
    Requirements: Sleight of Hand 9, Spot 5
    Benefit: 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.

    Deathless Analyst
    You can recognise deathless creatures.
    Requirements: Knowledge (Religion) 5
    Benefit: You can identify Deathless with a Knowledge (Religion) check, the same way you would if they were undead, even though Deathless can't normally be identified.

    Eyes on the Prize
    You have trained your eyes to pick out valuable items out with but a cursory glance.
    Requirements: Appraise 8, Spot 5
    Benefit: 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
    Requirements: Disguise 1, Hide 5
    Benefit: You gain a +5 circumstance bonus to your Hide checks when within a crowd.

    It Was The Wind
    You resort to other methods when heard.
    Requirements: Bluff 8, Move Silently 1
    Benefit: If you know or suspect that somebody hears you as you move silently, you can attempt to make a noise to simulate being something that person would not find suspicious, like an owl, a cat, or a building settling. Make a bluff check opposed by their sense motive check. However, anybody that hears the sound you made can make a sense motive check to realize it was you that made it.

    Kiss of Death
    You are well versed in poisoning your lips so that the sweetest kiss becomes lethal.
    Requirements: Bluff 5, Concentration 5, Rogue special ability: Poison Use
    Benefit: You have learned how to apply ingested poisons and touch poisons to your lips and how to deliver such applied poison with a kiss – without poisoning yourself.

    Master Tracker
    You have seen hundreds of tracks before, allowing you to identify them on sight.
    Requirements: Search 8, Survival 5, Track
    Benefit: 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).

    Muscle Mimicry
    Nothing escapes your keen observation, and not even you can explain how you so easily are able to perfectly imitate the movements of others you observe.
    Requirements: Concentration 8 ranks, Spot 12 ranks
    Benefit: You can perfectly imitate an action you've recently observed. This skill trick grants you a couple of potential benefits. First, it allows you to use the result of another creature's Strength or Dexterity-based skill check that you've witnessed within the last hour to perform the same or similar activity. You use this result instead of making a check on your own, even if you have no ranks in that skill.
    Second, you can imitate the movements of another creature, such as movements around or through a trap that the creature has successfully moved through without harm. Basically any activity where physical movement is a factor in avoiding or negotiating an obstacle, simply witnessing it allows you to succeed if the initial attempt by the other creature was successful. The other creature must be a humanoid whose movements aren't reliant on an unusual characteristic you don't possess (such as having more than 2 arms).

    My Own Creation
    You made the sword. Of course you're good with it.
    Requirements: Craft (SOMETHING) 7, Spot 3
    Benefit: 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
    You can understand what others are saying by watching their lips move.
    Requirements: Spot 4, Concentration 2
    Benefit: 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
    You can save the life of a suffocating creature.
    Requirements: Heal 5
    Benefit: 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 a drowning creature was previously below its current HP before it started drowning, this skill trick has no effect. Nice try, though.

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

    Rumormonger
    When your opponent least expects it, you can strike with your shield.
    Requirements: Gather Information 5, Knowledge (any) 1
    Benefit: While in a city or other population center, you can make a gather information check in place of a knowledge check. You must have at least 1 rank in a knowledge skill to know the right questions to ask. This takes 1 hour and acts otherwise like a normal gather information check. If you fail, you’ve exhausted all obvious leads. Further checks on the same topic will incur +5 to the DC for each failed search in that area.

    Strike from the Dark
    You strike terror into the heart of your enemy when he cannot see you.
    Requirements: Hide 5 ranks, Intimidate 5 ranks.
    Benefit: If you strike an opponent that cannot see you, you may attempt to demoralize him (Player’s Handbook, pg 76) as a swift action.

    Teleportation Stowaway
    You have learned how to "hitch a ride" on someone else's teleportation.
    Requirements: Knowledge (arcana) 10, Spot 5
    Benefit: When Teleport or Greater Teleport is cast, a rift is formed (by which the caster or his target is being teleported). Some know how to exploit those rifts and travel through them.
    Teleportation rifts are short lived, lasting 1d3+3 rounds and are detectable from a short distance (60' for human-grade eyesight) with a successful Spot check vs. DC 15 followed by a successful Knowledge (arcana) check vs. DC 20 (raise the DC by +5 if the distance is greater than 30').
    Riding someone else's teleport rift requires a standard action.
    You detect only the closer side and have no nonmagical means of detecting what's on the other end.
    Special: A spellcaster that casts Teleport or Greater Teleport on someone else and possesses this skill trick may automatically follow through his own teleportation rift.
    Special: If someone arrives near you via teleportation and you happen to figure out his/her incoming teleportation rift, you may attempt to dispel it and prevent others from following through, but you may not ride it to its origin, because teleportation rifts are one-directional.


    Manipulation
    Spoiler
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    Blind With Science
    You can use the sun to blind an enemy.
    Requirements: Knowledge (Geography) 5.
    Benefit: If you are outside during a reasonably sunny day and holding something reflective (such as a sword or a mirror), you may spend a standard action aiming the sun at the eyes of a target within 30 feet. Make a Knowledge (Geography) check opposed by their reflex save. If you succeed, they are dazzled for the encounter. If you succeed by 10 or more, they are also blinded for 1 round. Creatures that take penalties for bright light or sunlight have those penalties applied if they were in the shade, or doubled if they were already in the sun.

    Blinding Flash
    You are skilled with flash bombs.
    Requirements: Bluff 8 ranks.
    Benefit: You may use a swift action when using a flash bomb* (see below) to blind anyone who fails their saving throw against the bomb. This blindness lasts 1d3 rounds, and the opponents are dazzled 1 minute thereafter.
    Spoiler: Flash Bomb; 15 gp
    Show

    A flash bomb is a tightly packaged charge of explosive powder in a thin container. This powder explodes in a bright flash when struck. You can throw a flash bomb as a ranged attack with a range increment of 20'. When it strikes a hard surface (or is struck hard), it creates a bright flash. Each creature within a 10'-radius spread must make a DC 15 Fortitude save or be dazzled for 1 minute.
    Since you don’t need to hit a specific target, you can simply aim at a particular 5-foot square. Treat the target square as AC 5.


    Delayed Sabotage
    You can set an object to break after a certain amount of use.
    Requirements: Disable Device 5
    Benefit: 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).

    Follow Your Nose
    You can smell magical traps.
    Requirements: Spellcraft 8, Search 5
    Benefit: When you enter within 30 feet of a magical trap, or any magical effect that lays invisible and dormant until triggered, you gain a free spellcraft check. If you succeed, you know the boundaries of one such trap’s area and the school of magic to which it belongs.

    Haggler
    You can talk others into making more profitable transactions, at least for yourself.
    Requirements: Diplomacy 5, Negotiator
    Benefit: 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%, plus 1d6% gp for every 5 points by which your check exceeded the DC].
    You can use this skill trick on a given merchant once per item, with a cumulative -1 per recurring attempt in a given month.

    More You than You
    You can trick others into thinking the one you impersonate is the imposter.
    Requirements: Disguise 12, Diplomacy 8
    Benefit: 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).

    Split-Second Forgery
    You can forge a short note, message, or memo with the greatest of ease.
    Requirements: Literacy, Forgery, Sleight of Hand 5
    Benefit: 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.

    Regulate Temperature
    You take control over your body's internal temperature.
    Requirements: Autohypnosis 8 ranks, Survival 5 ranks
    Benefit: You make an Autohypnosis check each time your would be affected by extreme cold or heat. For every 1 point past an Autohypnosis roll of 20 your maximum weather tolerance decreases or increases (depending on cold or heat) by 2 degrees.
    Example: An unprotected human must make a fortitude save when the weather is below 40 degrees or above 90 degrees. A roll of 20 allows him to forgo requiring a fortitude check at 40/90 degrees. A roll of 21 however allows him to forgo making a check at 38/92 degrees. A roll of 30 would allow him forgo making a check at 20/110 degrees.
    Special: Creatures from Cold terrains do not have to make a save until the temperature becomes -20 or less.
    Creatures from Hot terrains do not have to make a save until the temperature becomes 140 degrees or more.

    Stealth Takedown
    You can remove unaware enemies silently.
    Requirements: Move Silently 5
    Benefit: When you drop an unaware enemy in one hit, you may make a move silently check with a -5 penalty. The result of that check represents how much sound both you and the guard made from the attack (meaning others must roll above a listen check that beats it to have heard).

    Tend to the Many
    You can provide medical care to a great many people.
    Requirements: Heal 12
    Benefit: 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.

    Uncanny Awareness
    You have a knack for spotting the hidden, even when not actively trying to.
    Requirements: Search 8, Spot 5, Investigator
    Benefit: 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).

    Venom's Armor
    You protect yourself from poison by poisoning yourself.
    Requirements: Heal 5
    Benefit: By ingesting 1/10th an application of a specific poison a day you gain a +1 cumulative bonus to fortitude saves against the primary damage, and twice that to the secondary damage, to a maximum of a +10 bonus on the 10th day (and immunity to the secondary).
    For each day you don't take the poison the save decreases by 1 until you gain no bonus. Once you reach your 10th day however your body is saturated with the poison and you only need take a dose each week to retain your bonus.
    You cannot build poison resistance to two poisons simultaneously. You must first purge your system from the previous one to gain resistance to another.
    Example: If you ingested 1/10th of a dose of Terinav Root for 5 days you would gain a +5 bonus to saves against it, and a +10 bonus to its secondary effects. If you then failed to take it for 2 days, the primary bonus would decrease to +3, and the secondary to +6.


    Mental
    Spoiler
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    Codebreaker
    You can treat obscured messages as just another language.
    Requirements: Decipher Script 8
    Benefit: You can understand encoded messages by making a decipher script check. This takes 2 minutes per page of the message. Most codes have a base DC of 30, but more text makes it easier to decipher. Reduce the DC by 2 for every complete page available. Success allows you to understand most of the message, although it's possible a few numbers or proper nouns remain elusive.

    Double Entendre
    You can sneak hidden meanings into the written word.
    Requirements: Forgery 5
    Benefit: You can write messages that contain hidden secondary messages to those that know to look. These messages are by necessity much shorter than the document holding them, at least 15 times shorter in most cases. For anybody who knows the code, a DC 10 intelligence or forgery check will decipher the message in 1 minute per sentence. For others, they must make a forgery or intelligence check equal to your forgery check when you crafted the message, taking 10 minutes per page of the total message. If your apparent message is much longer than normal, you get +2 to your forgery check for every 5 times longer it is than the hidden message (+2 at 20 times the length, +4 at 25) or -10 for every 5 times shorter (-10 if the containing message is only 10 times longer than the hidden message, -20 of it's only 5 times as long). You cannot hide a message longer than one fifth of the length of the total text.

    Impossible Sleep
    You can sleep almost anywhere, and are undetectable when you do.
    Requirements: Lucid Dreaming 12, Knowledge (Arcana) 5, Spellcraft 5
    Benefit: You gain the ability to use a Sequester effect on yourself as a spell-like ability, except that it only lasts 8 hours and only you are sequestered. This ability can be used once per day, and while under the sequester effect you are considered to be resting. Using this ability requires a DC 25 Lucid Dreaming check; if you fail then you fall into a sequester-like slumber but without any protections from sight or divination.

    Mind Over
    You can work through mental sabotage.
    Requirements: Autohypnosis 8
    Benefit: If you failed a save against a mind-affecting effect this encounter, you may attempt a new save as a swift action. Roll Autohypnosis instead of your normal save.


    Movement
    Spoiler
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    Catfall
    Your ability to survive falls has become so extraordinary as to seem supernatural.
    Requirements: Jump 8, Tumble 12
    Benefit: 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
    Requirements: Balance 5, Concentration 4, Spot 2
    Benefit: You move with such grace and agility that you are no longer flat-footed when balancing.

    Combat Climb
    Requirements: Climb 10, Concentration 5, Tumble 2
    Benefit: 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.

    Kangaroo Leap
    You can use the inertia from one jump to make another.
    Requirements: Jump 5, Athletic
    Benefit: 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
    Requirements: Climb 4, Jump 5, Tumble 2
    Benefit: 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.

    Never Even There
    Nothing keeps you in place for long.
    Requirements: Escape Artist 8
    Benefit: If you fail a Ref save against something that restricts your movement, you can attempt to wriggle out of it one round later. As a standard action, roll escape artist against the original DC. Success frees you from the effect.




    Skill Synergies
    Spoiler
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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

    - 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)
    - 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)







    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; 2019-12-13 at 02:01 AM.

  8. - Top - End - #8
    Ogre in the Playground
     
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    Apr 2010

    Default Feats

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    Feats


    Omitted Feats
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    By Categories
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    Spellcasting Action Modifiers
    Action-Economy enhancers (Quicken/Chain/Twin Spell) are the worst balance offenders. There’s a handful of quicken/immediate spells – that’s the only way of casting more than a single spell per round.

    Extra Slot
    Invalid mechanics under 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.

    Metamagic Reducers (CA)
    No. just plain simple NO. This is no more than a cheap minmax trick.

    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
    Spoiler
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    Dodge
    Truly a crappy feat. Plus, this codex already provides 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.

    Natural Spell
    See the Druid remake.

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

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

    Spell Mastery
    No longer required. All spellcasting classes have their repertoire of known spells (plus extras from high Int).

    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.
    Weapon Focus is the only feat from this line that lingers, with the Warrior's Combat Edge feature superseding it (i.e. possessing Warrior levels automatically qualifies a character as having Weapon Focus prereq for each weapon in the Warrior's Weapons Expertise list).


    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.

    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 official 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
    Spoiler
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    By Categories
    Spoiler
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    Improved Combat Maneuvers
    Imp. Bull Rush / Disarm / Sunder / 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
    The two associated skills are always considered class skills, and you gain a bonus on them equal to 2 + 1/4 char-level.

    Saving Throws 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 all refer to this feat.

    SLA metamagic variants
    Those feats apply to any and all relevant SLAs the creature possesses, not just a specific SLA each.



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

    Cleave
    Requirements: BAB +4, proficiency with a bludgeoning or slashing weapon.
    Benefits: This feat combines the core definitions for both Cleave and Great Cleave with some changes:
    - It's applicable only with bludgeoning or slashing weapons
    - Starting at BAB +6, you may cleave when you make a single attack as a standard action w/o the need to fell your target(s). All you need is to hit your target(s).
    Special: If you have the Mobility feat, you may take a 5'-step when you cleave.

    Combat Reflexes
    Requirement: base Ref save +2
    Benefits: You may take an immediate action 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 direct 2 of your AoOs vs. an opponent, at the expense of a move action in your next combat turn.
    BAB +11 allows you to strain yourself and direct 3 of your AoOs vs. an opponent, at the expense of a standard action in your next combat turn.
    Lastly, with BAB +16, you can now direct all 4 of your AoOs vs. an opponent, by forfeiting your next turn altogether. Alternatively, you may now direct 2 AoOs vs. 2 different targets.
    Note: When directing multiple AoOs vs. the same target, use iterative attack rolls rather than always applying your highest BAB.

    Deflect Arrows
    Deflecting an arrow consumes an AoO. This means that starting at BAB +6, you can start deflecting multiple arrows.
    Snatch Arrow (S&F) is folded into this feat. Snatching an arrow consumes 2 AoOs, but is resolved as deflecting an arrow.
    Special: Monks may apply FoB when deflecting arrows (notice that this allows a 15th level monk to cope with literally a hail of arrows).

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

    Eschew Materials
    Requirements: 4 / 8 / 12 / 16 / 20 / . . . ranks in Spellcraft
    This feat relates to increasing values of spell components with increase in ranks:
    4 ranks: Deduct up to 1gp worth of materials
    8 ranks: Deduct up to 5gp
    12 ranks: 25gp
    16 ranks: 125gp
    20 ranks: 625gp
    . . . etc.
    For ranks 6 / 10 / 14 / 18 / 22 / . . . (the in-between ranks) double the previous benefit (i.e. 2gp / 10gp / 50gp / 250gp / 1250gp . . . etc).

    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, or cause the weapon to fall into any space adjacent to you.

    Improved Feint
    You may feints as a swift action or as an attack action.

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

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

    Leadership
    The core Leadership feat is abuseable and doesn't make much sense.
    Leadership is modified to work as follows:
    1. Requirements: 6 ranks in either Bluff / Diplomacy / Gather Information / Intimidate (DM's call - depends on class, alignment and religion), Sense Motive 4
    2. You gain a personal assistant rather than a cohort. An assistant's role is to take care of your worldly affairs rather than go adventuring with you.
    3. A personal assistant's ECL may not exceed your HD – 2, regardless of your Leadership score.
    4. For each 3 levels passed 6th, the character's number of potential assistants increases by 1 (2 at 9th, 3 at 12th etc.).
    5. It's exclusively in the hands of the DM to decide your assistants' level and character build, and when they arrive (based on the campaign).
    6. NPCs that campaign with you consume XP! (no free meals)
    7. Use the table below to determine the maximum level of your assistant(s) and number of followers.
    Code:
    ===========================================================================================
    Leadership	Assist.	|< ---------------- Number of Followers by Level --------------- >|
    Score		Level	1st	2nd	3rd	4th	5th	6th	7th	8th	9th
    ===========================================================================================
    2 or lower	—	—	—	—	—	—	—	—	—	—
    3		1st	—	—	—	—	—	—	—	—	—
    4		2nd	—	—	—	—	—	—	—	—	—
    5		2nd	—	—	—	—	—	—	—	—	—
    6		2nd	1	—	—	—	—	—	—	—	—
    7		3rd	2	—	—	—	—	—	—	—	—
    8		3rd	3	—	—	—	—	—	—	—	—
    9		3rd	4	1	—	—	—	—	—	—	—
    10		4th	5	1	—	—	—	—	—	—	—
    11		4th	6	2	—	—	—	—	—	—	—
    12		4th	8	2	1	—	—	—	—	—	—
    13		5th	10	3	1	—	—	—	—	—	—
    14		5th	15	3	2	—	—	—	—	—	—
    15		5th	20	4	2	1	—	—	—	—	—
    16		6th	25	5	3	1	—	—	—	—	—
    17		6th	30	6	3	2	—	—	—	—	—
    18		6th	35	7	4	2	1	—	—	—	—
    19		7th	40	9	5	3	1	—	—	—	—
    20		7th	50	11	6	3	2	—	—	—	—
    21		8th	60	13	7	4	2	1	—	—	—
    22		8th	75	15	9	5	3	1	—	—	—
    23		9th	90	17	11	6	3	2	—	—	—
    24		9th	110	20	13	7	4	2	1	—	—
    25		10th	130	23	15	9	5	3	1	—	—
    26		10th	155	26	17	11	6	3	2	—	—
    27		11th	180	29	20	13	7	4	2	1	—
    28		11th	210	32	23	15	9	5	3	1	—
    29		12th	240	36	26	17	11	6	3	2	—
    30		12th	275	40	29	20	13	7	4	2	1
    
    Note: Starting at leadership score 31, assistants' level increases by +1 per increase. Everything else is to be resolved according to the consistent pattern of numeric increase.

    Maximize Spell
    Damage of area-effects can't be maximized, only single-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 Con-bonus (minimum +0) + 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 attack sequence 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.



    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 + PA-modifier]) 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)
    Requirement: Combat Focus class feature
    Blindsense stacks with any other source.

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

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

    Combat Vigor (combat form)
    Requirement: 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 have Imp. Feint feat, this option adds +4 to your next attack roll rather than granting you a second free action feint.

    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.

    Improved Swimming
    Also grants +4 to all swim checks.



    CArc
    Spoiler
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    Persistent Spell
    Your spells can be made particularly difficult to dispel or recover from
    Requirement: Able to cast Dispel Magic
    Benefits: Your CL counts as 5 levels higher than normal vs. attempts to dispel a persistent spell. If the spell affects a creature and allows saving throws to end the effect, the save DC of those saves is increased by +2.
    You cast a Persistent Spell at SL +2.



    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).



    CM
    Spoiler
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    Somatic Weaponry
    More of a clause than a modification: When "casting" a spell w/o material or focus components, you do not provoke AoOs.



    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.
    Applicable w/ Short Sword.

    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.

    Ranged Disarm / Pin / Sunder
    BAB requirement is lowered to +3 and the range is set to the weapon's range multiplier.

    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.

    Dream Scion Sar, p. 116
    Replace Knowledge (psionics) prereq with Lucid Dreaming.

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

    Multiweapon Fighting MM-I
    1. This feat requires 3 or more attacking extremities
    2. Any extremity beyond the second (offhand) may not contribute more than a single attack (cannot be used for making iterative attacks).

    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).




    New Feats (by categories)
    Spoiler
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    Offensive Feats
    Spoiler
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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.

    Backstab
    Requirement: Combat Reflexes
    Benefit: Whenever you are flanking an enemy, and the enemy attacks the person you are flanking with, you can make an AoO.

    Confound the Big Folk
    Requirements: BAB +8, Underfoot Combat (RotW; 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.

    Crack Shell
    Requirements: Int 13+, BAB +6, Spot 6
    Benefit: 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.

    Dance on the heads of giants
    Your uncanny combat acrobatics and balancing capabilities have made you into a nightmare for all giants.
    Requirements:
    - Feats: Confound the Big Folk
    - Skill Tricks: Combat Balance, Combat Climb, Double Step, Kangaroo Leap, Leaping Climber
    - Features: Rogue's: Acrobatic Stride / Monk's: Mercurial Stride
    Benefit: You may effortlessly make vertical climbs up to 1/2 your speed w/o making a climb check, unless the DC is 35 or greater.
    Whenever you are in the same space as an enemy creature at least two sizes bigger than you, you may also climb it, but if your target is not flatfooted, you provoke an AoO, and if the attack hits you fail to climb. A creature so climbed must both make a successful Escape Artist and beat you on a grapple check as a full round action to shake you off, but it may attack you normally. You have concealment from the creature, and if it misses an attack against you, there's a 25% chance of self-inflicted damage.
    As a move action, you may jump from one enemy to another, provided you can make the distance.

    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).

    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.

    Favored Enemy
    Requirement: Knowledge (according to the relevant monster group) 4
    Benefit: 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.

    Floors-Are-Walls Insight
    You recognize that a floor is pretty much just a horizontal wall.
    Requirements: Dungeoncrasher, Improved Overrun
    Benefit: 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.

    Improved Whirlwind Attack
    Requirements: BAB + 12, Whirlwind Attack
    Benefits: You may perform a Whirlwind Attack as a standard action.

    Mighty Rock Throwing
    Requirements: Str 25, Large size
    Benefit: You gain a powerful rock throwing ability and may throw rocks that deal 2d6 points of damage with a range increment of 80'.
    The rock must weigh between 40-50 pounds.

    Mighty Swing
    Requirements: Cleave, Imp. Bull Rush, Awesome Blow
    Benefit: As a full round action, you may apply Awesome Blow vs. all opponents within reach in a 180-degrees arch.
    Special: As a standard action, you may apply Awesome Blow vs. all opponents within reach in a 90-degrees arch.
    Special: If you possess the Imp. Whirlwind Attack feat, you may apply Awesome Blow vs. all opponents within reach as a full round action.

    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.

    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.

    Pummel
    Requirement: BAB +4
    Benefit: 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
    Requirement: BAB +4
    While wielding a piercing weapon with which you’re proficient, if you attack a foe with damage reduction, you may ignore points of DR equal to your Str/Dex-mod (whichever you use for attack rolls).

    Sharp Shooter
    Requirements: Far Shot, Precise Shot
    Benefit: 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
    Requirement: BAB +6
    Benefit: 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.

    Sneaky Shot
    Requirements: BAB +4, Sleight of Hand 4, Precise Shot
    Benefits: Just before making a ranged attack, you can spend a swift action to make a Sleight of Hand check opposed by your target’s Spot check (auto-success if the target is oblivious to your attack).
    If you win, your opponent is denied its Dex-bonus to AC against the attack.

    Speed Shooting
    Requirements: BAB+3, Rapid Shot, Shot on the Run, Short Bow proficiency
    Benefits: When armed with a short bow, on your action, before making any attack rolls for the round, you must choose to use speed shooting. If you choose to use speed shooting, when you make an attack, you may fire two arrows instead of one. Both arrows use the same attack roll (with a -2 penalty) to determine success and deal damage normally (but see Special).
    For every 3 points of BAB you have above +3, you may add one additional arrow to this attack. However, each arrow after the second adds a cumulative -2 penalty on the attack roll.
    Damage reduction and other resistances apply separately against each arrow fired.
    Special: Regardless of the number of arrows you fire, you apply precision-based damage only once.

    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
    Benefit: 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.

    Vicious Strike
    Requirements: Str 17+, BAB +5
    Benefit: 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.


    Defensive Feats
    Spoiler
    Show

    Always Ready
    Requirements: Combat Reflexes, 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 Restrained, climbing or crawling through tight spaces.

    Back to Back
    Requirement: BAB +3
    Benefit: While fighting adjacent to an ally that also possesses this feat, both of you cannot be flanked.

    Bladed Cover
    Requirements: Proficiency with a bludgeoning/slashing weapon, Base Ref +5
    Benefit: When applying total defense and not threatened in melee, all missile attacks from a 120-degree cone (selected by you at the beginning of your turn) take a -2 hit penalty (shield bonus to AC) and have 20% miss chance.

    Close Combat Shot
    Requirements: BAB +6, Mobility, Shot on the Run, Balance 3
    Benefit: You do not provoke AoOs for using ranged weapons in melee.

    Combat Cloak Expert
    Requirements: Dex 15+, BAB +3, proficient with a shield/buckler, Bluff 3
    Benefit: 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
    Benefit: 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.

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

    Expert Survivor
    Benefit: You gain a +1 bonus to all saving throws.
    This feat may only be taken once

    Last Stand
    Requirements: Diehard, Base Fort save +5
    Benefit: 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.

    Parry
    Requirements: BAB +3, Combat Reflexes
    Benefit: You may trade an AoO for intercepting an opponent's melee or thrown attack. To successfully parry an attack, you must match or beat your opponent's attack roll. You may parry only with a melee weapon (including unarmed strike) or shield with which you're proficient.
    Special: Just like with regular AoOs, you can parry multiple attacks, but only a single attack per opponent (unless you also possess the Combat Reflexes feat, in which case multiple parries vs. a given opponents follow the rules given in Combat Reflexes).

    Spinning Weapon Defense
    Requirements: BAB +4, Balance 4, Perform (dance) 4, Tumble 5, Double Weapon Fighting
    Benefit: 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).

    Tumbling Toss
    Requirements: BAB +5, Tumble 5, Sleight of Hand 4.
    Benefit: As a standard action, you may tumble and make a single attack with a tossed object.
    As a full round action, you may tumble and make a full attack with tossed objects.
    Both cases require a swift action, and in both cases, the Tumble DC increases by 5 and you take a -2 penalty to your attack roll(s).

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

    Unyielding Perseverance
    Requirements: base Fort save +6, base Will save +3, Con 15, Cha 13, Endurance, Diehard
    Benefits: While below 75% of your max HP total, you gain a +1 morale bonus to your AC (dodge bonus) and Saving Throws.
    While below 50% of your max HP total, the bonus increases to +2.
    While below 25% of your max HP total, the bonus increases to +3.
    While at or below 1 HP per class level, the bonus increases to +4.


    Mobility Feats
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    Daredevil
    Requirements: Balance 4, Climb 4, Jump 4, Tumble 4
    Benefit: 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.

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

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


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

    Hindering Bull Rush
    Requirements: Imp. Bull Rush, BAB +6
    Benefits: You receive a stacking +2 bonus on checks made to bull rush a foe.
    Furthermore, whenever you bull rush an opponent, his movement provokes movement based AoOs (but not from you).

    Hindering Opportunist
    Requirement: 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 yourself.

    Immediate Shot
    Requirements: BAB +6, 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.
    Starting at BAB +11, you no longer suffer the -4 penalty when performing an immediate shot.
    Starting at BAB +16, you lose a move action instead of a standard action during your next turn.
    Special: if you also possess the Ranged Pin feat and your target is moving, then you may perform a ranged Trip against it.
    Special: There's no spell, feat or any other means (nor will there ever be) that would reduce the action cost of this feat (but notice that the Warrior has superior action economy and may actually pull off two out-of-turn shots eventually).

    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 turn, 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.

    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

    Talons of the Beast
    Requirements: Imp. Grapple, Imp. Unarmed Strike, TWF
    Benefits: If you make a successful attack with a light piecing weapon other than Rapier, you may follow up with a grapple attempt at no penalties.

    Vexing Maneuvering
    Requirements: BAB +6, any two feats from: Imp. Disarm, Imp. Sunder, Imp. Trip
    Benefits: Whenever you successfully make a Disarm / Sunder / Trip vs. an opponent, that opponent is both flatfooted and provokes AoOs.


    Weapon Options Feats
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    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.
    Special: You may improve your backside attack rolls by taking Multiattack and Improved Multiattack feats (the latter would require BAB +6 to meet the 3-attacks requirement).

    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.

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


    Armor Feats
    Spoiler
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    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.
    Special: 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)).
    Special: A Dwarf can take heavy armor mastery at BAB +6 and doesn't need med. armor mastery.

    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.

    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.

    Armored Stability
    Requirements: BAB + 3, armor proficiency
    Treat armor check penalty as a bonus instead of a penalty to balance checks made to stay standing or prevent being moved, tripped, overrun, bull-rushed, and grappled.


    Shield Feats
    Spoiler
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    Modified Shield Feats:

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

    - Improved Shield Bash (PHB)
    Requirement: 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)
    Requirement: 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
    Requirement: 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
    Requirement: Shield Ward
    Benefit: 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. You may push your opponents back up to twice your reach and you do not advance with them.



    Omitted Shield Feats (due to irrelevancy):

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



    .
    Last edited by nonsi; 2020-05-02 at 08:29 PM.

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    Default Feats (Cont.)

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    Feats (Cont.)


    New Feats (by categories) – Cont.
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    Whip Combat Feats
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    Stingray Lash
    Through extensive training, you have learned how to hit exposed flesh or transmit shock through even hide and chain defenses.
    Requirements: Whip proficiency, BAB +1, Dex 13.
    Benefit: You can deal lethal or nonlethal damage with a whip, as you prefer, regardless of the target's armor or natural armor bonus.

    Third Hand
    Requirements: Dex 13, BAB +2, Whip proficiency, Sleight of Hand 5, Stingray Lash
    Benefit: When armed with a whip, you are treated as having a free hand that can reach as far as your whip’s reach. You can use your whip to manipulate objects (not including melee weapons), throw weapons, use your whip as a swing line (to cross chasms or rapidly climb the length of your whip) etc.
    You also no longer provoke AoOs for using a whip in combat, or any other use of a whip, such as with the Third Hand feat.
    Furthermore, when armed with a whip or other whip-like weapon, you threaten an area around you equal to your whip's reach and can make AoOs with the whip within that area.
    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.

    Snaring Whip
    Requirements: BAB +3, Proficiency with a whip, Improved Trip
    Benefit: You may use your whip to entangle foes. Make a touch attack. If you hit, the target is entangled. While using a whip in this way, you cannot use it to make normal attacks.
    You may hold onto the whip by succeeding an opposed Str check with the target creature; if successful, the entangled creature can only move within the range of the whip while entangled.
    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).

    Stunning Snap
    Requirements: Third Hand, BAB +4
    Benefit: You can use a whip to stun a creature in addition to inflicting damage.
    A foe struck by your whip must make a Fort save vs. DC [10 + 1/2 your BAB + Str-mod). If the saving throw fails, the opponent is stunned for one round.
    You can use this ability once per round, but no more than once per level per day. You must declare you're using a stun attack before making an attack roll. A missed attack roll is a wasted attempt.

    Swirling Whip
    Requirements: Third Hand, Sleight of Hand 7, Perform (dance) 5
    Benefit: When attacking as a standard action with a whip, you can attack one additional time per round at your highest BAB. All of your attack rolls take a –2 hit penalty.
    Starting at BAB +11, you also gain an additional attack when attacking as a move action. Both attacks are made at your highest BAB and take a –2 hit penalty.
    Furthermore, by keeping your whip constantly in motion, even when not attacking, you make it very difficult for opponents to disarm or sunder your whip. You add 1/2 your BAB to resist Disarm and Sunder attempts made against your whip.
    Special: You may benefit from this feat only when wearing light or no armor, and carrying no more than light load.


    Intimidation Feats
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    Show of Strength
    Requirement: Str 13
    Benefit: 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
    Requirement: Str 15, Show of Strength
    Benefit: Add Str to Intimidate checks as well as Cha

    Extended Intimidation
    Requirements: Intimidate 8, Skill Focus: Intimidate
    Benefit: Instead of ending when you leave, Intimidate effect upon your victims lasts for 24 hours.
    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 your Intimidate check to re-establish the effect.

    Swift Demoralization
    Requirements: Intimidate 12, Skill Focus: Intimidate
    Benefit: 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
    Benefit: 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
    Benefit: 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
    Benefit: 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
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    Braveheart
    Benefit: 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 ignore effects that merely make others shaken).

    Stone-Faced Soldier
    Requirements: 6 HD, Braveheart
    Benefit: 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
    Benefit: 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.
    If you also possess Warrior levels, 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, Warrior level 8
    Benefit: 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 (self not included) 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.


    Counter Measures Feats
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    Charge Breaker
    Requirement: BAB +4
    Benefit: Opponents that charge you provoke AoOs from you.
    When taking the Ready action and setting a weapon vs. Charge, you gain a +4 bonus on your attack rolls.

    Counterattack
    Requirements: Warrior level 10th or BAB +14, Elusive Attack
    Benefit: 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.

    Deflect Ray
    Requirements: Dex 17, base Ref +5, Combat Reflexes, Deflect Arrows
    Benefit: When wielding a masterwork melee weapon with which you're proficient, you may treat any effect directed at you with the [ray] descriptor as a ranged weapon for the purpose of deflecting it via the Deflect Arrows feat.
    Starting at BAB +6, when deflecting a ray attack, you may spend another AoO to redirect it back at the caster or at anyone else within the ray's remaining range. This essentially substitutes the Snatch Arrow option.
    Special: Monks with this feat may deflect ray attacks unarmed.

    Disrupt Special Ability
    Requirements: BAB +8, Crippling Strike, Int 15, Spot 8
    Benefit: 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 (Su) 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.

    Elaborate Parry
    Requirements: BAB +6, Combat Reflexes, Improved Disarm, Improved Sunder, Parry
    Benefit: When parrying an attack, you may spend an additional use of AoO to gain a free attempt to disarm or sunder your opponent's weapon.
    This does not carry the usual action toll during your next round.

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


    Getting rid of ASF [Spellcaster/Invoker] (NothingAbnormal's proposal)
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    War Mage
    Prerequisites: Proficiency with light armor.
    Benefits: You ignore ASF from light armor and with buckler.

    Veteran War Mage
    Prerequisites: Proficiency with medium armor and shields, War Mage or able to cast normally in light armor (via class feature).
    Benefits: You ignore ASF from medium armor and shields (excluding tower).

    Master War Mage
    Prerequisites: Proficiency with heavy armor and tower shields, Veteran War Mage or able to cast normally in medium armor.
    Benefits: You ignore ASF from all armors and shields (including tower).


    Bone-Shaping Feats
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    These feats were inspired by the Osteomancer PrC from the "Dragon Magazine" compendium document.


    Boneshaper (Su)
    You gain powerful control over your bones and skeleton
    Requirements: BAB +6, Con 15, Heal 8, Knowledge (arcana) 5, Knowledge (nature) 5, Toughness, TWF, (Su)/(Sp)/(Ex) ability to physically alter your appearance, or change shape/size-category (either racial or acquired).
    Benefit: you gain the following 3 benefits:
    - Bone Spurs: As a swift action, you may cause portions of your skeleton to break your skin and protrude, causing you no damage or disability whatsoever. The protruding bones act as armor spikes and Bladed Gauntlet. You're automatically proficient with the weapons forged directly from your own skeleton, but not necessarily with the normal weapons of the same type. Note that while normal bone is far more fragile than any forged weapon, your supernatural skill causes your exposed bones to have the strength of steel. You may use your ability at will. As natural weapons, your bone spurs cannot be sundered. While this ability is active, you gain nat. armor AC bonus equal to your Con-bonus. This bonus increases by a cumulative +1 for every 3 additional Boneshaper feats you possess.
    - Bone Mending: You recover 1/2 damage from any bludgeoning attack at the beginning of your next turn, as your bones immediately mend themselves, leaving only damage to your soft tissues. Same as with Bone Spurs, this causes no damage or disability whatsoever.
    - Bone Shifting: Your control over your bones allows you to momentarily bend and rearrange them. As a 1-round action, you can pass through minute spaces, as long as those spaces can accommodate your internal organs (spaces no smaller than 6'' for medium humanoid). Moving in such manner provokes AoOs and you're considered flatfooted, prone and unable to properly defend yourself. Class/racial features that usually circumvent such penalties don't function when activating Bone Shifting ability, and the character cannot benefit from Bone Spurs or Bone Mending (or anything that enhances/evolves Boneshaper abilities) during this round.
    Special: Regardless of this feat's powers being (su), any change to your person stemming from this feat or its derivatives is real, and lasts indefinitely until you willingly revert it.
    Special: The powers granted by this feat function only for a character's true form. They're inaccessible when polymorphed/wild-shaped/shape-shifted.

    Magic Spurs (Su)
    Requirements: Boneshaper
    Benefit: Your bone spurs act as magical weapons for the purpose of overcoming DR.

    Iron Spurs
    Requirements: Boneshaper
    Benefit: Your bone spurs act as cold iron weapons for the purpose of overcoming DR.

    Silver Spurs
    Requirements: Boneshaper
    Benefit: Your bone spurs act as silver weapons for the purpose of overcoming DR.

    Mithral Spurs
    Requirements: either Iron Spurs or Silver Spurs
    Benefit: Your bone spurs act as mithral weapons for the purpose of determining their "wieldyness", granting you +1 to attack rolls with your bone spurs (see the "Weapons & Armors" spoiler).

    Adamantine Spurs
    Requirements: either Iron Spurs or Silver Spurs
    Benefit: Your bone spurs act as adamantine weapons for the purpose of overcoming DR and bypassing hardness.

    Aligned Spurs
    Requirements: Magic Spurs
    Benefit: Your bone spurs take on any non-neutral alignment the character has (chaotic, evil, good, or lawful) for the purpose of overcoming DR.

    Keen Spurs
    Requirements: Magic Spurs, Armblade Spurs
    Benefit: Your spurs take on the Keen enhancement.

    Vorpal Spurs
    Requirements: Keen Spurs, Adamantine Spurs
    Benefit: Your spurs take on the Vorpal enhancement.

    Adamantine Skeleton (Su)
    Requirements: Adamantine Spurs
    Benefit: As long as you're conscious and not using Bone Shifting option, your bones are unbreakable. You automatically take 1/2 damage from bludgeoning attacks.

    Skeletal Sculpting
    Requirements: Boneshaper
    Benefit: As a standard action, at will, you can permanently shift the bone structure of your limbs and face (including teeth) to appear as a different person. This ability grants a +3 bonus to Disguise checks.
    Special: You must wait 1 minute before you're able to re-augment your bones, but you may always "reset" to your original form as a swift action.

    Rattle the Core (Su)
    Requirements: Boneshaper, 2 other Boneshaper feats.
    Benefit: As a standard action, you can make a ranged touch attack vs. an opponent within medium range that has a skeleton. If the attack hits, the target's bones are rattled and it takes 1d6 damage for each 2 Boneshaper feats you possess (including this one).
    You may trade HP damage to deal ability damage. For each 2d6 traded, you can deal 1 ability damage to the target's Str, Dex and Con.

    Bone Shrapnel (Su)
    Requirements: Rattle the Core
    Benefit: As a standard action, you can fire a bone shard that flies and explodes like a fireball. This ability functions like Fireball spell, with the exception that the effect deals piercing damage instead of fire damage.
    You are not immune or resistant to this effect. If you're caught in the AoE, you take damage.
    Special: You must wait 1d4 rounds before reusing this ability.
    Special: Feats that augment Bone Spurs (e.g. Iron Spurs) also augment piercing damage taken by the activation of this power.

    Bone Blossom (Su)
    Requirements: Bone Shrapnel
    Benefit: This is an application of Bone Shrapnel, with you serving as the effect's detonation point, but you take no damage yourself, as the bone fragments move away from you.

    Seize the Core (Su)
    Requirements: Rattle the Core, 12HD.
    Benefit: As a standard action, you can take temporary control of the skeletons of your opponents, paralyzing them.
    You can affect up to one creature per Con-bonus within close range, no two of which can be more than 30' apart. Each subject is allowed a Fort save vs. DC [10 + number of Boneshaper feats + Con-bonus].
    Subjects affected by this ability are held immobile as though paralyzed. A winged creature affected by this ability cannot flap its wings and falls. A swimmer cannot swim and might drown.
    Creatures immune to paralysis (such as skeletons & zombies) are not immune to this effect (this ability targets the bone structure of a being, rather than its mind).
    Creatures without skeletons (such as oozes) are not affected.
    The duration of this power equals 1 round per 3 Boneshaper feats taken (including this one), and each target is allowed a save each round at the beginning of your combat turn to break your hold over them.
    Special: You must wait 1 hour before reusing this ability.

    Osteophage (Su)
    Requirements: Seize the Core, 15HD.
    Benefit: You can cause the skeleton of a target within close range to liquefy in a matter of seconds, causing the target to collapse in on itself. This collapse causes instant death on a failed Fort save vs. DC [15 + Con-bonus]; a successful save prevents skeletal collapse but still deals 10d10 points of damage.
    Special: You must wait 6 hours in between uses of this ability.




    Note: The new feats listed below this points don't count as combat feats and may not be taken via the Warrior's Bonus Feat slots.



    Detection Feats
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    Earth Sense
    Requirements: Dwarf / Undermountain Dwarf / Goliath, Con 15, Wis 15, Blind-Fight, Concentration 8
    Benefit: 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
    Benefit: 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.

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

    Hypercognition
    Requirements: Blindsight
    You may search the full area of your Blindsight in a single round.

    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.

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


    Spellcasting Feats
    Spoiler
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    Automatic Metamagic
    Requirements: 8th CL, any 2 metamagic feats (one of which with exactly +1 SL modifier)
    Benefit: You can apply (a) metamagic feat(s) that you know to a spell you are about to cast. This does not alter the level of the spell or its casting time.
    You can use this feat 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 feat to apply metamagic that increases the spell level by more than 1, you must spend an additional daily use for each level above 1 that the metamagic adds to the spell.
    You may also use this feat to partially reduce metamagic SL modifiers.
    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
    Benefit: You may bestow a recipient (self included) with a SLA, usable once per 24 hours. This costs the recipient a permanent loss of 2 HP per SL of the desired effect, with 1 HP loss for ZERO-level spells.
    The caster may bestow multiple daily uses of a given effect.
    - 1 additional HP per SL investment would allow 1 / 6 hours activation.
    - 2 additional HP per SL investment would allow 1 / hour activation.
    - 3 additional HP per SL investment would allow limitless activation.
    Restriction: To grant an effect as a SLA via this feat, a caster must be able to cast the spell w/o material components. This is where Eschew Materials feat can help expand the list of candidate spells.
    Special: You may apply any metamagic feat you know to the effect, modifying the effect's SL appropriately.
    Special: You may not receive a SLA of an effect if your HD are less than the minimum required CL to cast that effect (some monsters might break this rule – that's because they were bestowed their SLAs via divine intervention, which is not bound by mortal limitations).
    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 other means (class levels, feats etc.).

    Corpse Host
    Requirements: able to cast Telepathic Bond (or its lesser version), Animate Dead, Magic Jar and Animate Objects w/o preparations
    Benefit: This feat enables the caster to combo-cast the prerequisite spells in a casting that takes 1 minute to complete, in order to animate a corpse touched.
    The effect behaves in a similar manner to the Magic Jar spell, except for the following changes:
    - There's no spell focus – the caster's own body serves as the receptacle for this effect.
    - The caster's body can be kept safely hidden up to 1 mile away.
    - While animated, the corpse ceases to decay; however, unless illusionary magic is cast upon it or other physical means are employed, preexisting defects are easily noticeable.
    - The host body is physically an undead construct, gaining all the benefits and penalties of both templates.
    - The host body retains its natural AC and can fight, talk and carry and manipulate things as well as it could in life and according to its condition.
    - The host body has a number of HP equal to those of the caster's, modified by the caster's Cha-mod rather than his Con-mod.
    - The caster is vulnerable to mind affecting effects when either his host body or original body is targeted.
    - The recipient's mind functions in two places simultaneously - within the corpse host and within his real body. The real body can still sense (see, hear, and so on) exactly as before, and benefits from enhancements of magical gear. The tradeoff is paralysis. Aside from breathing, blinking, and moving his eyes, the caster cannot move his real body while the host is animated. The caster's real body still depends upon breathing and sleep, and suffers starvation and thirst, as well as damage, as normal.
    - If the host body drops to 0 or fewer HP, destroyed via Turn Undead or goes anywhere further than 1 mile, the effect ends in a traumatic manner. The caster must make a Fort save vs. DC 20. Failure drops the caster to -1 HP and the caster must successfully make another save or die.
    - The recipient can abandon the link with the host body at any time, with no harm to himself. The host body immediately collapses (resuming its usual decay), and the recipient immediately regains normal control over his real body.
    - The link between the caster's body and host body can be abruptly severed by successfully casting Dispel Magic, Dispel Evil or Break Enchantment against either bodies. This expulsion is not traumatic and does not endanger the caster.
    - When the effect ends – forcefully or voluntarily, the caster is rendered Stunned for 1 round, then Dazed for 1 round (no save).

    Create Deathless [metamagic]
    Requirement: Able to cast one of: Animate Dead / Create Undead / Create Greater Undead
    Benefit: You have learned how to augment the above spells to bestow the Deathless template upon your creations.
    Applying this feat elevates the spell's SL by +2 (meaning that only epic spellcasters can form greater deathless creations).

    Gaze Spell
    Benefit: 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/Short/Medium range spell and applicable against a single target.
    It requires eye-to-eye contact to deliver a spell effect as a Gaze Spells.
    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.

    Guided Touch
    Requirement: Able to cast 3rd level spells.
    Benefit: When making an attack roll with a touch or ranged-touch spell, you gain a +2 bonus to your attack roll.
    Special: If you have access to 6th level spells, this bonus increases to +4. If you have access to 9th level spells, this bonus increases to +6.

    Pseudonatural Summoning
    Requirement: Able to cast any summoning spell w/o preparation.
    Benefit: Whenever you use any summon monster spell to summon an animal, magical beast, celestial or fiendish creature, you instead summon a pseudonatural version of that creature. For example, by casting summon monster IV, you could summon a pseudonatural dire wolf. This adds the pseudonatural template (CArc, p.160) to the summoned creature.

    Spell-like to Supernatural Conversion
    Requirements: Bestow Spell-Like Ability, having at least 1 beneficial SLA with non-instantaneous duration that may be applied to self.
    Benefit: You may transform a SLA the target (possibly you) possesses into an always-active (Su) power. The target effectively loses the SLA that was transformed in favor of having it always active.
    The recipient takes a permanent loss of 1 HP per SL of the converted (Sp), with 1 HP loss for ZERO-level effects. However, any excess HP investment due to improved frequency of the transformed (Sp) is restored upon it becoming (Su).
    The above cost is set for spells with at least 12 hours duration. Spells with Long/Medium/Short (i.e. 1-hour/10-min/concentration) durations require an extra reduction of 1/2/3 HP respectively.
    Special: In case of continuous spell effects that have a terminating move (e.g. the "Violent Thrust" option of Telekinesis spell), your (Su) ability is suppressed for 1d4 rounds after such option is executed.
    Special: After having your SLA turned into a (Su) ability, you may later on regain it via another use of Bestow Spell-Like Ability and the normal payment of HP.
    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. Unlike its parents, the offspring doesn't pay the HP toll, but is likely to have a LA.

    Subtle Spell
    Requirement: Silent Spell, Still Spell
    Benefit: For spells that don't require material components (Eschew Materials feat can help a lot here) or focus (same goes for the Mage's ability Fabricate Focus), you may omit their verbal and somatic components without increasing their SL.

    Touch Spell
    Benefit: Any range spell that affects individual targets (i.e. not an AoE) can instead be cast at a single target as a spell with the range of Touch and with a +2 bonus to its DC.
    Furthermore, when you cast a spell with Range:touch, your touch attack serves as the somatic component for your cast spell, thus if the spell doesn't also have material or focus components, then you do not provoke AoOs (because all you really do is trigger the effect by attacking).
    Touch Spell does not modify a spell’s casting level.
    Note: When casting a ranged spell as a touch spell, you must decide if you increase the spell's DC or avoid AoOs. A specific casting of a ranged spell cannot gain both benefits via this feat.


    Counterspell Feats
    Spoiler
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    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) - supplement
    Special: If you do not identify the spell, you may still block an effect that targets you directly rather than disrupt another caster's spellcasting.

    Reactive Counterspell (MoF/PGtF)
    Requirements: Combat Reflexes, Dampen Spell (PHB-II)
    Benefit: Counterspell as an immediate action.

    True Counterspell (new feat)
    Requirements: Reactive Counterspell
    Benefit: When counterspelling any magical effect, you can redirect it back at the caster or at anyone else within the spell's full range.


    Telepathy Feats
    Spoiler
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    Note: All Telepathy feats below may be taken as Mage/Bard bonus feats.


    Combat Telepathy
    Requirements: (Su): Telepathy (see post #28), (Su): Detect Thoughts, Int 13
    (see the new feat "Spell-like to Supernatural Conversion")
    Benefit: Your Detect Thoughts ability blends into your Telepathy. You may detect thoughts as far as your telepathy reaches (60' sphere).
    By engaging the minds of sentient opponents around you as a free action, you can detect minute indicators of intended actions even before they fully materialize in your opponents' minds.
    You may engage 1 sentient creature per Combat Telepathy feat you possess (including this one) at a time.
    In combat, this translates into an insight bonus to AC and attack rolls equal the number of Telepathy feats you possess.
    Outside of combat, you gain this enhancement to Bluff, Diplomacy, Gather Information, Intimidate and Sense Motive checks.
    Special: This power collects residue of thought fragments from your targets, not invades their minds. Therefore, your opponents have no means of detecting it (inherent, magical or otherwise).
    Special: You may not converse telepathically or detect thoughts while probing opponents in this manner.

    Instant Mindscan
    Requirements: Combat Telepathy, Int 15
    Benefit: You may now enter minds at the speed of thought.
    You gain all the information from detect thoughts (presence or absence of minds, Int-score, and surface thoughts) in a single round. Your enemies still get Will saves to keep their surface thoughts secret.

    Telepathic Discourse
    Requirements: Combat Telepathy, Int 15
    Benefit: You may simultaneously converse with a number of creatures equal to the number of Telepathy feats you possess.
    All participants in a discourse hear each other's thoughts. They don't have to speak mentally, but they can't prevent transmitted thoughts from reaching them (just as much as one cannot avoid using his ears).

    Barbed-Armor Mind
    Requirements: Instant Mindscen, SLA: Mind Probe (see the Mage class, post #14), Int 17
    Benefit: You add your Int-bonus to save vs. any spell or effect tagged "mind affecting".
    Furthermore, any time your mind is contacted by another in an offensive manner and you make your save vs. the effect, the creature that initiated the assault takes 1d6 points of nonlethal damage and 1d4 damage to its Int & Wis.

    Web of Intrusion
    Requirements: Instant Mindscan, Telepathic Discourse, Int 19
    Benefit: Once you've made contact via Combat Telepathy, you gain an array of benefits:
    - You're always aware of your targets' locations. Invisibility, hide attempts, and concealment used by your targets are completely ineffective against you.
    - You're always aware of your targets' intentions and are thusly immune to Cha-based opposed checks, flanking attempts, and enchantment & illusion powers they initiate.
    - If one of your targets uses a spell, spell-like, or supernatural ability, you're automatically aware of the effect's associated school and target.
    Special: if you also possess Telekinesis as a (Su) ability, then you gain a unique combat option: as an immediate action, you can affect a target of Web of Intrusion as follows: If the victim directs an action (harmful or beneficial) towards another creature (attack/skill/spell/...), you may direct that opponent's action(s) toward someone else (assuming that the affected victim could perform that action vs. your chosen alternative target). The victim of this option is allowed a Will saves vs. DC [10 + ½ your character level + Cha-mod] to avoid. Executing the redirect option counts as a variation of "Violent Thrust", which suppresses your Telekinesis for 1d4 rounds.

    Mental Fortress
    Requirements: Barbed-Armor Mind, (Su): Mind Blank, Int 21
    Benefit: Your understanding of the mind now endows you with unequaled mental resilience.
    From this point and on, you cannot be mentally intruded or influenced by mortal means of any sort.


    Blood Magic Feats
    Spoiler
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    Cannibalized Casting
    Requirements: Con 13, Concentration 6, able to cast 3rd level spells
    Benefit: In times of need, when a spellcaster has exhausted her tolerance (see the spellcasting entry above, 2nd spoiler) 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 SL of the spell being cast.
    Cannibalized spells are subject to spell failure and foil as normal, and function in all respects as standard spells.

    Blood Metamagic
    Requirements: Cannibalized Casting, any metamagic feat
    Benefits: You may sacrifice Con-points instead of SLs to fuel your metamagic.

    Blood is Thicker than Water
    Requirements: Con 15, Heal 8, Endurance, Cannibalized Casting
    Benefit: When you're injured, your blood withdraws from the wound, avoiding some damage that you would otherwise take.
    This ability gives you DR 3/bludgeoning.

    Blood Whip
    Your blood is laced with magical powers, coming to life when spilled.
    Requirements: Blood is Thicker than Water
    Benefit: Once per round, when you take piercing or slashing damage from a melee attack, you may cause your blood to well from the wounds to strike back before it withdraws.
    As an immediate action, you may lash out at the offender with your blood. You take 1d6 damage and make an attack vs. your opponent. If you hit, your opponent takes bludgeoning damage equal to the amount you took from the attack.

    Blood Draught
    Your blood may serve as storage for spell effects.
    Requirements: Blood is Thicker than Water
    Benefit: You may now store spells of up to 3rd level in your own blood, as if they were potions.
    All potion brewing rules apply to this ability, with the following exceptions:
    - Once “brewed”, a blood draught remains in circulation indefinitely until used, but if you're ever slain, they all dissipate — even if you're subsequently returned to life.
    - The max number of SLs stored as draughts may not exceed your CL + spellcasting ability-bonus.
    - Blood draughts are never accidentally lost through major blood loss or by a blood-draining attack.
    To consume a draught, you prick your skin, automatically bringing forth the desired effect. This is usually a standard action that provokes AoOs, like drinking a potion. Spellcasters that possess this feat frequently wear a special ring needle that allows pricking your finger as a move action or swift action that don't provoke AoOs. You take 1 HP damage and may consume your dose of blood draught (a standard action that provokes AoOs).
    Another individual may consume a blood draught (if he or she has a strong stomach) by drinking 1 ounce of the caster’s blood as a full-round action.
    You cannot store your blood in a container to share at a later time. A blood draught must be drawn fresh from your body, or it loses potency within 1 round.

    Durable Casting
    Requirements: Embrace the Pain, Cannibalized Casting
    Benefit: For the purpose of making a Concentration check to cast, concentrate on, or direct a spell when you might be distracted by damage, you subtract your [HD + Con-mod] from any HP damage dealt to you by an attack that strikes you or continuous damage (such as Acid Arrow).

    Blood Homunculus
    Requirements: Cannibalized Casting
    Benefit: You can use your blood to give life to a new companion creature — a homunculus (see page 154 of the Monster Manual).
    You need not meet any of the given prerequisites to create the homunculus; however, you must permanently sacrifice 3 HP as part of the creation process.
    The process requires 1 hour, and you can have only one homunculus at any given time.
    By touching your blood homunculus, you can transfer your wounds to the creature (up to 1 HP per HD with each touch). This is a standard action that provokes AoOs.
    If your homunculus is destroyed, you take 2d10 points of damage, as noted in the Monster Manual, but your 3 HP loss becomes HP burn instead, and you regain them 1 point per long rest.
    If you die, your homunculus dies along with you.

    Awaken Blood
    Requirements: Blood Whip, (Su): Telekinesis
    Benefit: You have learned how to agitate your opponents' blood in a terrible way.
    If you hit a foe with a melee touch attack, the opponent’s blood tries to get free of its confinement—all at once.
    The pressure disrupts the victim’s tissues, dealing 10d10 points of damage. The victim is allowed a Fort save vs. DC [10 + 1/2 HD + Con-mod] to take 1/2 damage.
    Executing this option counts as a variation of "Violent Thrust", which suppresses your Telekinesis (and subsequently, availability of this power) for 1d4 rounds.
    Constructs, elementals, oozes, plants, undead, and any creatures without blood are immune to this effect.


    Soul Reaper Feats
    Spoiler
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    Soul-Fueled Spellcasting
    You have leant the vile art of sucking the energy of a soul trapped via Imprison Soul spell and using it to cast spells
    Requirements: any evil, Spellcraft 7, Imprison Soul spell (BoVD p.98), Dark Speech feat (BoVD p.32,48)
    Benefit: Each HD of the victim's soul holds enough energy to substitute 12 spellcasting strain points.
    Each HD partially in this manner counts as one energy drain effect.
    Each HD fully drained in this manner is gone – if the victim is ever brought back to life it has irrevocably lost those levels. Only direct divine intervention can restore levels lost in this manner.
    Once a soul's last HD is partially drained, the receptacle shatters and the soul (whatever's left of it) escapes to the afterlife. If by some misfortune the spellcaster is of high enough epic level and has managed to fully exploit it (this is something that would probably be done on purpose), the soul is entirely drained of its essence and is gone. Nothing can ever restore it, because there's nothing left of it.
    Special: If one is to allow this feat, Imprison Soul spell also counts as an 8th level Mage spell.

    Soul-Fueled Spell Deflection
    You may now use soul energy to shield you from harm
    Requirements: Soul Spell
    Benefit: Whenever you're targeted by a spell or (Sp) ability, if you have the soul receptacle at hand or wear it as jewelry, you may spend an immediate action and some of the victim's soul energy to repel the spell effect. Instead of substituting spellcasting strain points, soul energy is measured vs. the accumulated SLs of spells that target you.
    A given soul in a given receptacle can be used for both Soul Spell and Soul Shield interchangeably.


    Umbral Spell Fuel
    Requirements: Rebuke Undead, able to cast Animate Dead and Undeath to Death.
    Benefit: As a free action, you may sacrifice undead under your control to fuel your spellcasting.
    For each 2 HD you sacrifice, you gain a SL to use for spellcasting.


    Misc. Feats
    Spoiler
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    Dabbler
    Benefit: You may use all skills untrained.

    Embrace the Pain
    You are so accustomed to pain that it doesn't bother you anymore.
    Requirements: BAB +5, Con 15, Toughness, Endurance, Concentration 5, Autohypnosis 5.
    Benefit: You are immune to Sickened and Nauseated conditions, as well as pain-derived speed reduction and ability damage.

    From the Brink of Death
    Requirement: Heal 7 ranks
    Benefit: You may attempt to revive someone that has been killed for up to 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.
    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 (or potentially pushes the subject beyond the reach of this feat).
    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: 1 minute per round elapsed since its demise.

    Introspective
    Benefit: This is a Skill Feat (see "Modified Feats" >> "By Categories" above) that relates to Autohypnosis and Concentration.

    Iron Lungs
    Requirements: Endurance, Swim 4 ranks
    Benefit: 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.

    Navigate Planar Rift
    Between any two planes that are connected, there are countless rifts that allow for one simply to pass between them, though to do so would be quite an achievement as they require very specific negotiation.
    Requirements: Knowledge (the planes) 15, Spot 8, Balance 5, Teleportation Stowaway skill trick.
    Benefit: A planar rift leads to a specific location on a bordering plane ("bordering" according to the gameworld's cosmology). The character can take a Knowledge (the planes) check to see whether or not there are any planar rifts between his current general location and a specific other plane.
    - Searching for a planar rift requires 15d12 (15-180) minutes of uninterrupted experimentations and measurements to complete and requires a successful Knowledge (the planes) check vs. DC 30. Success reveals the direction to a rift within 1-100 (% dice) miles of the character's location.
    - Once the direction to a planar rift is determined, a Spot check vs. DC 20 is required with each mile passed, until the rift is found. Failing this check means that the character has lost track of the way to the rift and must repeat the initial research (15d12 minutes + Knowledge check) until successful, but vs. DC 25.
    - Once the rift is found, a Spot check vs DC 25 is needed for detecting the structure of its energy lines (a 5-minute study). If this is also accomplished, the character can move through it in a pattern specific to that rift. This requires a Balance check (or Swim check, if underwater) vs. DC 15 and takes one minute to achieve (retries are allowed without penalties). Failure to detect the structure of a rift's energy lines allows retries, but with the DC increasing by 5 with each failure.
    - Note that some rifts (15%) might require flight capabilities, due to their pattern stretching above the reach of non-flyers.
    - The character can instruct another creature on how to pass through the rift, but doing so takes five minutes as the character painstakingly instructs the other creature on exactly how to move their body. Both need to pass DC 15 Concentration check (and the normal Balance/Swim check) for this to be successful.
    - Interrupting a creature who is trying to move through a planar rift disorientates them a little (they must start anew), but has no appreciable negative effects.
    - Discovering a rift's location on "this" plane provides no information about where it ends up on the other plane. This can only be determined by passing through the rift – something that might prove lethal if proper means are not taken (vs. environmental elemental damage, falling, being attacked by local denizens etc.). It is best practice to use known rifts that have been recorded by others as being safe for travel, or at least having the surprises on the other end noted and taken into account.
    Special: Planar rifts are nonmagical. Even in demiplanes there are planar rifts. A planar rift is usually the effect of planar movement, but sometimes due to repeated plane shifting.
    Special: For an unknown reason, unattended nonliving objects and substances don't pass through planar rifts. It takes a conscious mind to trigger passage.

    Speed Reader
    Requirement: Extensive vocabulary in a given language
    Benefit: 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
    Requirement: Perform (comedy/mime/oratory) 4
    Benefit: 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).

    Watchman
    Requirement: Con 15
    Benefit: 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 your sleep is interrupted.



    .
    Last edited by nonsi; 2020-04-19 at 01:18 AM.

  10. - Top - End - #10
    Ogre in the Playground
     
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    Apr 2010

    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 firmly oppose 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 6 hybrid classes, each of which also bringing a lot of new stuff to the gaming table:
    - Bard
    - Witch
    - Hexblade
    - Bladeweaver
    - Spellthief
    - Polymath


    Unfortunately, some character concepts are just beyond the reach of the above classes.
    Therefore, I will also propose 13 specialized classes:
    - Monk
    - Colossus Hammer
    - Soulknife
    - Mirror Dancer
    - Dragon Evolutionist
    - Weirding Channeler
    - Portalist
    - Time Bender
    - Telekineticist
    - Binder
    - Elementalist
    - Netherhost
    - Radiant Soul




    Classes By Frequency of Appearance (Descending):
    Spoiler
    Show

    Common Classes
    The following classes are frequently encountered:
    - Warrior
    - Rogue
    - Monk
    - Priest
    - Mage

    Uncommon Classes
    The following classes are encountered from time to time, but are obviously less common:
    - Bard
    - Druid
    - Witch
    - Warlock
    - Polymath

    Rare Classes
    The following classes are rarely encountered, but their existence is still common knowledge:
    - Hexblade
    - Bladeweaver
    - Spellthief
    - Binder
    - Elementalist

    Very Rare Classes
    The following classes are almost never encountered. The majority of the population isn't even aware of their existence:
    - Soulknife
    - Dragon Evolutionist
    - Weirding Channeler
    - Telekineticist
    - Portalist

    Practically Unheard-of Classes
    The following classes are so rare that not even all the campaign deities are aware of their existence. It is even reasonable that generations go by w/o the existence of some/any of them:
    - Colossus Hammer
    - Radiant Soul
    - Time Bender
    - Mirror Dancer
    - Netherhost






    In terms of general party roles, the proposed classes roughly spread as follows:
    Code:
    Martial Combat:			Colossus Hammer, Elementalist, Hexblade, Monk, Netherhost, Soulknife, Warrior
    Skills / Complementary:		Bard, Mirror Dancer, Polymath, Rogue, Spellthief, Time Bender, Weirding Channeler
    Blasting / Utility:		Binder, Dragon Evolutionist, Elementalist, Mage, Polymath, Radiant Soul, Telekineticist, Warlock, Witch
    Party Survivability / Recovery:	Binder, Druid, Netherhost, Polymath, Priest, Telekineticist, Time Bender, Weirding Channeler
    Buff:				Bard, Druid, Mage, Polymath, Priest, Weirding Channeler
    Debuff:				Dragon Evolutionist, Hexblade, Mage, Polymath, Radiant Soul, Warlock, Weirding Channeler, Witch
    5th Wheel / Support:		Bard, Binder, Dragon Evolutionist, Elementalist, Mirror Dancer, Polymath, Radiant Soul, Rogue, Soulknife, Time Bender, Spellthief, Telekineticist, Warlock, Weirding Channeler, Witch
    Mage Killer:			Hexblade, Monk, Netherhost, Spellthief, Warlock
    Meat Shield:			Hexblade, Monk, Netherhost, Warrior
    Battlefield Control:		Binder, Colossus Hammer, Dragon Evolutionist, Elementalist, Mage, Mirror Dancer, Polymath, Radiant Soul, Soulknife, Telekineticist, Warlock, Warrior, Witch
    Party Face:			Bard, Mage, Mirror Dancer, Polymath, Priest, Radiant Soul, Rogue, Spellthief, Time Bender, Witch, Weirding Channeler





    Spellcasters and Multiclassing:
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    Characters with spellcasting gain a special benefit when multiclassing.
    For each 2 levels that a character has in classes without spellcasting, he increases his spellcasting in each class that does advance spellcasting.
    This increases his Tolerance, spells known and CL 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 of his spellcasting classes.
    Any class features other than spellcasting are unaffected by this increase.
    For example, Gish, a Warrior 2 / Mage 3, has all the spellcasting characteristics of a 4th level mage, but not Minor School Esoterica.
    If he gained two more Warrior levels, his spellcasting would not improve, because 2 synergy levels are more than 1/2 of 3 Mage levels.
    Special: Invoking behaves just as spellcasting when it comes to multiclassing.
    Special: Binders count as casters in regards to multiclassing, as well as Retrievals / day (see the Binder's Retrieval class feature).

    Writer's Note:
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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 for 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 no 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 / Caster Y has never been reasonably viable.




    Tolerance when multiclassing 2 or more classes with spellcasting:
    Given that Tolerance = [primary ability score] + [CL] + [Con-mod]...
    1. Use a single unified pool.
    2. Take the best [primary 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 offset nicely with class features and makes multiclassing a dilemma.






    Feats for multiclassing 2 or more spellcasting classes:
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    Magical Synthesis
    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 it applies to spellcasting.


    Trinity Mystic
    You have learned how to synergize all three primary sources of spellcasting: arcane, divine and nature.
    Requirements: 2 levels in Druid, Priest (non-variant) and Mage (Wizard in specific - see the Mage class below), Magical Synthesis.
    Benefits: For each level you have in all the prerequisite classes, you increase your spellcasting 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.


    Versatile Spell Practice
    You have learned how to share spellcasting techniques between multiple spellcasting classes.
    Requirements: Magical Synthesis
    Benefits: You may now apply spell manipulation feature of one class to spells of another class. If the other class' SLs access exceeds that of the class to which the feature belongs, it may not be applied to those higher SLs.
    Example: A Priest 2(3) / Druid 6(7) that has taken Versatile Spell Practice may empower his holy symbol with up to 2nd level Druid spells via his Spell Talisman class feature (see the Priest class). Since his Druid SL access exceeds his Priest SL access, he may create infusions empowered with any Priest spell he knows.
    Special: If you also possess the Trinity Mystic feat, this feat applies to all 3 classes.


    The Great Unification of Magic
    You have unlocked the deepest secrets of magic, realizing that all forms of magic are in fact the same.
    Requirements: Trinity Mystic, Versatile Spell Practice, able to cast 9th level spells from all 3 Trinity Mystic classes, triple CL 20, able to cast spells from all schools and sub-schools without preparation, able to cast disjunction, foresight and wish without preparation.
    Benefits: You lose all Spells Known - for the simple fact that you may now form whatever magical effect you desire.
    You now have spontaneous access to all spells from all spell-lists. In case of spells that are available to more than one spellcasting class, you now use the lowest "instances" of the spells.
    Any spell manipulation feature you possess (e.g. the Mage's Fabricate Focus) may be applied it to any and all spells.
    Note: This feat is not meant for PCs. Ever. It's strictly for a gameworld's highest authority on magic (probably a centuries' old elf or fey). It should probably not come to use in a given gameworld more than once per millennium.






    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 (raw power vs. versatility) seems to be solidly maintained from 4th level and all the way to 20th.




    Spell-Invocation Combo Feats:
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    Note: The following feats mount spell effects onto EB or essences onto spells.


    Spellblast
    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
    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
    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
    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 if the spell allows a save and the target makes the save, the essence doesn't take effect.




    Feats for Combat Casters
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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.
    This insight also reminded me 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
    Requirements: BAB +4, 3rd SL spells
    (Example: W2/M4(5))
    Benefits: As a swift action that doesn't 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.
    Reminder: This is a modified version of Arcane Strike feat.


    Spell Channeling (single attack)
    Requirements: BAB +6, 4th SL spells, Spellstrike, Touch Spell
    (Example: W4/M5(7))
    Benefits: You may use a 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. move / 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
    Requirements: BAB +8, Spell Channeling
    Benefits: You may use a 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. move / 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.


    Greater Spell Channeling (full attack)
    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)
    Requirements: BAB +12, 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 by you only once in a given combat round.


    Cast on the Run
    You can cast a spell while moving, without stopping or slowing down.
    Prereqisites: Dex 17, BAB +6, base Ref +3, Combat Casting, Mobility, Silent Spell, Still spell, able to cast 3rd SL spells
    Benefit: When casting a spell with a casting time no greater than a standard action, you can move both before and after casting the spell, provided that your total distance moved is not greater than your speed.
    While moving through difficult terrain, you must succeed in whatever skill check necessary (Jump or Tumble checks, in particular) to cast a spell on the run.
    Note: This feat appears last in this spoiler because it is not exactly a combat casting feat, but it is highly valuable for combat situations.






    Multiclassing and Path-Devotion:
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    This section details an option of continuing honing certain class features while drifting to other classes.
    The details for this set of option are specified in the feat below, which was inspired by official feats from the category of Ascetic KnightCAdv and Swift HunterCSco.
    Though the feat below advances only a feature from one class (contrary to the official feats that progress features from two classes), the features presented in this overhaul are richer and more substantial on average.


    Path-Devotion
    Requirements: 4 levels in a chosen class with the desired feature to hone, 2 levels in other classes
    Benefits: Choose a single class feature (as specified below) from a given class. Levels in any and all other classes count as levels in that class in regards to the chosen feature.
    Limitations: Certain features (see the specifications in the spoiler below) come later than 4th level – those features cannot be targeted by this feat unless you already possess them via class levels. Furthermore, features that modify spellcasting (such as Cloaked Casting) or that are spellcasting-like powers (such as Eldritch Mark) have their progression restricted to the pace of the spellcasting they augment/replicate.


    Path Devotion Features (by class):
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    Warrior:
    - Combat Edge
    - Weapons Expertise
    - Physical Prowess
    - Combat Adaptation


    Rogue:
    - Rogue's Expertise
    - Rogue's Knack
    - Skill Savvy


    Priest:
    - Turn or Rebuke Undead
    - Bonus Domain (6th level)


    Mage:
    - School Esoterica
    - Spellpower (6th level)


    Druid:
    - Nature Sense + Wild Empathy
    - Wild Shape (5th level)


    Warlock:
    - Eldritch Blast
    - Shapes & Essences (requires Path Devotion: Eldritch Blast)
    - SR
    - Fast Healing + Eldritch Resilience (5th level)


    Bard:
    - Bardic Knowledge
    - Bardic Inspiration
    - Loremaster


    Witch:
    - Eldritch Mark
    - Familiar
    - Hex
    - Wild Shape (5th level) (disregard if Witchcraft alternative is applied)


    Hexblade:
    - Blade of Woe


    Bladeweaver:
    - Quick Cast
    - Channeled Penetration


    Spellthief:
    - Siphon Magic
    - Cloaked Casting


    Polymath:
    - Synergistic Adaptation


    Monk:
    - Unarmed Damage
    - AC Bonus
    - Unarmored Speed
    - Ki Strike (requires Path Devotion: Unarmed Damage)


    Colossus Hammer:
    - Combat Crafter
    - Physical Might


    Soulknife:
    - Psychic Strike
    - Psychic Armor
    - Blade Enhancement
    - Mindstrike


    Mirror Dancer:
    - Mirror Blade
    - Mirror Lance (requires Mirror Blade)
    - Nimbus of Mirrors
    - Pain Reflection (requires Nimbus of Mirrors)


    Dragon Evolutionist:
    - Breath Damage
    - Draconic Senses
    - Primal Vitality


    Weirding Channeler:
    - The Voice
    - Int Increase
    - Placebo
    - Defensive Shield


    Time Bender:
    - Mote of Time


    Portalist:
    - Max Portal Radius
    - Max Portal Distance
    - Portals Limit (requires Path Devotion: Max Portal Radius + Path Devotion: Max Portal Distance)


    Telekineticist:
    - Telekinetic Weight
    - Telekinetic Reflection (requires Path Devotion: Telekinetic Weight)
    - Ranged Legerdemain (requires Path Devotion: Telekinetic Weight)


    Binder:
    - Soul Fortress


    Elementalist:
    - Rebuke Elementals


    Netherhost:
    - Nether Senses
    - Resistance
    - Nether Aura


    Radiant Soul:
    - Nimbus of Light
    - Lightburst
    - Radiant Gaze






    Class-Combo Feats
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    Class-Combo feats pose a small group of feats that spawn entirely new features, based on the specialized combination of specific classes/features/feats/skills/spells/powers.
    Class-Combo feats are by definition character-resources-intensive and force a character into extremely specific builds, granting benefits that offset the high resource investment.
    Unless otherwise noted, Class-Combo feats can only be taken via General feat slots.
    Class-Combo feats cannot be retrained under any circumstances.
    When Class-Combo feats have continuation feats - those are brought up attached under them.




    Class-Combo: Blank Aura (Ex)
    Requirements: invocation: Devil's Sight, invocation: Entropic Warding, invocation: Walk Unseen, Darkstalker Rogue's special ability
    Benefit: You radiate no detectable aura of any sort. Detect Chaos, Detect Magic, See Invisible, Scry and similar spells simply register you as a blank.
    You may suppress and renew this effect as a free action.

    cont.: Empty Form (Ex)
    Requirements: Blank Aura, (Su): Blink, (Su): freedom of movement
    Benefits: You become "transparent" to force effects. Such effects either deal no damage (e.g. magic missile), don't exist for you (e.g. wall of force, which you can simply walk through), or otherwise fail to affect you (e.g. mage armor).
    Note: This power is switched on and off with your Blank Aura.

    cont.: Null Alignment (Ex)
    Requirements: Blank Aura, (Su): Undetectable Alignment
    Benefits: Regardless of your actual alignment, for all intents/purposes/situations, you always count as having the alignment most beneficial to you – or none at all.
    Note: This power is switched on and off with your Blank Aura.

    cont.: Void Presence (Ex)
    Requirements: Blank Aura, Empty Form, Null Alignment, (Su): Misdirection, (Sp): Mislead
    Benefits: This continuous mind-affecting effect makes all opponents within 60' unconsciously ignore your presence, rendering them flatfooted to you (i.e. no Dex-bonus to AC), unless they succeed on a Will save vs. DC [10 + your char-level + Cha-mod] to avoid ignoring you. Damaging an opponent or negatively affecting it in any way causes that opponent to notice you, but at the start of your next turn, it potentially ignores you once again.
    Note: This power is switched on and off with your Blank Aura.



    Class-Combo: Deadwood:
    Deadwood is half-plant half-undead existence – an incredibly rare hybrid template obtainable only by those utterly devoted to plant life and necromancy.
    This feat involves rituals that span across an entire lunar cycle, under the light of the moon.
    Requirements:
    - Abilities Scores: Cha 15, Wis 17
    - Classes: Priest (Ur-Priest variant) 3, Druid (Verdant Lord ACF) 7
    - Class Abilities/Features: Death Domain, Plant Domain
    - Skills: Knowledge (nature) 13, Knowledge (religion, the planes) 10, Spellcraft 13
    - Feats: Plant Devotion, Spell Focus (necromancy), Undead Empathy EbCS
    - Spells: Consecrate, Desecrate
    - Special: You must be a Plant based life form.
    Deadwood Traits:
    Your plant-undead dual nature grants you many unique qualities:
    - Deadwood Body (Ex): You gain an inherent +4 turn resistance. Other than that, you gain all the benefits of plant and undead creatures. You also gain Energy Resistance 10 vs. Cold, Electricity and Sonic energy. At this point, though, you also have minor vulnerability to Fire, taking 25% more damage from fire and fire-based attacks.
    - Deadwood Wild Shape (Ex): Regardless of whatever shape you take, for better or worse, you always count as Deadwood.
    - Divine Continuation: You now use your Druid levels when determining the spells you have access to from the Death and Plant domains, and Turn/Rebuke Undead as a priest of your character level.
    - Dual Polarity (Ex): Being partially alive and partially undead in the most beneficial manner, you heal from both positive and negative energy where such option is possible (e.g. Cure/Inflict Wounds spells)
    - Hurt and Healing: You gain access to all Priest Cure and Inflict spells (limited by you max SL access, of course).
    - Photosynthetic Sight (Ex): The transformation into Deadwood alters your Photosynthesis trait. Your bark gains the power of sight. Any amount of light grants you all the benefits that a human would gain from Daylight illumination. When no light is present, you benefit from Darkvision out to 60', as normal for undead. Your Darkvision penetrates any effect equal or lower in potency to Deeper Darkness.
    - Spontaneous Counter-Turning: When subject to Turn/Rebuke Undead, if you haven't used up all your Turn/Rebuke attempts, you automatically lose one in favor of thwarting the Turn/Rebuke attempt aimed against you.
    - Unbonded: You lose your Animal Companion and any other type of companion/mount/familiar you might possess. You also lose access to Summon Nature's Ally spells.
    - Unburdened: You lose whatever LA you carry for being a plant-based creature. Your 3 Priest levels toll is in effect LA+3 (for total lack of synergy).
    - Spells: You gain Animate Dead and Speak With Dead as known spells. In addition, when choosing new Druid spells via Druid-level progression, you may select any Priest spell from the Divination / Enchantment / Illusion / Necromancy schools.

    cont.: Necromantic Seed (Su)
    Requirements: Deadwood
    Benefits: You gain the ability to create seeds of necromantic power inside your body.
    You can have up to [1/3 char-level] seeds at a time, and it takes 3 minutes to renew a seed.
    You can plant a necromantic seed as a standard action touch attack, or with a successful natural weapon or unarmed attack.
    Your target gets a Fort save, with the DC calculated as if it was one of your highest-level spells. A target that fails its save will automatically be animated as a zombie, as by Animate Dead, upon death.
    The seed endures for 12 hours, and can otherwise be removed by Greater Restoration, Miracle, or Wish.

    cont.: Enervating Seed (Su)
    Requirements: Necromantic Seed
    Benefits: You can now create a special necromantic seed brimming with negative energy that saps life.
    An Enervating Seed bestows a negative level per round for a duration of 1d4 rounds. Then it deals 1d6 Negative Energy damage for 1 round / Druid level, then it dissipates. While active, an Enervating Seed also functions as a Necromantic Seed.
    Growing an enervating seed takes 24 hours. Only one out of 3 of your seeds can be an enervating seed at any given time.

    cont.: Tendriculous (Su)
    Requirements: Deadwood
    Benefits: As a standard action, you may assume a form similar to a Shambler, with the exception of your HD (use 3/4 BAB as appropriate for normal wild shaped) and saves. When assuming Shambler form, you may deliver you necromantic seeds via its Slam attacks (or touch attacks).
    This power is different than regular Wild Shape on 2 aspects:
    1. Your mass remains the same, so you gain the Slight Build trait.
    2. You may assume and shed Tendriculous form as often as desired, as a standard action.

    cont.: Swarm of Roots (Su)
    Requirements: Tendriculous, Swarm wild shape
    Benefits: Once per day, as a standard action, when you have them, you may thrust your tendrils into the ground, and rapidly grow over an entire field. Every square within 60' of your position sprouts with your vines, and these are covered in thorns. They can reach up to 30' high. Make a Grapple check against every target (that you want to attack) within the area - for this check you are effectively a Colossal+ creature, so you gain a +20 size bonus on this check. You can ignore any Freedom of Movement effects on your targets, as well.
    Each grappled target takes Constriction damage equal to your Slam attack's damage in piercing and bludgeoning damage, and you may use your roots to distribute your Necromantic Seeds. You are immobile for as long as you maintain your Swarm of Roots, and doing so requires your concentration; if you break your concentration, the roots crumble to dust, but it still takes a standard action to free yourself from the earth.
    You can maintain the roots for up to 1 round per 3 Druid levels.
    Special: This feat may be taken multiple times. Each time granting another daily use.



    Class-Combo: Eldritch Whip
    Requirements: Whip prof., Stingray Lash, Third Hand, Mind Blade class ability, Psychic Strike class ability, Hideous Blow invocation, Weaponry Blast invocation, Path Devotion: Eldritch Blast
    Benefits: Your EB is manifested as a whip of tangible energy, dealing your normal EB damage plus your Cha-bonus on a successful touch attack within 15'.
    You may perform combat maneuvers and make AoOs with your eldritch whip.
    Note: Eldritch Whip cannot be split via the Versatile Mind Blade ability or by any other means.



    Class-Combo: Hammer of the Verdant Lord
    Requirements: Druid 6 (Verdant Lord ACF), Soulknife 2, Touch Spell (see the New Feats section), able to cast Spikes (Dr 3rd; SC,p.202)
    Benefits: Your Mind Blade ability forever changes. Your mind blade – in all its forms – now visually seems (and feels) as if made out of varnished oak, not a semisolid dull grey item.
    You may now also manifest your Mind Blade as a Club or Quarterstaff. When you choose either form, you gain several unique benefits:
    1. Your manifested cudgel continuously carries the Shillelagh, Spikes and Greater Magic Weapon spell effects as enhancements (effective CL = Druid level) - any/each may be turned on and off as a swift action).
    2. Starting at 10th Druid level, your manifested cudgel is as durable as adamantine and counts as adamantine for the purpose of overcoming hardness.
    3. As a standard action, you may channel certain Druid spell effects through your cudgel (as detailed below) instead of casting them, thus avoiding AoOs and the risk of spell failure:
    - Any zero range spell, and spell effect that's deliverable by touch (e.g. Remove Disease), including spells with range, but you have to make a successful ranged-touch attack even if the spell usually doesn't require one.
    - Any spell effect to which the druid serves as focal point or originating point for an AoE (e.g. Obscuring Mist, Fog Cloud at zero-range, Anger of the Noonday Sun (SC,p.11), Blood Sirocco (SC,p.33), Eye of the Hurricane (SC,p.86) etc.).
    Special: When you carry your manifested cudgel, Throw Mind Blade works differently: instead of throwing the weapon, you fire a concussive ball of thorns from its top (multiple times when making iterative attacks – only BAB accumulated from your Druid and Soulknife classes counts for iterative attacks applicable for this specific option) that deals your cudgel's enhanced damage, and keeping the weapon at hand (thus leaving no room for counter-maneuvers that might catch you unarmed).
    Writer's Note: The thought behind this feat is to allow a druid to go about his business without carrying weapons. This serves for taking a role of a kind of emissary of the forest that strives to start an encounter relaying peaceful intentions. Furthermore, I like the cinematic image this power portrays. I'm well aware that this is not the best strategy if one wishes to optimize his character's power, because a lot of character resources go into this feat, but there could be strategic value in being inconspicuous and prepared at the same time, and the unique option with Druid spells certainly has its advantages.



    Class-Combo: Shadowdancer (Su)
    Requirements:
    - Class Abilities: Evasion, Illusionist, Rogue's Expertise (Stalker), Sneak Attack, Special Ability: Darkstalker.
    - Spells: able to cast Darkness, Shadow Cache (SC, p.183), Dimension Door, and Shadow Conjuration w/o preparation
    - Skills: Hide 12, Lucid Dreaming 5, Move Silently 9, Perform (dance) 5, Tumble 5
    - Special: Innate Darkvision from any source – racial / spell / (Sp) . . .
    Benefits:
    - Darksight (Ex): Shadowdancers gain the ability to see through all forms of darkness. Shadowdancers are easy to pick out, as their eyes turn flat silver.
    - Shadow Jump (Su): You gain the Shadow Jump ability with two differences:
    1. The ability is available a number of times per day equal [3 + your Cha-bonus + the number of Shadowdancer feats you possess].
    2. Each use of this ability functions as the Dimension Door spell.
    3. Making a Shadow Jump is a move action. Creatures adjacent to you at the point of exit are susceptible to SA.
    - Shadow Affinity (Su): Shadowdancers gain +4 on saves and checks to resist any shadow-associated power aimed against them.
    Special: Bonus feats gained by taking levels in the Rogue or Mage class may be taken/retrained as Shadowdancer feats (including this one).

    cont.: Enhanced Shadow Reality (Su)
    Prerequisite: Shadowdancer
    Benefit: Your illusion (shadow) spells deal one-fifth (20%) more real damage if disbelieved. For example, a creature summoned with Shadow Conjuration deals 40% of the damage a real creature of the same kind would deal in case of disbelieves, instead of 20%.

    cont.: Guardian Shadow (Su)
    Requirements: Shadowdancer
    Benefits: Your shadow gains an awareness and personal existence of its own.
    - Whenever you're entitled to a Spot check, your shadow also makes one, effectively granting you the better of 2 Spot checks.
    Your shadow never rests. When you're asleep, your shadow keeps watch over you. If it makes a spot check, you immediately wake up, immediately aware of its detection, just as if you had made the Spot check yourself.
    - Once per round, when you make a melee attack, your shadow makes a melee touch attack of its own, using your BAB. If the attack hits, the target takes 1d6 Strength damage (no save). As long as you're conscious – even if helpless – you can order your shadow to attack.
    - Once per encounter, at your will, your shadow may make an Intimidate check to unnerve all targets within 30'. Anyone that had witnessed that behavior in the past is immune to this effect.
    Your shadow cannot be attacked separately from yourself. It exists as long as you're alive.

    cont.: Shadowcrafter (Su)
    You have learned how to infuse certain figment spells with material from the Plane of Shadow, making them partially real.
    Requirements: Shadowdancer, able to cast Shadow Evocation and any 3 spells from the list below w/o preparation
    Benefits: The subschool of your altered spell changes from figment to shadow. You can use the altered spell to mimic any Conjuration (summoning), Conjuration (creation) or Evocation spell at least one level lower than the chosen illusion spell. The altered spell functions identically to the Shadow Conjuration or Shadow Evocation spell, except that the spell's strength equals 10% per level of the traded spell.
    For example, a shadowcrafter who uses Silent Image to create an Acid Splash would deal 10% of the normal damage to a creature that succeeds on its Will save to disbelieve the shadow. If she used Programmed Image to mimic Summon Monster V, the creature would have 60% of the HP of a normal creature of its kind, and its damage would be 60% normal against a creature that succeeds on its Will save to disbelieve.
    A shadowcrafter can shadowcraft any of the following figment spells: Silent Image, Minor Image, Major Image, Persistent Image, Programmed Image.
    Special: This feat works in concert with Enhanced Shadow Reality.
    Special: Shadowcrafting is applicable to the noted spells only in their original level. Heightening them has no effect on shadowcrafting strength (percentage) or the level limit of mimicked spells.

    cont.: Animated Shadow (Su), D
    Requirements: Guardian Shadow
    Benefit: By spending a Shadow Jump usage, you may animate your Guardian Shadow as a Greater Shadow for a number of rounds equal to 1/2 your HD. Targets reduced to 0 strength by your animated shadow's touch do not die, they simply fall unconscious, allowing you to temporarily spawn their shadows. When you regain your shadow, the targets regain their shadows and (the ones still alive) wake up with Str score 1.
    If your animated shadow is slain, you lose the benefits of Guardian Shadow for 2d4 hours and may not animate your shadow for 24 hours.

    cont.: Shadow Mark (Su)
    Requirements: any 2 Shadowdancer feats
    Benefit: The Shadowdancer can make a touch attack, and if successful, attune to his target. He can then track it down and shadow-teleport to its location, regardless of the distance, as long as they're on the same material plane. A Shadowdancer can only have one marked target at a time.
    Note: unless you take Shadow Leap feat, you're restricted to the normal distances of Dimension Door.

    cont.: Shadow Leap (Su)
    Requirements: any 3 Shadowdancer feats
    Benefits: You may spend 3 uses of Shadow Jump to mimic the effect of either greater teleport or Plane Shift (plane of shadows only). When disappearing, a shadowdancer seems to shrink and vanish into her own shadow and when reappearing she seems to explode in a burst of shadows.
    Special: If you have at least 5 Shadowdancer feats, you may spend 4 uses of Shadow Jump to mimic the effect of Greater Plane Shift

    cont.: Shadow Discorporation (Su)
    Requirements: Shadow Leap
    Benefit: When you are targeted by an attack or effect that deals damage, by either melee or ranged attack (physical as well as unnatural), you may spend 4 uses of Shadow Jump as an immediate action. You're immediately pulled into the bordering plane of shadows (before taking any damage) and become 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: 5 rounds + concentration (3 minutes max).

    cont.: Shadow Self (Su)
    Requirements: any 4 Shadowdancer feats
    Benefit: Your body is now only partly where you are, the rest being replaced by substantial shadow.
    This ability can be activated or de-activated as a free action during your turn or as an immediate action.
    When this feature is active:
    1. You gain both Concealment (20%) and Cover (20%). The shadows make you impossible to identify or detect via smell.
    2. You count as a native outsider rather than humanoid (or whatever original creature type you are). This also grants you DR 10/magic.
    3. You may shadow-jump into your own shadow or end a shadow jump out of it, appearing in its square or in a square adjacent to it, rendering any light conditions irrelevant to your jump.
    4. You do not need to eat, drink or breathe. You're sustained by shadows.

    cont.: One with the Shadows (Ex)
    Requirements: Shadow Self
    Benefit: From this point and on, all of the Shadowdancer's shadow powers become extraordinary abilities.
    Furthermore, you automatically resist/bypass any undesired shadow-based power aimed against you.



    Class-Combo: Vessel of Destruction (Ex)
    Your touch weakens all things, as you become a direct vessel of your god for destruction.
    Requirements:
    - Class Abilities: Rage, Physical Prowess: Applied Force, Destruction domain, Turn/Rebuke Undead, Baleful Utterance, Hammer Blast, Hideous Blow, able to cast Spiritual Weapon
    - Feats: Destruction Devotion, Destructive Rage, Extra Rage, Extra Turning, Fragile Construct, Improved Sunder
    - Faith: You must revere a deity that has Destruction in the list of its associated domains.
    Benefits:
    - You may gain the benefits of Destruction Devotion as a swift action.
    - While you benefit from Destruction Devotion and in a state of Rage, you completely ignore your targets' Armor, Natural Armor, DR, hardness, SR and energy resistance (but not energy immunity). Affected objects take full damage from physical attacks.
    - When making physical contact with a creature or object while in a state of Rage, you may expend Turn/Rebuke Undead uses as a free action to make it lose whatever Armor, Natural Armor, DR, hardness, SR and energy resistance (but not energy immunity) it possesses. For each Turn/Rebuke Undead use you expend, the target if affected for 1 round. The target is not entitled to a save and SR does not apply. Affected objects take full damage from physical attacks.
    - Once per round, as a swift action, any Destruction domain spell you have access to that may target a single creature can be delivered by your melee attacks or touch attacks.



    Class-Combo: Wake of Destruction (Su)
    Requirements:
    - Classes: Monk 6, Soulknife 4, Warrior 6
    - Ability Scores: Str 21, Dex 21, Con 19, Wis 17
    - Selected Class Features: Warcraft: Rage, Combat Prowess: Applied Force
    - Skills: Jump 15, Balance 12
    - Feats: Combat Brute, Controlled Rage, Dungeon Juggernaut, Forceful Combat, Ki Extend, Ki Slash, Leap Attack, Path Devotion: unarmed damage, Path Devotion: Ki Strike, Path Devotion: Psychic Strike, Path Devotion: Mind Surge
    Benefits: Among the most devastating attacks a noncaster can possess, this feat gives a whole new meaning to the term "Overcharge". It combines incredible brute force and willpower, translating the attacker's charge into a destructive wave of force.
    To activate the power of this feat, you must have Mind Surge (Burst of Speed) and Combat Focus abilities active, as well as your mind blade manifested and fully charged with Psychic Strike, and in a state of Rage.
    Spending a swift action, you invest 5 uses of Stunning Fist and your Breach the Gap power to activate this ability.
    You charge into the area you intend to affect, unleashing all of your physical and mental might and momentarily becoming a destructive – 30' wide – wave of force, moving a distance of up to your speed (standard action) or twice your speed (full round action). You may move in this fashion horizontally or in a vertical angle (upwards or downwards) of up to 45 degrees.
    Everyone and everything in the area of effect are affected as given below (and in the given order):
    1. Take damage as if you had charged them with your mind blade fully charged while applying Leap Attack. Items in the AoE are targeted by Sunder.
    2. Bull-Rushed. Anyone hitting a solid object that stops their forced movement, also takes 8d6 damage (according to the Dungeon Juggernaut feat).
    3. Overrun.
    4. Must succeed on a Fort save vs. DC [10 + 1/2 BAB + Str-bonus] or become stunned.
    All the above require no attack roll. The effect is a force effect. Everything in the AoE suffers the consequences.
    For the purpose of all the above calculations, you count as 2 size categories larger than your actual size (with the appropriate Str enhancement) and as having rolled 20.
    Special: This attack ignores Force effects, bypassing them as if they weren't there.
    Once this power has executed, you re-materialize at the far end of the effect.
    Drawbacks: This exertion of your physical and mental reserves carries a severe toll with it. When you complete this maneuver:
    1. You immediately lose your Rage, your Combat Focus and Burst of Speed.
    2. Your manifested mind blade dissipates and your Psychic Strike is used up.
    3. You may not perform swift/immediate actions until the end of your next turn.

    Spoiler: Possible Build
    Show

    Code:
    L1: Human1:			Imp. Bull Rush, Imp. Trip
    L1: Warrior1 (Rage):		Controlled Rage
    L2: Warrior2 (Applied Force):	Dungeon Crasher
    L3: Monk1:			Imp. Sunder
    L4: Monk2:			< FILLER FEAT >
    L5: Monk3:			Cleave (retraining filler feat)
    L6: Monk4:			Path Devotion: unarmed damage
    L7: Warrior3:			Path Devotion: Ki Strike (trading Warcraft)
    L8: Warrior4:			Leap Attack
    L9: Monk5:			Ki Extend
    L10: Monk6:			Combat Brute
    L11: Soulknife1:		-
    L12: Soulknife2:		Ki Slash
    L13: Soulknife3:		-
    L14: Soulknife4:		-
    L15: Warrior5:			Path Devotion: Psychic Strike, Path Devotion: Mind Surge (trading Warcraft)
    L16: Warrior6:			Dungeon Juggernaut
    L17: Warrior7:			Forceful Combat (trading Warcraft)
    L18: Warrior8:			Path Devotion: Blade Enhancement, Wake of Destruction



    Class-Combo: Wrath of the Silver Flame (Su)
    Requirements: Turn Undead, Tempered Body, LG/NG/CG
    Benefit: You can spend one of your daily turn undead attempts as a swift action to cause your unarmed attacks (or any special monk weapons you hold) to erupt with silver flames.
    This fire gives off no heat but sheds light as a torch. Silver Flames add 2d6 points of damage to your melee strikes vs. undead, lycanthrope and any creature with the Evil subtype.
    This damage is purely divine power and is thus not subject to fire resistance.
    Once activated, the silver flame burns for a number of rounds equal to 5 + your Cha-bonus.
    Special: A character with this feat that has attained 13th Monk level may sever the silvery cord of astrally projected beings.

    cont.: Mantle of the Silver Flame (Su)
    Requirements: Wrath of the Silver Flame, Ki Strike (ghost touch)
    Benefit: When you activate your Wrath of the Silver Flame ability, you also become engulfed in an aura of argent fire.
    • You radiate light as if you were the center of a daylight spell (counts as actual sunlight).
    • You gain fast healing equal to your Wis-bonus.
    • Any lycanthrope, undead, or Evil creature within 30' of you takes a -2 penalty to AC, as well as 2d6 points of damage each round at the end of your turn (this is a continuous damage that provokes and penalizes Concentration checks).





    Epic Level Characters:
    Spoiler
    Show

    Epic Stats:
    BAB and saves continue to progress normally passed level 20, according to accumulated class levels.


    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.
    - Binders gain an additional spell power per power-group at level 21 and each 5 levels thereafter.
    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 no meta-invocation feats.


    Epic-Level Invokers:
    Starting at level 21, a warlock/Dragon Evolutionist may take an extra Grand invocation via Extra Invocation feat.
    Starting at level 21, a hexblade/witch may take an extra Greater invocation via Extra Invocation feat, and may take a 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).


    .
    Last edited by nonsi; 2022-06-25 at 07:24 AM.

  11. - Top - End - #11
    Ogre in the Playground
     
    nonsi's Avatar

    Join Date
    Apr 2010

    Default Warrior

    .
    Class: Warrior

    Spoiler
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    Preface
    Spoiler
    Show

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

    Weapon and armor proficiency: Warriors are proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields). Also, for each 3 Warrior levels, a warrior gains a bonus proficiency with an exotic weapon of his choice.

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




    Warcraft (Ex)
    Spoiler
    Show

    Throughout his career, a warrior's training grants him access to many combat advantages that other characters cannot grasp.
    At every odd level, the warrior chooses one warcraft to which he qualifies (see the table below).
    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
    Notes & Extras
    Barbarian
    Rage 1 See below
    Uncanny Dodge 3
    Imp. Uncanny Dodge 5
    Tireless Rage 7, 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
    Dazzling Intimidation 3 See below
    Evaluate Combat Gear 3, Craft (Weaponsmithing, Armorsmithing, Bowmaking) 4 ranks each See below
    Gut Feeling 3, Sense Motive 6 See below
    Discern Battle 5, Track See below
    Maneuvers Expertise 5 See below
    Fearless Rage 5, Rage The warrior is immune to fear while raging
    Assess the Enemy 7 See below
    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
    Gut Confidence 11, Sense Motive 9 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
    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), Intimidate 12 ranks See below
    Rallying Cry (negate conditions) 11, Rallying Cry (swift oratory) See below
    Daunting Presence 13, Demoralizing Presence See below
    Rallying Cry (immunity to conditions) 13, Rallying Cry (negate conditions) See below
    Supreme Commander 15, Tactical Leader, Rallying Cry (negate conditions) See below



    Warcrafts that Emulate Core Features

    Rage:
    Rage mechanics are as given by RAW. The number of daily uses equals [1 + 1/3 Warrior level].
    Rage now comes with 2 extra changes:
    1. During rage, a character's movement is increased 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
    Requirements: Knowledge (arcana, dungeoneering, local, nature, religion, the planes) 4 ranks each, Knowledge Devotion
    You have battled against a multitude of foes, and learned to identify them quickly. Your level stands as the number of ranks in any of the above Knowledge skill for the purpose of identifying creatures to gain tactical advantage and in planning for a large battle (Heroes of Battle).

    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.
    If a warrior's opponent breaks contact (i.e. exits the warrior's reach) w/o acting against him, the opponent also provokes an AoO.

    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).

    Dazzling Intimidation
    While wielding a weapon you have selected for Weapons Expertise, you add your Weapons Expertise bonus to all Intimidate checks.

    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, 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.

    Gut Feeling
    This warcraft functions as detailed for step one of Trusting his Gut.
    Special: This warcraft may be taken for the second time, making it function as detailed for step two of Trusting his Gut.

    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) 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
    You draw 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.
    Your 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 your 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 become 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), or simply take a general feat. In all cases, he must meet all the prerequisites, alleviated by Combat Aptitude.




    Basic Training
    Warriors begin their career with a basic "suite" of feats that defines their preferred fighting style.
    When attaining 1st Warrior level, choose 3 feats from the list below. You must meet the prerequisites for the chosen feats.
    - Combat Reflexes
    - Double Weapon Fighting
    - Exotic Weapon Proficiency
    - Heavy Armor Proficiency
    - Imp. Bull Rush
    - Imp. Disarm
    - Imp. Feint
    - Imp. Grapple
    - Imp. Overrun
    - Imp. Shield Bash
    - Imp. Sunder
    - Imp. Trip
    - Imp. Unarmed Strike
    - Mounted Archery
    - Mounted Combat
    - Precise Shot
    - Quick Draw
    - Rapid Shot
    - Ride By Attack
    - Superior Unarmed Strike
    - Tower Shield Proficiency
    - Two Weapon Fighting


    Combat Aptitude (Ex)
    For the purposes of qualifying for "Fighter feats" (gained by either class or HD 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).
    The same alleviation is applied to ranks in prerequisite skills, with the constraint that skills that cannot be used untrained require at least 1 rank.
    Furthermore, once per day, a warrior may spend 5 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 or fought with the weapon.
    - The warrior has completed 5 minutes 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, 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 cumbersome to allow 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)
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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.
    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.
    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).
    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)
    At 9th level, the warrior learns to flawlessly place himself where he is most needed in combat.
    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)
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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 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. He can choose to expend 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 or 2 swift actions).
    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 (stacks w/ Weapons Expertise) until the beginning of his next turn. Instead of applying the bonuses to all attacks, a warrior 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.
    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 qualifies 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 qualifies, 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.
    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:
    - When leveling, a warrior may replace a single feat in the pool.
    - A warrior may replace a single feat in the pool via 8 hours of training.
    - Whenever a warrior selects a feat from the pool via feat slot, he immediately gains a new feat of his choice to put into the pool.
    - 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.








    Warrior ACF: Nature-Attuned Warrior
    Spoiler
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    Trade-Off: At 4th level, you do not gain a bonus feat or Combat Adaptation, and your Combat Adaptation takes a 4-level delay.
    Requirements: "Unfettered" starting package, Climb 5, Knowledge (nature) 3, Survival 2 (any three terrains), Swim 5, Track
    Benefits: You gain the Druid's Nature Sense & Wild Empathy abilities. Your effective Druid level for these abilities counts as [your Warrior level -3].
    Special: You can take this ACF at later levels divisible by 4, but each such delay lowers your effective Druid level by 4, making it quite pointless.


    Warrior ACF: Reliable Offense
    Spoiler
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    Some warriors trade combat creativity for a more solid and reliable offense.
    Trade-Off: Combat Adaptation
    Benefits: No matter what the d20 shows on the attack roll, it never drops below 1/2 the character's Warrior level.
    Example: An 11th level warrior rolls 2 on his attack roll. It automatically counts as scoring 5 on the d20 roll.







    Warrior Feats
    Spoiler
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    Combat Mastery
    Requirements: 5th Warrior level
    Benefit: Your BAB increases by +1.
    Special: This feat may be taken multiple times. For each 5 Warrior levels gained, you may take this feat once.

    Controlled Rage
    Requirements: Rage, Concentration 4
    Benefit: 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.
    Special: If you also possess Mad Foam Rager feat, you may not benefit from it alongside with Controlled Rage simultaneously. When you rage, you must choose which one takes effect.

    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.

    Destroyer’s Blessing
    Requirements: Orc or Half-Orc, Rage class feature.
    Benefit: When raging, if your attack reduces an enemy to negative HP or kills it, or if you make a successful Sunder maneuver, you regain 1 round of rage.
    You can only gain this benefit once per round.

    Dispelling Strike
    Requirements: Combat Edge +3, 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.
    Requirements: Warrior level 6 or BAB +9, Spellcraft 4, Knowledge (religion) 4, Pierce Magical Concealment, Pierce Magical Protection
    Benefits: As a standard action that doesn't provoke 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 -1 Con ability burn

    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).

    Mad Foam Grappler
    Prerequisites: Imp. Grapple, Rage, Mad Foam Rager, Tide of Battle
    Benefits: When raging during a grapple, as long as you're not pinned, you can make multiple attacks vs. an opponent you're grappling.

    Melee-Range Interchange
    You have learned how to exchange melee and range attacks to your heart's content.
    Requirements: Warrior level 6th, Close Combat Shot, Quick Draw, Sleight of Hand 5
    Benefit: This feat grants two unique combat options:
    You may stab with an arrow, dealing its normal damage as a piercing melee attack. You may pierce with an arrow and withdraw it, then fire it on your next attack.
    You may make a range attack and then immediately draw a light or 1-handed weapon (melee or thrown, not a missile device) and attack with it on your next attack.
    Special: If you have Rapid Shot / Rapid Reload feat, you may also use your bow / x-bow to make a ranged attack after a regular melee attack with a light / 1-handed weapon. You do not gain the extra attack from Rapid Shot / Rapid Reload when interchanging between melee and range attacks.

    Numbing Rage
    Requirements: Con 15+, Base Fort save +5, Rage
    Benefit: 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.

    Overwhelming Assault
    You know how to make an overwhelming series of maneuvers while pushing forward.
    Requirements: Warrior level 16th, Imp. Bull Rush, Imp. Disarm, Imp. Sunder, Imp. Trip, Intimidate 9, Maneuvers Expertise
    Benefits:
    Execution of this feat requires a standard action and involves a sequence of maneuvers, all of which are made at your highest BAB.
    You start by attempting to sunder your opponent's weapon. You make a Sunder check - if you fail, it means that your opponent's weapon didn't give in, but you may attempt to move it out of the way with a successful Disarm check (if you prize your opponent's weapon, you may skip the Sunder attempt and go straight for disarming it).
    If successful on either attempts, it means that you've managed to remove your opponent's weapon out of the way and you may attempt to Bull Rush your opponent.
    If successful, it means that you've managed to undermine your opponent's footing and you may attempt to Trip it (with a follow-up attack).
    If successful and the follow up attack hits, you undermine your opponent's confidence and can make an Intimidate check to unnerve your opponent.
    Special: If your weapon cannot Trip, you may attack immediately after Bull Rushing, but you don't gain the free Intimidate attempt, unless you have some other means of attacking and intimidating.

    Ready For Everything
    Requirements: Warrior level 12, Combat Reflexes, Expert Tactician, Always Ready
    Benefit: The warrior may ready an action without specifying a trigger condition, allowing him to use it at any point in the round he wishes.
    He could ready a generic action and use it to move his speed, ready a shield, attack an opponent within reach, or perform any other task that requires a standard (or shorter) action.

    Rage Swimmer
    Requirements: Rage Warcraft, Swim 5
    Benefits: When raging you gain a swim speed equal to 1/2 your land speed (and a +8 bonus to swim checks due to having a swim speed).

    Shatter Magical Barriers
    Requirements: Warrior level 17th, Spellcraft 6, Dispelling Strike, Mage Slayer, Pierce Magical Concealment, Pierce Magical Protection
    Benefits: By spending your extra swift action plus a standard action, you may augment your 'Find the Mark' option to obliterate a magical barrier of any sort within reach in a single blow.

    Unorthodox Weapon Usage
    Requirements: Weapons Expertise class feature, Warrior’s Combat Edge +2
    Benefits: Choose a specific weapon with which you have Weapons Expertise.
    One of the following weapon qualities may be added to the weapon:
    - Disarm
    - Set: piercing; 1-handed or larger
    - Thrown: range increment 20’ for piercing, 10’ otherwise, 30’ for thrown weapons that already have 10’ range increment
    - Trip: 1-handed or larger.




    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 could probably come in handy for my Warrior as well.
    Last edited by nonsi; 2020-03-27 at 12:37 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
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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: 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, Skillful Intuition
    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, Studied Foe (1st)
    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, Studied Foe (2nd)
    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, Studied Foe (3rd)
    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, Studied Foe (4th)
    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.

    Weapon and armor proficiency: Rogues are proficient with all simple and 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:
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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, contrary to all other classes, a rogue's regular skill-tricks-limit is set to 1/class level.


    Special Ability (Ex)
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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, 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.
    Using this option, a rogue may also choose from the list of feats in the "Rogue Feats" spoiler detailed below.

    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: "Stalker" Rogue's Knack, Rogue level 4, BAB +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. Furthermore, those special sensory powers may not be used to track you down.
    In addition, you can flank creatures that have the all-around vision capabilities.
    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.

    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
    The rogue can move at full speed with no penalty to Hide or Move Silently checks, and only takes a -10 penalty while running or charging.

    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.

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

    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.

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

    Skill Mastery Perfection
    Requirements: Skill Mastery
    You may now take 15 on all skills of your associated (prereq) Skill Mastery.

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

    Sneaky Larceny
    Requirements: Opportunist, Sleight of Hand 12
    Benefit: Whenever an opponent is subject to SA from you and is within reach, you may substitute an attack with a Sleight of Hand check against it. This special ability may also by applied to AoOs – in which case you gain +4 to your Sleight of Hand check.

    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.


    Skillful Intuition (Ex)
    Starting at 2nd level, a 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.


    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.
    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 finessible 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, skill check, saving throw or power/spell DC.


    Skill Savvy (Ex)
    The rogue excels at learning useful tricks and ploys to confuse and confound his opponents.
    At 4th level and every 4 Rogue levels 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.
    Every time the rogue gains this ability, he's also 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.


    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.


    Studied Foe
    A 6th level rogue starts becoming more adept at using his SA against unusual enemies.
    Pick one of the following categories: Undead, Constructs, Plants, Oozes, Elementals. Creatures of this type are no longer resistant to the rogue's SA.
    Every 4 levels passed 6th, the rogue selects a new special foe from the above list


    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 now gains a +2 attack bonus (+4 vs. unwary targets).
    When unobserved (invisibility / total concealment / a successful Hide check...), the rogue may trade 3 SA dice and deliver a Coup de Grace as a full round action. A rogue may choose to substitute death for unconsciousness for 3d6 rounds.


    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, an unobserved rogue may trade 4 SA dice and deliver a Coup de Grace as a standard round action.
    The rogue may trade 5 SA dice to deliver a Coup de Grace as a standard action even while observed.


    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 Feats
    Spoiler
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    Acrobatic Stride
    Requirements: BAB +6, Rogue's Expertise: Acrobat.
    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, Rogue's Expertise: Burglar.
    The Rogue reduces penalties for two weapon fighting by 2. An Ambidextrous Two Weapon Fighter's main hand and offhand deal normal Strength damage.

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

    Improved Flanking
    Requirements: BAB +4, Rogue's Expertise: Stalker.
    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.

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

    Slow Reactions
    Requirements: Sudden Strike
    The rogue can sacrifice 3d6 SA damage to prevent his target from taking immediate or swift actions for 1 round.
    The target is allowed a Fort save to negate the effect. DC = [10 + 1/2 damage dealt].

    Sneaky Shot
    Requirements: Sneak Arrack class feature, Sleight of Hand 5
    Benefits: Just before making a ranged attack, you may spend a move action to make a Sleight of Hand check opposed by your target's Spot check.
    If you win the opposed check, your opponent is denied its Dex-bonus to AC against your next attack.









    Rogue Variant: Jester
    Spoiler
    Show


    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, Skillful Intuition
    3rd +2 +1 +3 +1 Sneak Attack
    4th +3 +1 +4 +1 Special Ability, Audacity (+1) Skill Savvy (2 / encounter)
    5th +3 +1 +4 +1 Cruel Comment Cunning Breach
    6th +4 +2 +5 +2 Special Ability, Studied Foe
    7th +5 +2 +5 +2 Punchline Rogue's Expertise (2nd)
    8th +6 +2 +6 +2 Special Ability, Audacity (+2) Skill Savvy (3 / encounter)
    9th +6 +3 +6 +3 Sudden Strike
    10th +7 +3 +7 +3 Special Ability, Killer Clown Studied Foe
    11th +8 +3 +7 +3 Last Trick Insightful Surge
    12th +9 +4 +8 +4 Special Ability, Audacity (+3) Skill Savvy (4 / encounter)
    13th +9 +4 +8 +4 Jack-in-the-Box King Rogue's Expertise (3rd)
    14th +10 +4 +9 +4 Special Ability, Studied Foe
    15th +11 +5 +9 +5 Death Blow
    16th +12 +5 +10 +5 Special Ability, Audacity (+4) Skill Savvy (5 / encounter)
    17th +12 +5 +10 +5 Annoy the Gods Cunning Brilliance
    18th +13 +6 +11 +6 Special Ability, Studied Foe
    19th +14 +6 +11 +6 Grandmaster of Comedy Rogue's Expertise (4th)
    20th +15 +6 +12 +6 Special Ability, Audacity (+5), 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 for Will saves), 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 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.


    Audacity
    An experienced jester's natural talent for performance, his often outrageous dress, and his seemingly lackadaisical attitude throws his opponents off guard in combat. Even a jester armed with a vicious looking weapon cuts a comedic figure that many warriors have trouble taking seriously.
    Starting at 4th level, and every 4 Jester levels thereafter, a jester gains a cumulative +1 dodge bonus to his AC, as well as to his opposed defensive rolls to avoid being Grappled, Tripped, Bull Rushed, Overrun, Trampled, or Disarmed. This bonus can never be greater than the jester's current Cha-bonus. The jester's audacity draws in part on his shameless ability to project himself as nonchalant, goofy, and inept in even the deadliest struggle.
    A jester loses this benefit whenever he loses his Dex-bonus to AC.


    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 + 1/2-level + Wis-bonus] check.
    If the target fails, 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 24 hours, 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 2 Jester levels.
    The victim is allowed a new saving throw each round to break the effect.
    This is a mind-affecting fear effect.
    A jester may use this ability once per hour. Anyone targeted by or witnessing this ability becomes immune to it for 24 hours and gains +4 to resist such future attempts by that jester.


    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 break enchantment spell, 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 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 mind blank.


    Last edited by nonsi; 2018-10-23 at 02:38 PM.

  13. - Top - End - #13
    Ogre in the Playground
     
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    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: Priest
    Saves
    Level BAB F R W Special
    1st +0 +2 +0 +2 Channeling, Domains, 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


    Weapon and armor proficiency: 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 light armor, medium armor, and light shield.



    Channeling
    Good-aligned priests channel positive energy, while evil-aligned priests channel negative energy. Neutral priests must 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'.
    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'.
    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'.
    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: 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.


    Undead Empathy (optional): Playing a priest that does not inherently gain cure and restorative spells is more challenging than playing a positive-energy priest. It seems within reason to me to grant Undead Empathy (using the rules of Wild Empathy) to negative-energy priests.




    Domains
    A priest’s deity influences his alignment, what magic he can perform, his values, and how others see him.
    A 1st level priest chooses 3 domains from his patron deity's portfolio. This selection may not be altered later on.


    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, Vecna, 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 arcane 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 synergy 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. Evil priests may attempt to break each other's control over 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. The subject might be obligated (determined by the DM on a case-by-case basis) to 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 Leadership feat.
    If he already has taken the feat, then his maximum number of assistants (see the modified feat) increases by 2, and his maximum number of followers is multiplied (compared to the core chart of followers) with each level starting at 11th (x2 at 11th, x3 at 12th and so on). Alternatively, a priest without Leadership may take it (once) later on, to gain this feature's enhanced benefits.
    Both followers and assistants contribute anywhere from 10% to 80% of their financial resources to your religious cause – depending on your quality as a people's leader, a religious authority and a politician (DM's call). The priest may use those resources to gain religious and political power, but using them to gain personal combat power will not be looked upon with favoring eyes.
    The priest may have one church, whose construction he'd financed and supervised, which serves as his religious sanctum. Within the holy of holies of his sanctum, the priest gains 5% bonus for crafting magical items with divine magical powers.
    A priest's religious sanctum may be replaced by another, but the latter must be grander than the former.


    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
    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 ACF: Reach of Faith
    Spoiler
    Show

    Some priests trade personal resilience for greater influence.
    As a swift action, you can spend one daily use of Turn/Rebuke Undead to deliver a touch spell you cast during the current round to a target up to 30' away.
    Replaces: Divine Resilience.


    Priest ACF: Shield of Faith
    Spoiler
    Show

    The priest gains no proficiency with armor or shields.
    - Instead of defending himself with donned/held physical barriers, the priest's strength of conviction grants him deflection bonus to AC and Ref save increase equal to his Cha-bonus, capped by his Priest class level. This value further increases by +1 for each Priest level divisible by 8. These bonuses are lost if the priest is unconscious.
    - At 6th level, the priest gains Uncanny Dodge. At 9th level, the priest gains Improved Uncanny Dodge.
    - Starting at 12th level, the AC bonus applies even while the priest is unconscious, and the priest cannot be made the target of a coup de grace attempt.
    - Starting at 16th level, once per day the priest may block the effects of a single attack or spell. The priest can choose to do this after discovering if the attack would hit or if her saving throw had failed but before damage is rolled or the effects of the spell are determined.
    A priest that takes this ACF may not use armor of shields of any sort. Any voluntary use of armor or shield in combat deprives the priest of the benefits of this feature until he atones via a quest and receiving the Atonement spell from a higher level priest of his order. Being trapped in an armor merely negates the benefits of this ability until the armor is removed.
    If the priest ever takes armor or shield feats, this ability is forever lost and the priest also permanently loses 4 Cha points.
    Replaces: Armor and Shield proficiency.







    Priest Variants
    Spoiler
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    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.
    • Divine Resilience
    • Atonement
    • Rising Church: Clerics serve as the hand of execution for their church - they're not religious authorities
    • Ghostbane Blessing
    • Spellcasting progression and strain toll both 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 3 domains. A deity that wishes to garner clerics must have these domains in its portfolio.
    HD: d8
    BAB: Med
    Armor Proficiency: Heavy
    Level 5: Divine Grace (Ex): As the core Paladin
    Level 9: God's Champion (Su): You gain one of the powers detailed below – whichever best reflects your deity's role and personality (decided upon between player and DM). Each power is a self-applied-only effect that's usable once per day at 9th level + once more per 3 levels thereafter.
    Divine Inspiration: During an encounter, you may add a +20 bonus on any single attack roll, any single saving throw, any single skill check, and any single ability check you make. Benefiting from any of these bonuses does not consume an action. Multiple uses of Divine Inspiration (at levels 12, 15, 18...) are expressed as different daily encounters where these bonuses are available.
    Divine Wings: You gain the ability to sprout and dismiss wings as a free action. These supernatural wings grow through clothing and armor without damaging them. The wings appear either as feathery wings (good) or draconic wings (evil). With the wings, you can fly at a speed equal to twice your land speed with good maneuverability. You can fly in light, medium, or heavy armor, but not when carrying a heavy load. Flying with the wings takes only as much concentration as walking, leaving you free to cast spells, make ranged attacks, or take other actions. This ability counts as having a fly speed when qualifying for feats such as Flyby Attack (MM 303) and Wingover (MM 304). The wings last for up to 1 round per level.
    Hammer of God: When wielding your deity's favored weapon in battle, the first opponent successfully hitting you or being hit by you in melee (either by a regular attack or touch attack) in a given round takes sacred or profane damage equal to your character level. This power is activated as a swift action and lasts 10 rounds.
    Righteous Might: This power operates as the core spell of the same name. It is activated as a move action and lasts 10 rounds, or until you dismiss it.
    Smite Opposition: This ability is an improved version of the official Paladin's Smite Evil ability:
    1. Smite applies vs. opponents of opposing alignment to one of your alignment-extremes (chosen upon announcing your foe) – with a TN cleric being able to target LG/CG/LE/CE opponents. Opponents with an alignment subtype of the chosen alignment take additional Smite damage equal to 1/2 your level.
    2. Smite is activated as a swift action and applies to all physical attacks in a given round vs. a single declared foe – be they melee and/or range, manufactured and/or natural).
    3. Your declared foe may be targeted once per round with a carrier effect of either Bull Rush/Disarm/Sunder/Trip maneuver or Dazzled/Shaken/Sickened/Entangled/Fatigued condition (choose one)
    4. The attack bonus is derived from your conviction, so it applies even if your opponent doesn't possess the appropriate alignment. Additional damage is still alignment-associated.
    Level 11: Battle Blessing: From this point and on, you may cast any of your domain spells as a swift action and w/o the need for material components.
    Level 15: Holy/Unholy Sword: For a total number of rounds equal to the cleric's level, as a swift action, the cleric may turn his deity's weapon into a Holy/Unholy Avenger. If the cleric doesn't already possess his deity's favored weapon, he may conjure one as a Holy/Unholy Avenger by spending one round worth of usage of this ability, as part of the activation of this power. Dismissing a Holy/Unholy Avenger is a free action.
    Level 17 (optional): God's Right Hand: Replace Divine Cohort with a second iteration of God's Champion.



    Note I: Not all deities have war priests (e.g. War Priest of Fharlanghn just doesn't sound right).
    Note II: There are no godless clerics. The very definition of being a cleric is to serve a god.



    Adaptation: Combat Medic
    Sometimes the difference between demise and victory lies in the ability to heal during combat.
    One thematically essential iconic Paladin feature that's still missing in this variant is Lay On Hands. A cleric has the option of replicating the Healer's iconic powers, but to a lesser effect and with substantial investment. At 2nd level and on, a cleric may trade the next 2 instances of Divine Gift (that of the current level and the one to come) in order to gain the Healer's Lay On Hands ability (see below). Each step of the Healer's Mercy ability may be acquired by trading 2 instances of Divine Gift up front. Thus, by trading his divine gifts altogether (a total of 10 known spells), a cleric may progress as far as being able to counter Cursed/Diseased/Poisoned conditions with his Lay On Hands ability.


    Missing Paladin Features
    Two Paladin characteristics are not part of the Cleric's makeup: Aura of Courage and Special Mount. This is intentional.
    The Cleric already possesses the best saves of all classes in this system starting at 5th level, so it is already inherently as courageous as they come (and not all zealots are fearless or leaders of men). Stone-Faced Soldier and Stand Against the Tide feats combine to cover Aura of Courage with extra. The usefulness of a mount is situational, and Wild Cohort feat covers the Paladin's mount nicely.
    Given the lengths at which this variant is superior to the core Paladin within this system (even with med. BAB), it's OK that some Paladin aspects are left for character resources.


    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
    • 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 elect 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 (Plant ; Tiny) *
    Level 17: Wild Shape (Elemental) *
    Level 20: One with the Green*

    * Taken from this codex' Druid class.


    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) and Lucid Dreaming.
    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.


    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, Skill Focus (Heal)
    Level 1: Healer's Intuition
    Level 1: Merciful Conversion
    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.
    A Healer can use Lay on Hands as a melee touch attack to deal damage to undead.


    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).


    Merciful Conversion (Su)
    A healer can modify any Priest spell cast that deals HP damage to instead deal nonlethal damage.


    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 60'
    Level 15: Quick Warning
    Level 17: Blind Sight 30'


    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.


    Spoiler: Ur-Priest
    Show

    Ur-Priests despise gods and renounce the authority of deities over divine magic. They gain access to divine spells by stealing the residual essence projected by deities without praying to or worshiping.


    Requirements: Non-Lawful

    Loses:
    Spell Talisman
    3 domains
    Divine Resilience
    Atonement
    Rising Church
    Divine Cohort
    Divine Ascension

    Gains:
    Starts with 2 domains of choice. These domains can even be conflicting (Light and Darkness, Good and Evil etc.)
    Divine Gift is renames "Divine Prize"
    Class Skills: the following skills are added as class skills: Bluff, Disguise, Escape Artist, Hide, Listen, Move Silently and Spot.
    Mixed Channeling: While your total amount of known spells is no greater than that of other priests, you may choose any combination (from both positive and negative channeling) of divine spells as Know Spells.
    Levels 3: Turn/Rebuke Alternation: Ur-Priests may turn and rebuke undead - whatever they choose on a moment's whim.
    Levels 5: Divine SR 12 + CL.
    Levels 9, 11, 17, 20: Choose one of the Rogue’s special abilities to which the ur-priest qualifies via class levels & features (or take a general feat).







    New Priest Spells
    Spoiler
    Show

    Enlighten the Infidels
    This spell is detailed here.


    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 night-black weapon (the priest's deity's preferred weapon, or another weapon the priest is proficient with).
    When the blade is swung, each stroke leaves a trail of white sparkles, like stars in the night sky.
    The weapon deals 2d8 base damage (medium size).
    An undead struck by the blade is affected as if turned by the priest.


    True Atonement
    This spell is detailed here.







    Extra Stuff on Domains
    Spoiler
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    Note: I find it best practice to use the PHB domains and integrate the rules given below.


    New Domains:
    Spoiler
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    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)

    Creation
    Granted Powers: You gain +4 bonus on all Craft checks and cast conjuration (creation) spells at +2 caster levels
    Spells: Create Water (1), Create Magic Tattoo (SC, p.55) (2), Enchant Item (3), Fabricate (4), Create Golem (5), Hardening (SC,p.109) (6), Create Artificial Sentience (7), True Creation (8), Pavilion of Grandeur (SC,p.153) (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 cannot 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:
    Spoiler
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    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 causes a target that fails its Fort save to become 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.
    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:
    Spoiler
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    • Animal: Also grants Wild Empathy.
    • Chaos / Good / Law / Evil: These domains allow turning of opposite outsiders instead of granting +1 CL.
    • 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; 2018-12-22 at 03:50 AM.

  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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    Given that all official arcane spellcasters are generally categorized as “Mage”, I find the name “Mage” most appropriate for the base class that does arcane magic.
    The name “Mage” is synonymous with Magus / Spellbinder. Those are all legitimate names for a member of this class.
    Sorcerer: The core Sorcerer is regarded to as the one with innate magical capabilities. Therefore, “Sorcerer” is now synonymous with “Warlock”.

    I’ve therefore 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.



    Hit Die: d4

    Table: Mage
    Saves
    Level BAB F R W Special
    1st +0 +0 +0 +2 Arcane Spellcasting, Scribe Scroll
    2nd +1 +0 +0 +3 Bonus Feat
    3rd +1 +1 +1 +3 Spell Accuracy
    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 True Specialist
    20th +10 +6 +6 +12 Bonus Feat

    * Taken from the Master Specialist PrC (CM, p.70), with some changes.



    Class Features:


    Class Skills: Appraise, Bluff, Concentration, Craft, Decipher Script, Knowledge (arcana, the planes), Profession, and Spellcraft
    Skill Points Per Level: : 2 + Int modifier.

    Weapon and armor proficiency: Mages are proficient with all simple light melee weapons and with 1 simple range weapon. They’re not proficient with armor or shields.



    Arcane 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 (in effect, a mage may choose Conjuration & Transmutation as her prohibited schools and gain access to all other schools), and when either Conjuration/Transmutation is chosen as specialization school, a mage must select a total of 5 banned schools.
    A mage gains one additional spell from her school of specialization for each SL she has access to, and has them permanently memorized.
    A mage gains a +2 bonus on Spellcraft checks to learn spells of her chosen school.
    A mage pays ½ the time and cost for copying spells of her chosen school to her spellbook.
    Spells from your chosen school ignore any and all CL caps.
    Special: A mage may choose not to specialize (see the Wizard ACF below).

    All mages have 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 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.
    With each 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 spellbooks, as shown in the table below:

    Mage Spells-Permanently-Memorized
    Spoiler
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    Code:
    level	0	1	2	3	4	5	6	7	8	9
    =====================================================================================
     1	2	1	-	-	-	-	-	-	-	-
     2	3	2	-	-	-	-	-	-	-	-
     3	3	2	1	-	-	-	-	-	-	-
     4	4	2	2	-	-	-	-	-	-	-
     5	4	2	2	1	-	-	-	-	-	-
     6	5	3	2	2	-	-	-	-	-	-
     7	5	3	2	2	1	-	-	-	-	-
     8	6	3	3	2	2	-	-	-	-	-
     9	6	3	3	2	2	1	-	-	-	-
     10	7	3	3	3	2	2	-	-	-	-
     11	7	3	3	3	2	2	1	-	-	-
     12	8	3	3	3	3	2	2	-	-	-
     13	8	3	3	3	3	2	2	1	-	-
     14	9	4	3	3	3	3	2	2	-	-
     15	9	4	3	3	3	3	2	2	1	-
     16	9	4	4	3	3	3	3	2	2	-
     17	9	4	4	3	3	3	3	2	2	1
     18	9	4	4	4	3	3	3	3	2	2
     19	9	4	4	4	4	3	3	3	2	2
     20	9	4	4	4	4	4	3	3	3	2
    Note: The number of bonus known spells gained from high Int is in addition to the ones specified here.


    A mage may temporarily memorize a certain amount of spells each day.
    The total number of SLs a mage can temporarily memorize equals twice her 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 spellbooks. The substitute spell's level may not exceed the slot's SL, but it may be lower if the mage so chooses.

    A mage may also cast spells from her own open spellbooks. Casting a spell from an open spellbook requires 1 round of reading per SL of the desired spell, followed by a successful Spellcraft check vs. DC [15 + 2*SL].
    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.


    Spell Accuracy
    At 3rd level, a mage gains a +1 bonus on all attack rolls that involve aiming spell effects.
    This bonus increases by +1 for every 4 levels thereafter (7, 11, 15, 19 etc.)


    Minor School Esoterica (Su)
    At 4th level, your focus on your chosen school opens your mind to new possibilities.
    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 HP equal to your CL.
    Divination: You gain a bonus equal to 1/2 your CL on initiative checks, as well as on Gather Information, Listen, Search, Sense Motive, and Spot checks.
    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 nature.
    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: You gain Undead Empathy. This works as the Druid’s wild empathy for the purpose of influencing the attitudes of undead. Targets influenced by this ability gain +4 turn resistance 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.


    Spellpower
    At 6th level, you gain Spell Focus as well as Spell Penetration in regards to your chosen school.
    At 12th level you gain the Greater versions of the above feats.
    At 18th level, the above bonuses increase for the last time to +3 (DC) and +6 (overcoming SR) respectively.
    Note: Taking Spell Focus or Spell Penetration at early levels doesn't grant their Greater version(s) as bonus feats when hitting 6th level, but then retraining restores the invested feat slots. Same goest for Greater Spell Focus/Penetration at 12th level.


    Moderate School Esoterica
    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.
    Abjuration: You gain universal Energy Resistance equal to your CL, 1/4 your CL as deflection bonus to AC, and 1/6 your CL to all saving throws.
    Conjuration: Dispel checks made against your conjuration spells treat your CL as if it were 5 higher than normal.
    Divination: Whenever you succeed on a Sense Motive check against a creature, you may read its mind as if by detect thoughts. Creature normally immune to mental intrusion are not excluded from this ability, unless they're mindless.
    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 may alter an arcane spell's energy upon casting. You may alter a spell with the acid, cold, fire, electricity, or sonic descriptor. The spell’s casting time is unaffected.
    Illusion: You gain concealment.
    Necromancy: You are immune to ability damage, ability drain, energy drain, and negative levels.
    Transmutation: You can immediately re-roll 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.


    Major School Esoterica
    At 16th level, your knowledge of your chosen school reaches its peak.
    You gain an ability from those below, based on your chosen school.
    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: Whenever you teleport or summon a creature, you can cause it to "blink" (as the spell) for 5 rounds.
    Divination: Creatures do not benefit from supernatural means to elude or deceive you (invisible creatures don't get a bonus on Hide checks, polymorphed creatures do not get a bonus on Disguise checks, displaced creatures do not get 50% concealment, etc.).
    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: Undead with CR less than [your CL – 5] don't count against your limit of influenced undead (by Undead Empathy, animate dead etc).
    Transmutation: Whenever you cast a Transmutation spell on a creature or object, you can grant it DR 5/- or energy resistance 15. Alternatively, you may lower resistance in enemies by the same amounts.


    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 cast even from within Antimagic.
    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, and they cost no less than 1 strain point per SL (unless their strain toll is already higher). Furthermore, they dissipate with no effect when the Mage falls asleep or unconscious.
    This ability can also be very dangerous. If the Mage is struck by Spellfire (see the "Arcane Feats" spoiler below) while charged with arcane power, she must make a Will save vs. DC 20 to avoid a chain-reaction that causes all stored SLs to discharge and add to the damage the Mage takes.


    True Specialist
    A 19th level mage unlocks the deepest secrets of her school of specialization.
    She may now spend a full round action to cast a non-specific 10th level spell, using its energies to replicate the effects of any spell of her school of specialization that's currently beyond her spellcasting capabilities.
    Spell that exist in one of her spellbooks take their normal casting time to activate.
    Game-approved spells have their casting time doubled, or increased by 1 round (whichever's longer).
    On-the-fly-approved spells have their casting time increased tenfold, or increased by 2 minutes (whichever's longer).







    Mage ACF: Wizard
    Spoiler
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    Some mages prefer to delve into all arcane schools, trading the benefits of a school of specialization.
    Wizards don't get extra known spells from a school of specialization, since they don't have one.
    Wizards also lose Minor/Moderate/Major School Esoterica, Spellpower and True Specialist class features.


    Mage ACF: Unorthodox Specialist
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    Although a specialist, you compromise your specialism-based raw power for versatility.
    You trade Minor/Moderate/Major School Esoterica for gaining 3 feats instead – one for each esoterica traded.


    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)
    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 specifies a focus, the mage's bonded item replaces it.
    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. 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.





    Observation: Bonded items are endowed with powerful Abjuration, Conjuration, Divination and Transmutation powers. A mage cannot have any of those schools in his list of prohibited schools. In effect, this means that Bonded Item ACF may only be taken by abjurers, diviners and wizards.







    Arcane Feats
    Spoiler
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    Arcane Breach
    Requirements: Arcane Apotheosis, able to cast Antimagic Field and Mage’s Disjunction without preparation
    Benefits: Though spells don’t work within Antimagic and cannot be activated within it, 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].
    there’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 level 6, Concentration 6, Spellcraft 9, Enlarge Spell, Extend Spell, Widen Spell
    Benefits: You have gained an understanding of how to 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 willing 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).


    Archmage
    An Archmage is effectively a wizard who cannot be deprived of his primary source of power.
    Requirements:
    - Class: Mage (Wizard)
    - Skills: Able to decipher script in 3 known languages.
    - Skills Tricks: Codebreaker.
    - Feats: Speed Reader.
    - Spells: Able to cast Animate Objects, Blink, Fly, Ghostform (SC, p.103), Greater Invisibility, Make Whole*, Permanency and Tongues.
    * Without multiclassing / Arcane Disciple feat, access to this spell is available via Limited Wish.
    Benefit: In a laboratory ritual that takes 24 hours to complete, you animate one of your spellbooks in a unique manner, forever bonding it with your essence. Your chosen grimoire dematerializes, appearing only as you summon it to your presence by a simple act of will. Whenever you wish to cast a spell, the grimoire materializes in front of you, open in the page where the spell starts. The pages are flipped in a way that's most convenient to you as you progress in the casting of the spell. The grimoire is also present in front of you when you wish to add more spells to it. The total number of pages such a grimoire contains increases with your power growth, equaling the "arithmetic progression" of your current level. Thus, a 15th level archmage possesses a bonded grimoire of (15 + 1) * 15 / 2 = 120 pages. Your bonded grimoire cannon be permanently altered by anyone except yourself. If damaged in any way, it is perfectly mended the next time it is materialized.
    Note: From practicality's standpoint, most archmages are also runemages (see "Alternative Spellbooks" below), choosing to bond with a grimoire that would contain as many spells as possible. Most all also record handpicked key spells not rune-encoded, to cast as silent/still spells when the need arises.


    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, limited to a single target.
    - 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.


    Force Missile Mage
    Spoiler
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    The Force Missile Mage is one of the more iconic unofficial 3.5e PrCs. Here's an attempt to make the concept viable with feats.

    Force Missile Mage
    Requirements: Minor School Esoterica: Evocation, able to cast Magic Missile w/o preparation
    Benefit: Every time a force missile mage casts magic missile, she creates an addition missile, even if this extra missile exceeds the normal maximum of five missiles that the spell normally allows. At 7th level and every 4 levels afterwards, a force missile mage gains an additional missile when casting Magic Missile.

    Subtle Missiles
    Requirements: Force Missile Mage
    Benefit: From now on, you cast Magic Missile w/o the Verbal or Somatic components. The spell's SL remains unchanged.

    Elemental Missiles
    Requirements: Force Missile Mage, able to cast spells with either acid/cold/electricity/fire descriptors w/o preparation
    Benefit: When casting Magic Missile, you may change the energy descriptor of each missile according to whatever prereq energy spells you possess.
    Missiles with altered energy descriptor deal additional damage against vulnerable creatures and less damage against creatures with related resistances/immunities.

    Greater Missile Impact
    Your magic missiles deal more damage
    Requirements: Force Missile Mage
    Benefit: This feat may be taken a total maximum of 3 time, each increasing the damage of your missiles to d8s / d10s / d12s.

    Extraordinary Missile Burst
    Requirements: Force Missile Mage, Subtle Missiles
    Benefit: You now discharge the effect of Magic Missile as an (Ex) ability. This still requires a standard action.



    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 Mage 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.


    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 she'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 looks 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 other spellcasters to identify a spell as it is being cast, which raises the the identification DC by 10 (or by 5, for anyone who took this feat).


    Spellfire
    Spellfire is fully detailed here.
    Overhaul adaptation: When making melee or range attacks with Spellfire, a mage adds her Int-bonus to the attack rolls. This offsets the dodge-AC increase that all characters gain with BAB progression.


    Spellwarp Sniper
    Requirements: able to cast a 3rd SL (or higher) arcane spell with the ray descriptor w/o preparation, Concentration 8, Precise Shot
    Benefit: you gain the "Spellwarp" ability described for the CSco Spellwarp Sniper PrC.


    Spellwarp Sudden Strike
    Requirements: Spellwarp Sniper, SA, BAB +6, Rogue's special ability: Improved Sneak Attack
    Benefit: You gain the Rogue's Sudden Strike class ability, but only when making ray attacks.


    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 take 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.


    Third Eye
    Requirements: Eschew Materials, Silent Spell, Still Spell, Moderate School Esoterica.
    Benefit: you gain a third eye – an animated tattoo – in the center of your forehead.
    The eye remains shut most of the time. You may cast a spell from your chosen school of specialization through your third eye as a free action silent act of will, causing the eye to open and glow with a dim light.
    Using the eye requires the caster to be able to cast the spell w/o material components (if the spell doesn’t have any in its description or via Eschew Materials feat). This does not alter the level of the spell.
    You may use this [Int-bonus] times per day, and no more than once per hour.






    New Mage Spells
    Spoiler
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    Awaken Self
    This spell is described here.


    Duel Dome
    Universal
    Level: Mage 8
    Components: V, S
    Casting Time: 1 round (see below)
    Range: long (120')
    Area: 60' diameter dome
    Duration: long (1 hour) (see below)
    Saving Throw: None (see below)
    Spell Resistance: No
    This specialized spell is used for resolving conflicts between two individuals.
    The effect of this spell may only come to be when two mages cast it simultaneously. The area to be affected must contain exactly 2 sentient individuals who are willing to duel each other to the death. The spellcasters must genuinely believe without a shadow of a doubt that this is the case at the moment of casting or the spell fails. The area may contain no other living/construct/undead/conjured/called/summoned/animated creatures of any sort or the spell fails.
    Upon completion of the spell, an impregnable and opaque dome is formed. The dome contains illumination equivalent to Light spell and may not be entered, exited, penetrated, or prematurely ended by any means whatsoever.
    The dome persists until one of the duelers is dead or an hour has passed. In the latter case, both duelers are disintegrated with no save allowed and potential SR ignored.


    Folded-Space Pocket
    Transmutation
    Level: Mage 3
    Components: V, S
    Range: Personal
    Duration: 12 hours
    This spell creates a spatial distortion under your control that allows you to store and retrieve objects.
    You may store up to 1lb per [CL * Int-bonus].
    Items within your folded space do not count towards encumbrance.
    This folded space can even be accessed through the folds of your clothing. Only you can access your own folded spell, and other beings cannot even identify that you have it.
    Placing or removing an object into or from your folded space is a move action, and you always grab whatever item you want.
    If you possess the Quick Draw feat, you may store or recover an item as a swift action.


    Gateway
    This spell is described here.


    Ghost Hands
    Necromancy
    Level: Mage 6
    Components: V, S
    Casting Time: standard action
    Range: Medium (60')
    Effect: A pair of potent spectral hands
    Duration: 12 hours
    Saving Throw: None
    SR: No
    This spell works similar to Spectral Hand, but is significantly more potent.
    1. You gain 2 spectral hands.
    2. The hands possess the Ghost Touch property and may manipulate objects as if they were solid, and they transmit sensations to you (not to the point of pain though).
    3. You do not lose HP upon casting the spell, and each hand has a number of HP equal to your CL + Int-bonus.
    4. The hands may only be harmed by force effects and Spellfire.
    5. Each hand may strike like a sledgehammer, dealing 1d8 + your Int-bonus force damage. For determining the hands' attack rolls, your CL replaces your BAB.
    6. Only one hand may deliver a touch spell in a given round, and a hand may not punch and deliver a touch spell at the same time.
    7. The hands may flank with you, themselves or an ally.
    8. Upon casting the spell, and at any given time, as an immediate action, either hands or both may be made invisible (as with Greater Invisibility) or visible.


    Greater Prestidigitation
    This spell functions as described here.


    Nemesis
    Illusion
    Level: Mage 9
    Casting Time: standard action
    Range: touch
    Target: 1 non-mindless creature (Mind Blank spell effect doesn't count)
    Duration: instantaneous
    Saving Throw: None
    SR: yes
    A nemesis exists in one place and one place only – the victim's mind. The confrontation is immediate, where the victim, in its mind, fights a precise duplicate of itself at the instance of being affected.
    All character resources spent in this confrontation are wasted, all damage and conditions taken persist.
    If the victim loses, it dies, but that's not all. This defeat also permanently polarizes the victim's alignment. Only Miracle, Wish or a second casting of this spell can undo this alignment polarization.


    Sense Probe
    Divination
    Level: Mage 4
    Components: V, S
    Casting Time: standard action
    Range: Short (60')
    Target: Self
    Duration: Concentration
    Saving Throw: None
    SR: No
    You may experience the sensations of others.
    You can use the effect to experience a single sensation of one target at a time or to experience an emotion the target is currently experiencing.
    You may switch senses or emotions each round without the need to re-cast the spell.
    The effect can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt block it.


    Sparks
    Evocation [Fire]
    Level: Mage 1
    Components: S
    Casting Time: Immediate Action
    Range: Close (30')
    Target: You
    Duration: Instantaneous
    You may deal up to [CL + Int-bonus] points of fire damage, divided as you choose amongst any number of inanimate objects. This typically allows you to light many candles or a single campfire (even one with sodden wood) in an arcane display.
    Similarly, you may extinguish any flame(s) you could have ignited with this spell.
    You may also combine igniting and extinguishing in a single casting of this spell.


    Star Burst
    Evocation
    Level: Mage 9
    Components: V, S, M (a diamond worth 2500gp)
    Casting Time: Standard action
    Range: Long
    Area: 30' radius
    Duration: Instantaneous
    Saving Throws: No
    Spell Resistance: No
    As you hurl the diamond in your hand toward your enemies, it inflates and shatters into a swarm of blazing fragments..
    This spectacular spell rains down a hailstorm of diamond-like meteorites of different shapes and sizes upon the affected area. The meteorites explode upon impact.
    All targets in the AoE take damage as follows:
    - 4d8 bludgeoning *
    - 4d8 piercing *
    - 4d8 slashing *
    - 4d8 force ** (the concussive explosion)
    - 4d8 fire ** (the heat)
    - 4d8 pure light ** (flash of light)
    * Damage is treated as magical and adamantine and silver.
    ** This damage is halved by a successful Ref save.
    The area of effect is then filled with smoke for 2d4+1 rounds. Treat as Fog Cloud effect.
    Special: Treat the entire AoE as exposed to 3 consecutive rounds of Daylight effect.


    Telepathy
    Divination
    Level: Mage 2
    Casting Time: standard action
    Range: personal (short)
    Target: you
    Duration: 1-hour
    Saving Throw: None
    SR: No
    You gain the ability to communicate telepathically with any creature within range that has a language of any sort.
    If you converse mentally with multiple creatures, each of them is completely oblivious to your conversation with others.


    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 her mind) of the caster reaching out her hand, telling them to arrive or accept 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 her 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.
    Focus: A small golden bell






    Alternative Spellbooks
    Spoiler
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    Structures, Tattoos and Tokens:
    Those can all be taken as given in CArc (p.186,187).



    Arcane Geometry:
    Since these rules don't have a corresponding counterpart to the CArc Geometer PrC, the following feats serve as this codex' answer to both Rune Magic and Arcane Geometry.

    Spoiler: Rune Casting feats
    Show

    Runemage
    Some mages study rune magic, abandoning the standard arcane symbology of words and equations. The spellbook of a runemage, filled with painstakingly precise cryptic letters, looks nothing like a spellbook of a typical mage.
    Requirements: Dex 10 (see below), Search 4 ranks, able to cast Comprehend Languages and Explosive Runes w/o preparation, Literate Fluency (arcane runes) and the ability to decipher script (see below).
    Benefits: While a standard spellbook requires a number of pages scribed with phrases and formulae to record a single spell of 2nd level or higher, a runemage can record any spell of any level on only a single page of her book.
    Learning the language of arcane runes is almost as difficult as learning to prepare Mage spells in the first place.
    - A mage must be literate and fluent in the language of arcane runes and able to decipher scripts (a total of 5 skill point), to be able to record and prepare 1st – 3rd level spells (see entry #7; "Skills and the study of Languages" spoiler for details).
    - A mage must have extensive knowledge in the language of arcane runes to be able to record and prepare 4th – 6th level spells.
    - A mage must possess mastery in the language of arcane runes to be able to record and prepare 7th – 9th level spells.
    All rune-encoded spells have the Somatic component, even spells that usually don't. Furthermore, Still Spell feat cannot be applied to rune-encoded prepared spells.
    Runecasting requires Dex score of [10 + SL] to cast. Mages with lower scores must make a successful ability check vs. DC [10 + SL] to avoid spell fizzle.
    Special: A runemage that can inscribe 4th SL runes is eligible to learning Glyph of Warding as a 4th level arcane spell. A runemage that can inscribe 7th SL runes is eligible to learning Greater Glyph of Warding as a 7th level arcane spell.
    Special: If a runemage has the Bestow Spell-Like Ability feat and wishes to grant one of her rune-encoded spells to a subject as a SLA, the subject must carry a tattoo representing the bestowed upon spell, using the same rules given for Tattoos (CM, p.186), with tattooing DC = [10 + SL]. Physically removing a magical tattoo with a sharp instrument or defacing it with fire or acid can destroy it. Doing so is a full-round action that requires the target to be willing or helpless, and provokes AoOs. At least [3 / SL + 2 / CL] damage must be dealt to destroy a magical tattoo in this manner.


    Sigilsight (Ex)
    Requirements: Runemage, able to inscribe 4th SL runes
    Benefit: The runemage can use a Search check to find magic traps based on runes, glyphs, sigils, symbols, and other writings the same way a rogue w/ Trap Spotter special ability can find traps. She gains a bonus equal to her CL on all Search checks to find traps of this sort – able to make a Search check as if she were actively searching for the magic trap.


    Pass Sigil (Su)
    Requirements: Sigilsight
    Benefit: The runemage can temporarily negate magical wards based on written symbols, sigils, runes, or glyphs.
    As a standard action, a runemage can attempt to pass such a sigil. She must succeed on a level check (DC 6 + the sigil creator’s CL). If successful, she can suppress the effects of the device for as long as she maintains concentration (which might make it possible for others to pass the sigil safely, too).
    A runemage must be able to see the device to be passed.




    Note: Rune Casting may be combined with the rules for Tattoos and Tokens.







    A Mage’s Library & Laboratory (optional)
    Spoiler
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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; 2020-04-19 at 01:30 AM.

  15. - Top - End - #15
    Ogre in the Playground
     
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    Apr 2010

    Default Druid

    .
    Class: Druid

    Spoiler
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    Preface
    Spoiler
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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: 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 Nature Adaptation
    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 Primal Voices
    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.


    Weapon and armor proficiency: 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
    Spoiler
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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. Starting at 2nd level, instead of a spell, you may elect to gain a Drift, as specified for the Geomancer PrC (CDiv), gaining access to higher drift stages every 4 levels passed 2nd.
    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' 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' 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.






    Spells removed from the Druid's list:
    • Guidance (0) – Druids cannot turn to mystical insights
    • Virtue (0) – Utterly useless and thematically meaningless
    • Hallow / Unhallow (5) – Druids don't make holy-unholy distinctions.
    • Foresight (9) – Druids cannot turn to mystical insights.


    Spells added to the Druid's list:
    • Alter Self (2)
    • Polymorph (4)
    • All spells from the following domains not already on the list: Air, Animal, Earth, Fire, Plant and Water.






    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 places 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.
    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
    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.
    Creating an infusion costs [SL x CL x 50] in gp.

    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.

    Special:
    Combined with this ability, druids' version of Enchant Item spell allows them to bestow magical qualities upon non-monstrous plants just as if they were inanimate objects.
    Enchanting living plants with magical properties does not harm them in any way.



    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 adds his Wis-bonus to attack 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 plant-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.


    Nature Adaptation (Ex, Su)
    An 8th level druid gains extraordinary resistance to cold and fire equal to his Druid class level.

    In addition, the druid gains the following (Su) abilities*:
    - Eyes of the Storm: Moderate natural weather conditions such as snow, hail, rain, light fog and strong winds (21 mph) do not raise the DC on Spot, Listen, and Search checks. The druid can also see through 20' of magical fog, mist, gas, wind, rain, or similar inclement weather conditions, ignoring any concealment they might grant. This distance increases by 5' for every 3 levels passed 8th.
    - Ice Walker: The druid can move across snow and ice as if they were solid ground, without sinking, losing foothold or breaking through it, and does not need to make Balance, Climb or Tumble checks associated with snow and ice. Snow and ice that are magically manipulated to impede movement still affect the druid as normal.
    - Natural Swimmer: The druid gains a swim speed equal to half his land speed, as well as +8 to all Swim checks.
    - Mountain Stance: The druid is immune to altitude sickness. The druid also receives a +4 bonus to resist actions or effects that would move him against his will (Bull Rush, Grapple, Overrun, Trip, as well as being lifted/pushed/pulled/dragged, becoming blown away/knocked down/checked by high winds, and spell effects such as Repel Wood, Reverse Gravity etc.).


    * Whenever the druid is conscious, one of the above options is active. Switching between them requires a standard action that doesn't provoke AoOs.


    Avenger of Nature (Ex)
    Starting at 10th level, a druid adds his Wis-bonus 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 now adds twice his Druid level to all attack rolls against such creatures. This includes weapons, natural weapons, and any Druid spells which might 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 the effect to break and revert to his normal form (similar to how Statue spell works).


    Primal Voices (Su)
    When a 16th level druid speaks to the world – the world listens.
    The druid now radiates a primal magnificence that "animals" automatically sense. Unless magically or supernaturally coerced, an animal will not attack the druid. Those animals that come within 20' are automatically affected by the Charm Animal spell effect. Save is allowed as normal and an animal that makes the save is immune to the effect for the next 24 hours.
    Furthermore, the druid may now use Speak with Animals, Speak with Plants, Commune with Nature and Stone Tell – as by the spell effects of the same names – at will.

    Special: Level 16 is a pivotal point for a druid. Any Druid class variant or ACF (see below) can be taken no later than 48 hours passed reaching this point. Whatever choice the druid makes for this level seals his role in the world. The druid also becomes immune to alignment manipulation, and any effect or application of power that would shift his allegiance automatically fails (or is broken upon having to make allegiance-tied decisions).


    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 it was made of 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 a full round action to root himself to the ground (or un-root). 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 weekly 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 oldage 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. The druid's body reforms in the wild shape most commonly used that's native to the material prime. Though retaining his Int/Wis/Cha, the druid does not remember his true nature until 1d20 days have passed, although contact with an ally can revert this. Contact with an enemy will let him remember his true form if making a Will save vs. DC [10 + enemy's char-level]. If slain in this animal form, the recovery duration is elevated to d20 + 20 days, and the DC to 15 + enemy's char-level.
    From this point and on, a druid can maintain Wild Shape indefinitely.











    Druid ACF: Verdant Lord (Ex, Su)
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    Some druids give up dominance over animals for gaining greater plant affinity and benign influence over plant life.
    A druid that chooses to become a Verdant Lord does not gain the Wild Dominion (6th level) or Primal Voices (16th level) class abilities.

    Verdant lords gain the effect of Barkskin spell as an (Ex) ability.
    A number of times per day equal to [3 + WIS-bonus], the druid can enact accelerated plant growth within 30', causing flowers to bloom, grass to sprout, trees to sprout from a seedling (growing to sapling size only), vines to snake up a wall, a tree's roots to delve deeper, etc. Vines and trees grow at the rate of 1 foot per round; saplings and bushes require a full minute to grow from a seedling; flower growth takes only one round; fully ripened fruits are available within 3 rounds. Plants must be able to survive in the soil and climate where they are planted (no oak trees in the desert, cacti in the tundra, etc.), or they slowly die out. Tree roots deal 1d8 points of damage to structures each round.
    Initiating plant growth is a standard action with Duration: Concentration.
    For each 4 levels passed 6th, the druid gains one additional daily use of this ability.

    A 16th level verdant lord becomes a Verdant Overlord.
    Verdant overlords affect all plants within 240' radius when enacting accelerated plant growth and no longer need to concentrate – the power is in effect for as long as the verdant overlord wishes it to linger, up to 5 minutes per activation.
    Alternatively, 3 Druid spells may be augmented by expending 1 use of this power:
    - When casting Liveoak spell, a verdant overlord may affect multiple trees simultaneously, paying separate spellcasting toll per affected tree.
    - When casting Change Staff spell, the treant is automatically affected by Barkskin (a separate spellcasting toll), gains +4 increase to Str & Con, and deals damage as if it were 1 size larger.
    - When casting Shambler spell, a verdant overlord ensures that 6 shambling mounds are summoned.


    Druid ACF: Primal Overlord (Su)
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    Some druids trade personal communication powers for making a difference in rare cases where it really counts.
    A druid that chooses to become a Primal Overlord does not gain the Primal Voices class ability.

    Whenever the druid is aware that “The Land” is in an immediate peril (such as deforestation, massive mining, despoilment of a large lake, damming etc), the druid may issue a great mental callout to all of the area’s natural denizens of above Int 0 (animals, dire animals, giant animals, legendary animals, magical beasts, monstrous plants and native fey) within 1 mile per Druid class level.
    All the alpha specimens of any pack/pride/herd creatures and anything between 10% and 40% (depending on the urgency and required "task force") of all adult denizens arrive as fast as they can to aid the druid.
    During the combined effort, the calling druid can mentally coordinate the arriving creatures to act against their common foe, using general instructions such as “regroup”, “stand in defiance”, “fight”, “retreat”, “run away”, “disperse” etc. – all depending on the circumstances.

    Once the animals respond to the mental callout and arrive, the druid's power to mentally direct them last for 12 hours.
    Once such a call is issued, it cannot be used again for [one month minus 1 day per level of the druid passed 16th].
    The druid can divide them into a number of groups equal to his Wis-bonus and give each group its own directions.

    Note: The druid must genuinely believe that the very ecology of the land is in jeopardy and that there’s a reasonable chance for a combined effort to thwart off the menace for this ability to take effect (a natural disaster such as earthquake or volcanic eruption is not something that requires the guiding hand of a primal overlord). A failed attempt is still a wasted attempt.







    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 Nature Adaptation 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, a 19th level 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
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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'.
    • 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' 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'.
    • 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.
    • 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.
    • Wail of the Banshee: Kills creatures in a cone.



    Druid Variant: Master of Many Forms
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    Some druids become so obsessed with Wild Shape, that they abandon their roles as defenders of nature and devote themselves utterly to honing their Wild Shape powers.
    A master of many forms retroactively loses his Defender of Nature ability (3rd level), as well as any of the following abilities (either retroactively or when their level is reached):
    - Wild Dominion (6th level)
    - Nature Adaptation (8th level)
    - Avenger of Nature (10th level)
    - Primal Voices (16th level)
    - Resident of the Elemental Planes (19th level)

    Each of the above is replaced with a bonus feat that may only be taken to further develop Wild Shape – in form, size or new options.
    Starting at 11th level, a Master of Many Forms may use a feat slot to gain Aberration form and Ooze form (with the former serving as prereq for the latter).

    A druid must be of 5th level or higher to become a Master of Many Forms, when Wild Shape ability is gained.







    New Druid Spells
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    Enchanted Forest
    Click This.


    Overgrowth
    Conjuration (Creation)
    Level: Druid 6
    Components: V, S, M
    Casting Time: 1 round
    Range: Medium
    AoE: 10 ft. radius/level
    Duration: 1 week
    Saving Throw: None
    Spell Resistance: No
    When this spell is cast, grasses, vines, and creepers in the area of effect grow at an accelerated rate, and more of the same magically sprout to support the ones already there. These plants grow up along any structures in the area, including objects left out in the open – wagons, siege engines, etc. The plants ignore living beings, but they totally engulf corpses. They grow at the rate of 1 foot per hour; after the first day (when, presumably, they've overgrown most structures), they deal damage at the rate of 1 structure damage per minute, bypassing hardness, as the roots burrow into stone and wood (metal objects are unaffected). The plants can be cleared away, but it takes about an hour to completely free a small house or hut, and the plants immediately start to grow back.


    Tumultuous Thump
    Evocation (Earth)
    Leve: Druid 4
    Components: S
    Casting Time: 1 swift action
    Range: Personal
    AoE: 40-ft radius spread centered on you.
    Duration: Instantaneous
    Saving Throw: see text
    Spell Resistance: no
    With a stomp of your foot, as a standard action that doesn't provoke AoOs, you cause the ground to lurch with sudden vehemence.
    When your foot touches the ground, you evoke a sudden and violent convulsion of the ground that affects creatures in contact with the ground within the area of effect.
    Creatures within the area of affect make a Ref, Fort AND Will save.
    - Creatures that fail the Ref save are knocked prone and take 2d6 damage + 1d6 / 6-CLs (max 5d6 at 18th).
    - Creatures that fail the Fort save are dazed for 1d4 rounds (save allowed at each consecutive round to negate).
    - Creatures that fail the will save are stunned for 1 round and shaken for 1d4 rounds after that (save allowed at each consecutive round to negate).
    This upheaval does not damage structures.







    Wild Shape Feats
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    Type Expansion:
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    Fey Wild Shape
    Requirements: Plant Wild Shape, Knowledge (arcana) 7
    Benefits: You add Fey to the repertoire of form-types available to you.
    Special: This feat does not grant any (Su) abilities the emulated fay might possess. Those have to be gained individually via the Assume Supernatural Ability feat (SS p.30).

    Giant Wild Shape
    Requirements: Large Wild Shape
    Benefits: You may wild-shape into a giant type whose size you have access to.
    Special: This feat does not grant any (Su) abilities the giant might possess. Those have to be gained individually via the Assume Supernatural Ability feat (SS p.30).

    Magical Beast Wild Shape
    Requirements: Plant Wild Shape, Knowledge (arcana) 7
    Benefits: You add Magical Beast to the repertoire of form-types available to you.
    Special: You gain all (Su) abilities of the magical beast whose form you take.

    Dragon Wild Shape
    Requirements: Magical Beast Wild Shape, Elemental Wild Shape, Knowledge (arcana) 10
    Benefits: Choose a specific Dragon race (1 of 6). You add that Dragon type to the repertoire of form-types available to you.
    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.


    Size Expansion:
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    Diminutive Wild Shape
    Requirements: Tiny-sized Wild Shape
    Benefits: All of the monster categories available to you also gain one Diminutive size category.

    Fine Wild Shape
    Requirements: Diminutive-sized Wild Shape
    Benefits: All of the monster categories available to you also gain one Fine size category.

    Gargantuan Wild Shape
    Requirements: Huge-sized Wild Shape
    Benefits: All of the monster categories available to you also gain one Gargantuan size category.

    Colossal Wild Shape
    Requirements: Gargantuan-sized Wild Shape
    Benefits: All of the monster categories available to you also gain one Colossal size category.


    Expanded Wild Shape Options:
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    Alternative Humanoid Identities
    Requirements: Extraordinary Wild Shape class ability
    Benefit: This feat blends the Druid's Wild Shape and A Thousand Faces abilities to grant the druid new (and real) earthly identities. The druid can assume Humanoid and Monstrous Humanoid forms (one of each for Small and Medium sizes) and Giant forms (one Large-sized Giant species and eventually (18th) one Huge one).
    Switching between humanoid identities consumes 1 hour of daily Wild Shape, but once a form is taken it is real and is maintained indefinitely.
    Assuming an alternative identity is actually more an expression of A Thousand Faces ability than of Wild Shape. It does not increase the druid's class-tied BAB, but the druid also doesn't lose the ability to cast spells.
    The act of transformation is a (Su) ability, however, when assuming an alternative identity, for all intents and purposes, the druid is physically a member of that race, gaining all racial powers and weaknesses, and having all physical attributes modified accordingly.
    No spell or mortal ability can detect an alternative identity as anything but the druid's true form. Furthermore, if the druid is slain, his body does not transform back into his original race. Only total obliteration of the body and True Resurrection cancel out an assumed alternative identity.
    Special: If the druid has also taken Wild Qualities feat prior to taking this feat (or prior to choosing his alternate Huge-sized identity), he may choose an identity of a Humanoid or Giant race with extraordinary qualities and benefit from them (e.g. Troll's Regeneration, or a Fire Giant's immunity to fire-based damage).

    Form Blending
    Requirements: Wild Shape class ability
    Benefit: The druid can "import" a single physical mechanical feature from one of his known Wild Shape forms into another form. So, if for instance a 7th level druid can Wild Shape into a lion and a giant eagle, then he could change into a lion with wings.
    If the imported body part is used for movement, then the speed is reduced by 10' compared to the original form and (when relevant) the form's maneuverability drops by one grade (e.g. Average flight maneuverability drops to poor).
    If the imported body part is used for attack, then attacks with that part are made at -2 to hit, but the damage is calculated as normal.
    If it is a sensory organ, no penalties apply.

    Trait Blending
    Requirements: Wild Shape class ability, Form Blending
    Benefit: The druid can "import" a single trait from one of his known Wild Shape forms into another form. This could be any (Ex)/(Su) ability that doesn't require specialized external organs. So, if for instance a 7th level druid can Wild Shape into a lion and a giant bat, then he could change into a lion that has Blindsense.

    Wild Qualities
    Requirements: Extraordinary Wild Shape class ability, Wild Senses
    Benefit: When assuming Wild Shape, the druid gains all the extraordinary special qualities of the assumed form.
    Example: Changing into an octopus bestows upon the druid the Ink Cloud and Jet abilities.

    Wild Reach
    Requirements: Wild Shape class ability
    Benefit: When assuming Wild Shape, the druid can suddenly stretch his limbs, neck, or other appendages outward, giving him 5' extra reach over the creature he's emulating.
    Unlike most creatures, the druid's assumed form don't appear to have a longer reach until he actually uses this option.

    Wild Senses
    Requirements: Wild Shape class ability
    Benefit: When assuming Wild Shape, if and when relevant, the druid gains the senses of his assumed shape.
    Senses include extraordinary special qualities such as Blindsense, Blindsight, Darkvision, Low-Light Vision, Scent, and Tremorsense.



    Note: Wild Shape feats cannot be retrained.



    Other Feats
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    Augury in Blood
    The druid is able to see the future in the spilling of blood.
    Requirements: 4th level Druid spells, non-good.
    Benefit: The druid may use Augury or Divination as 2nd or 4th level spells respectively. To do so requires them to kill a living creature with a coup de grace using a slashing weapon. A creature must have blood to be a viable sacrifice for this effect.
    The casting of Augury as a Druid spell requires a non-sentient creature, and the casting of Divination as a Druid spell requires a sentient creature (Int 3+).
    Reading the blood requires 1 minute after the sacrifice is made.


    Last edited by nonsi; 2020-03-27 at 08:06 AM.

  16. - Top - End - #16
    Ogre in the Playground
     
    nonsi's Avatar

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    Apr 2010

    Default Warlock

    .
    Class: Warlock

    Spoiler
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    Preface
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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: Warlock
    Saves Special
    Level BAB F R W Class Abilities Invocations Shapes & Essences
    1st +0 +0 +0 +2 Eldritch Blast, Overload
    21
    0
    2nd +1 +0 +0 +3 Eldritch Eyes
    3
    0
    3rd +2 +1 +1 +3 Heritage
    3
    1
    4th +3 +1 +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, the planes, religion), Profession, and Sense Motive.
    Skill Points Per Level: 4 + Int-mod.

    Weapon and Armor Proficiency: Warlocks are proficient with all simple weapons. They're also 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.
    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.
    Retraining: Every time a character gains a new level in the Warlock class, he may retrain a single invocation or shape or essence he knows for another of the same level. An invocation may be swapped for a shape or essence. That slot preserves its status as invocation, if the warlock decides to retrain it back to another invocation in the future. Shapes gained by leveling in the Warlock class may be retrained as essences (and vice versa), but not into invocations. In addition to leveling, a warlock may swap an invocation/shape/essence he knows with another of the same grade by spending a week of meditation and focus (uninterrupted 8 straight hours each day). This swap costs 1000gp per level of the invocation.
    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.


    Overload (Su)
    Once per minute, a warlock may overload his EB to make it deal additional damage. After overloading, the warlock may not use his EB until after the end of his next turn.
    At 1st level, when overloading his EB, the warlock deals an additional 1d6 damage. At 5th level and each 4 levels thereafter, overload increases EB damage by 1d6 more (+2d6 at 5th Warlock level, +3d6 at 9th etc).
    When making iterative attacks with EB, only the first attack is overloaded, while the rest deal normal damage.
    When using Split Blast (see below), only one of the blasts is overloaded.


    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)
    Starting at 4th level, a 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.


    Fast Healing (Su)
    At 5th level, a warlock's body starts feeding off of magical energies. The warlock gains Fast Healing 1 (recovers 1 HP / round).
    Starting at 13th level, the warlock gains Fast Healing 2.
    If the warlock is cut off from magic (i.e. A-M), this trait doesn't function.


    Spectral Blast (Sp)
    Starting at 6th level, a warlock's EB stretches to the ethereal plane and no longer suffers the usual 50% miss chance against ethereal or phased targets.


    Aspect of Power (Su)
    A 7th level warlock may concentrate to produce a mage hand effect or any effect of Prestidigitation or Thaumaturgy 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.


    Energy Resistance (Su)
    Starting at 8th level, a warlock's gains innate energy resistance 10 against the two types of damage at the warlock’s disposal (and against all three types, starting at 10th level).


    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 (anti-magic, magic drain etc).


    Dual Essence (Sp)
    A 12th level warlock can now simultaneously imbue his EB with 2 essences.


    Erupting Blast (Su)
    A 13th level warlock can generate EB without uttering a sound or making any gestures, and can originate EB from anywhere on his body (eyes, forehead, chest etc).


    Penetrating Blast
    Starting at 14th level, a 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)
    At 18th level, a warlock's fast healing becomes Regeneration 5.
    Furthermore, the warlock ignores the first time he's hit with energy drain or ability damage in a given combat round.


    Name of Power (Su)
    At 19th level, a warlock becomes aware when someone on the same world (planet) speaks his name (referring specifically to him). He knows when it happens and in what context, and learns the name and location of the speaker.
    This ability may be suppressed and renewed as a free action.








    ACF: Eldritch Specialist
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    The warlock completely loses access to Heritage feats. Instead, the warlock gains feats of his choice that are associated with invocations, shapes and essences.








    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 ½ damage.

    Eldritch Explosion (Greater; 6th)
    Your EB envelops the target and then explodes outwards.
    The target takes regular EB damage. Anyone within 10' of the target takes damage with Ref save for 1/2 damage.
    If the EB uses an essence, all creatures are likewise affected.

    Eldritch Missiles (Least; 2nd)
    This blast shape invocation turns Your EB into an Eldritch Missile blast. Your EB damage can be split to generate multiple blasts (in 1d6 increments). All blasts are discharged at the same time and all targets must be within a 30' sphere.


    Essences:
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    Anchoring Blast (Lesser, 4th)
    Any creature struck by an anchoring blast takes normal damage and is completely blocked from extradimensional travel, as if targeted by a Dimensional Anchor spell for 1 round (Will save allowed to negate).
    Anchoring from multiple blasts doesn't stack and is effectively meaningless.

    Phantom Blast (Greater; 5th)
    This eldritch essence 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 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).

    Pain Blast (least; 1st level)
    This eldritch essence changes your EB to deal nonlethal damage. Creatures that are not susceptible to pain ignore EBs modified by Pain Blast.

    Revealing Blast (Least; 1st)
    This essence changes your EB into a revealing blast.
    Anyone and anything hit by your EB is affected as if being subject to fairy fire spell effect.
    You may choose not to deal damage with a revealing blast, leaving only the fairy fire 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.

    Vampiric Blast (lesser; 4th)
    Your EB saps the life out of your target.
    When directing your EB vs. a single target, it deals +1 damage per damage die. You gain the extra damage as healing, or temp HP if fully healed.

    Weaponry Blast (least; 2nd level)
    This essence invocation changes the EB damage into bludgeoning/piercing/slashing damage (warlock's choice).

    Others:
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    All-Revealing Sight (Dark; 8th)
    You are affected by Greater Arcane Sight, Superior Darkvision and True Seeing spell effects.
    The whites of your eyes turns jet black and your pupils and irises glow with a soft golden light.

    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.

    Cries From the Bottom of the Pit of Despair (Grand, 8th)
    You let out a terrible cry that stabs the heats or even the bravest of the brave.
    Everyone within 30' of you must make a successful Will save or become Cowering for 3d6 rounds.
    Those who make the save must make another save or become Panicked for 3d6 rounds.
    Those who make the second save must make another save or become Frightened for 3d6 rounds.
    Those who make the third must make another save or become Shaken for 3d6 rounds.
    Special: Creatures that are otherwise immune to any of the above conditions are still susceptible to this invocation, but they gain +4 to resist the condition from which they currently save, ignoring the save vs. Cowering effect. This does not include creatures with no survival instinct (such as skeletons and golems).

    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 instead deals them 6d6 points of damage.

    De-Orifice (Lesser; 4th)
    You can erase features of a creature's face, removing any sign that they were ever there.
    You can remove eyes, ears, nose or mouth.
    The invoker may apply 1 erasure per 4 levels, treating an eye or an ear as a single application and the mouth or nose as two applications.
    The target must make a successful Fort save or have the selected feature(s) removed and covered with flesh and skin.
    The removed feature(s) return to normal after 24 hours, or via the usage of Break Enchantment, Limited Wish, Wish or Miracle spell.
    Removing one eye gives the victim a -2 penalty on attack rolls and Spot checks. Removing both eyes renders the target blind.
    Removing one ear gives the victim a -2 penalty on all Listen checks. Removing both ears renders the target deaf.
    Removing the mouth makes it impossible for the target to speak, eat or drink.
    A target without a nose has no sense of smell.
    Removing both the mouth and nose makes it impossible for the target to breathe, subjecting it to possible suffocation. A heal skill check (DC 10) allows cutting the mouth open (provided a sharp tool is available), but causes 1 Con damage and 2d6 HP, and renders the target Staggered for 1 round.
    This invocation can be activated at a distance of up to 60' or by touch. When affecting a target at a distance, the victim is entitled to a separate save vs. each targeted organ. As a touch-delivered effect, the victim is entitled to just a single save. Failure means all selected orifices are erased.
    Once targeted, regardless of the save result, a creature cannot be affected by this invocation for the next 24 hours.
    A target that fails its save(s) against this effect for the first time must make an additional Will save or become paralyzed by fear for 1 round. This is a mind-affecting fear effect.
    Special: Though not really having game mechanics implications, this invocation may also affect pelvic orifices. In some cases, this could cause penalties due to not being able to expel bodily waste.
    Special: Starting at level 16, any and all bodily orifices may be sealed simultaneously.
    Special: This invocation has no effect on targets that have no Con-score (undead, constructs etc).

    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 is a really nice ability.

    Dimensional Kidnapping (Dark; 8th)
    This invocation functions as a personal range Greater Teleportation spell.
    In addition, when you use this invocation, you may make a melee touch attack against any creature. If the attack is successful, the creature is teleported along with you with no save.

    Eldritch Armor (Greater, 6th)
    You surround yourself with a thin eldritch aura that repels all harmful agents.
    You gain your Cha-bonus as deflection bonus to AC and to all saves.
    You also gain twice your Cha-bonus as a universal energy resistance.

    Expel Outsider (Greater; 5th)
    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.

    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.

    Minor Size Step (Least; 2nd)
    This invocation allows the warlock to increase/decrease his size, just as if affected by Enlarge Person / 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 Small size or smaller may only increase in size and Warlocks of Large size or larger may only decrease in size.

    Moderate Size Step (Lesser; 4th)
    Same as Minor Size Step, but your size limits are Tiny - Huge.

    Major Size Step (Greater; 6th)
    Same as Minor Size Step, but your size limits are Diminutive - Gargantuan.

    Radical Size Step (Grand; 8th)
    Same as Minor Size Step, but your size limits are Fine - Colossal.

    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 or Disjunction) terminates the effect of this invocation.

    Unbreak (Lesser; 3rd)
    This invocation functions as given for Make Whole spell.

    Undulant Innards (lesser; 4th)
    This invocation functions as the undulant innards spell (LoM, p.213), except for the range being personal.

    Warlock Puppeteer [Greater 6th]
    You may use Animate Objects as the spell.
    You may have only a single active instance of this invocation. Using this invocation automatically ends any previous active instance.

    Word of mind (Lesser; 3rd)
    You gain telepathy to a range of 100’, emulating the ability of demons and devils and "speak" by thinking instead of using your voice.
    Telepathy doesn’t grant mind reading capabilities. One’s not compelled to reply.

    Necro-Themed Invocations:
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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.

    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.



    Note: Brimstone Blast, Hellrime Blast, Shocking Blast and Vitriolic Blast deal 1d6 more damage when wielded by warlocks who already possess EB with their corresponding damage type.




    Feats:
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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.



    Re-flavoring celestial warlocks:
    Spoiler
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    Some of the invocations carry flavors that could be considered anti-celestial. Such invocations can be renamed and given different token effects, while maintaining the same outcome in terms of game mechanics.
    The name "Warlock" carries a negative theme. Therefore, some might find it appropriate for a celestial warlock to be renamed within a campaign/gameworld.



    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.



    Embrace Outsider Heritage
    Requirements: Warlock 4th level, 2 alignment extremes
    Benefits: You gain access to EB damage types associated with your second alignment extreme. If both heritages share an elemental damage type (electricity for CG and acid for LE), then every time you fire an EB of that damage type, the EB damage is increased by 1 point per 4 Warlock levels.
    Special: This feat qualifies you for taking outsider heritage feats for your second alignment extreme w/o taking the entire line of feats for your original heritage.


    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 24 hours, you may temporarily lose access to an extra invocation 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, and can only be done after getting a good night’s sleep. The exchange lasts until the next time you’re fully rested, fall unconscious or (if and when relevant) brought back from the dead.
    If you possess multiple extra invocations, you may swap any number of them, but you only get to try once and the durations stack. If interrupted, whatever invocations you failed to swap remains unchanged.
    Special: If you also possess an extra shape or essence, you may swap it as well.

    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 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'.

    Eldritch Versatility
    Your quest for versatility in the eldritch arts has finally come to fruition.
    Requirements: Extra Invocation (least + lesser + greater), Eldritch Reattunement, 2 Extra Essences, 2 Extra Shapes
    Benefits: You may now use any Warlock invocation/shape/essence on-the-fly.
    Using an invocation outside your normal repertoire requires a full round action, unless the invocation already specifies a longer activation time.
    Also, Reattunement now takes only [1-round / invocation grade], and you may reattune as often as desired and w/o depending upon rest.

    Eldritch Spell Mimicry
    Requirements: Eldritch Versatility
    Benefits: Your eldritch powers now allow you to mimic actual spells.
    You may invoke any 0-level spell (Mage/Priest/Druid) on-the-fly, as if it were a Least invocation.
    You may invoke any 1st-level spell (Mage/Priest/Druid) on-the-fly, as if it were a Lesser invocation.
    You may invoke any 2nd-level spell (Mage/Priest/Druid) on-the-fly, as if it were a Greater invocation.
    You may invoke any 3rd-level spell (Mage/Priest/Druid) on-the-fly, as if it were a Grand invocation.

    Extra Shape/Essence
    Prerequisites: At least 2 shapes/essences – respectively.
    Benefits: You learn one additional shape/essence from the list available to you.
    For example, a 6th level warlock could learn Eldritch Ricochet in addition to whatever shapes he already knows.
    Special: Extra shapes and essences don't count as invocations for any functionality or prerequisite.

    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 by 20 each.
    - 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, and the essence is more effective by 50% (chosen by the warlock in what way, if applicable at all).

    Healing Blast
    Requirements: Turn Undead class feature, Dual Essence Warlock feature, an invocation/essence that's harmless to others (no damage, no negative conditions).
    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). When affected by Healing Blast, the target momentarily glows with a golden light.
    Against undead, healing blast deals damage as normal; against constructs or objects, healing blast has no effect.
    Healing Blast counts as two essences.





    Last edited by nonsi; 2020-04-11 at 02:51 AM.

  17. - Top - End - #17
    Ogre in the Playground
     
    nonsi's Avatar

    Join Date
    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 were actually lawful. They served their rulers in many ways beyond entertainment.

    Hit Die: d8

    Table: 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
    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 Timelessness
    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.

    Weapon and armor proficiency: 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.


    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.


    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: Sufficient ranks in Spellcraft grant the appropriate synergy bonus (see the Skills section) 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 ACFs:
    Spoiler
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    Luring Song:
    You gain the benefit specified here for the Luring Song feat proposed here.
    Replaces: Suggestion.


    Planeswalker's Song:
    You gain the benefit specified here for the Planeswalker's Song feat proposed here.
    Replaces: Song of Freedom.









    Bard Variant: Bladesinger
    Spoiler
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    Some Elven societies have a special, highly graceful, Bard variant that is somewhat more combat focused.
    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).
    They also gain Somatic Weaponry as bonus feat, even if they don’t meet the feat’s prereqs.

    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.



    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
    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 Timelessness
    17th	Defensive Aptitude, Harmony
    18th	Bladesong Perfection
    19th	Revealing Chime
    20th	Mimicking Retort, Deadly Performance



    Bard Variant: Feral Bard
    Spoiler
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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 2 more uses 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, counting the offhand scimitar as a light weapon instead of 1-handed.



    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: Commune With Nature
    - 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: Expeditious Retreat, Swift (CAdv)
    - 2nd SL: Daggerspell Stance (CAdv)
    - 3rd SL: Tactical Precision (CAdv)
    - 4th SL: War Cry (CAdv)
    - 5th SL: Greater Heroism
    - 6th SL: Brilliant Blade (CArc)


    Last edited by nonsi; 2019-05-09 at 08:09 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 are uncommon except among the Drow.



    Hit Die: d6

    Table: 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 Sensitive
    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 Purity
    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 A Thousand Faces
    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, Knowledge (all, taken separately), Listen, Move Silently, Profession, Ride, Search, Sense Motive, Spot, Survival, Swim and Use Rope.
    Skill Points: 4 + Int-mod

    Weapon and armor proficiency: Witches are proficient with all simple light melee weapons and with 1 simple range weapon. They’re not proficient with armor or shields.



    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.
    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 single spell upon gaining a new level, or via the use of Wish or Miracle spell.


    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
    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 that is not associated with EB 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: Dex or Cha (physical deformity)
    Green: Int or Wis (feral mind)
    White: Str or Con (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?! (unless the familiar itself is not an animal of its kind to begin with)


    Therefore, I suggest the following rules for familiars as given below.


    A witch can create a familiar. Doing so takes 24 hours and uses up magical materials that cost 100gp.
    A familiar is an extension of the witch’s essence, which 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.


    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].
    3. A familiar is a type category in and on itself. A familiar:
    3.1. Gains 3 HP per Witch level (d4 HD), plus 4 racial HP.
    3.2. Has poor BAB.
    3.3. Gains [2 + Int-mod] skill points per HD, but being only partially a real entity, starts out with only 8 "racial" skill points (instead of the usual 16). It regards its emulated race's skills and its mistress’ (Witch) skills as class skills.
    3.4. Gains general feats as any other creature that gains levels.
    3.5. Gains ability increases at each odd level passed 1st (its inherently elevated Int somewhat compensates for this delay). Int is regarded in a special way. It's already pushed to the limit, so it tolerates first increase no sooner than 9th Witch level, and second increase no sooner than 17th.
    4. When creating a familiar, physical stats are taken from the emulated creature. Roll 4d6 take 3 highest for both its Wis and Cha ability scores (throw away results that end up lower than those of the emulated creature).


    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 an 8 hour ritual and 100gp per its next level to advance to.


    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 burn (recoverable only via normal rest) equal to [1 Con-point + 1 Wis-point + 1 Cha-point] per familiar's development stage.
    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 round 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 a magical beast 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 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.



    Spoiler: Familiar abilities by Witch-level
    Show


    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:
    - BAB increase to 3/4.
    - +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.
    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.
    To channel a spell, the familiar must have an ability-score that allows casting it (e.g. Int 12 for channeling 2nd level spells) - Cha/Int/Wis for Priest/Mage/Druid spells respectively.

    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 essence 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 during that time, the witch dies.
    The same goes for the familiar if it dies.




    Brew Potion
    Witches can brew potions as per the core feat.
    Potions can duplicate Witchcraft spells of any level, as long as the imbiber is the target of the effect for better or worse.

    Combining Potions: A witch can combine potions in order to allow the drinker to gain the effects of multiple potions in one go.
    She must choose one potion to be the base, and another to be the additive. A potion that is already combined can be a base for another additive.
    The DC is equal to 10 +4 per potion mixed +1 for every spell level involved.
    If you fail, the additive is ruined.
    If you fail by more than 5, all potions involved are ruined.
    If you roll a 1 and fail, the potions involved explode, dealing 1d6 force damage per SL in 10' per SL diameter sphere, ignoring hardness.


    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 her 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 CL needed.
    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)
    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.

    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 SLs that may be given the form of charms at any given time equals 1/2 her Witch class-level.
    The actual number of “charmed” SL 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)
    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 effect. 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.


    Sensitive (Ex)
    Witches of 7th level or higher are hyper-sensitive.
    The witch gains scent and tremor-sense as (Ex) abilities.


    Ritual of Youth
    An 8th level witch may perform a 2 hour ritual under the light of a full moon. This involves chanting, dancing, and a camp-fire.
    Successfully completing the ritual prevents the witch from physically aging for 1 month.
    Note: In game terms, this means that unless the witch is imprisoned or trapped underground for years, one may assume that her aging slows down enough to render her practically ageless. She gains aging-associated mental ability increase without suffering physical ability decrease.


    Purity (Ex)
    Starting at 11th level, a witch gains a +4 bonus to saves vs. the abilities of animals, magical beasts and fey.
    Furthermore, she gains immunity to all nonmagical diseases and poison.
    The witch's familiar also benefits from this ability.


    Aspect of Witchery (Su)

    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.


    A Thousand Faces (Sp)
    At 15th level, The witch gains the A Thousand Faces class ability, as the Druid's class ability of the same name.


    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.


    Benign Hex
    Requirements: Hex class ability, white witch, 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.

    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.

    Extra Hex Target
    Requirements: Hex class ability
    Benefits: When using your hex ability you may designate one additional target beyond normal.
    This feat may be taken multiple times.

    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 priest 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.

    Withering Touch
    Requirements: Hex class ability, black witch, 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 lbs. per Witch level, 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.
    Voodoo feats may be used a number of times each day equal to the number of Voodoo feats the witch has + her witchcraft ability modifier.


    Battle Doll
    Requirements: Voodoo Doll
    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: Voodoo Doll
    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.

    Obliterate
    Requirements: Pins and Needles, Puppeteer, Cannibalized Casting
    Benefits: You may, as a full round action that provokes AoOs, 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: Voodoo Doll
    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
    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: Voodoo Spell
    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.
    Special: A witch that's able to cast 6th/4th SL Witchcraft spells may also apply Voodoo Spell to 3nd/2rd SL Witchcraft spells (respectively) as well.



    Candle Magic Feats
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    Candle Magic
    Requirements: Witch level 4th
    Benefits: A candle caster witch can store spells in candles (usually about 6" long).
    Each candle holds one spell, following the rules given for the core Scribe Scroll feat, using an alternative medium (see page 84 of the Player’s Handbook).
    A candle normally illuminates a 5'-radius.
    A burning candle cannot be extinguished by blowing air upon it, unless the candle caster does it herself while holding it (although dispel magic still suppresses the effect as it would for any other magic item), but completely covering the wick by stepping on it or pinching it as a standard action will snuff out the flame.

    A Spell Candle's color is determined by the school to which the spell effect it carries belongs to:
    Code:
    School		Candle Color
    ============================
    Abjuration:	Blue
    Conjuration:	Yellow
    Divination:	Green
    Enchantment:	Brown
    Evocation:	Red
    Illusion:	Purple
    Necromancy:	Black
    Transmutation:	Orange
    Universal:	Grey

    There are basically 2 ways of activating the spell trapped in a candle:
    1. Casting it normally: Casting the spell normally, drawing the magical powers from the candle. The activation's energies light the candle.
    2. Lighting the candle manually: A spell candle that's lit manually activates at the beginning of the candle caster’s action in the next round (which does not draw an AoO), but for all intents and purposes functions as a spell of one SL higher than its actual SL, and the caster's CL also counts as +1 to her actual CL. The best way of lighting a spell candle is by using a tindertwig. Doing so is a standard action, which is subject to disruption just as casting a spell would be. Lighting the candle by a slower method, such as flint and tinder or even a magnifying glass, is a full-round action under the best of circumstances, and definitely provokes an AoO. A candle caster can “light defensively” by making a successful Concentration check (DC 15). This preempts an attack of opportunity, but if she fails the check she does not light the candle.

    In both cases, the caster doesn't lose a spell, since the spell's energy is already supplied by the candle.

    Candle Effect: A successfully lit candle automatically activates the stored spell. It works exactly like a spell cast the normal way. The flame of the burning candle mimics the triggered spell’s duration. Thus, an instantaneous spell causes the candle to flare and burn out immediately, while a candle scribed with a spell having a longer duration burns for that length of time. However, if the flame is extinguished before the spell expires, the spell’s duration is cut short.
    Special: If a candle holds an effect with Duration: Concentration, then the candle serves as Concentration focus and burns out after 10 rounds. This means that the person who lit the candle needs not concentrate to maintain the spell effect. So long as the candle burns, the spell effect persists.

    Identifying a Candle: A spell candle may be identified by another candle caster with a successful Spellcraft check vs. DC [15 + SL] (a spell candle is covered with occult symbols & runes which reveal its secrets to those who know how to read them). Anyone who successfully identifies the spell candle may use it as if s/he was the caster that had made it, with both activation modes available. Others may only use the second activation mode, but they don't gain the benefit of increased SL & DC, and are bound by the following restriction: the effect either targets you or fizzles (an option rarely used – read on). When creating a candle with an effect that's not tagged harmless, the caster may dictate that if not directed properly, the spell fizzles. This guarantees that misuse will not backfire at the person who lit the candle.




    Metamagic Spell Candle
    Requirements: Candle Magic, any two metamagic feats of +1 modifier and +2 modifier.
    Benefits: You may now create spell candles to carry metamagic-augmented effects. In such cases, the spell candle is a 2-sided candle – the bottom side being about 1/2 the length of the top side.
    If the metamagic SL modifier is +1, the bottom side's color is White.
    If the metamagic SL modifier is +2, the bottom side's color is Silver.
    If the metamagic SL modifier is +4, the bottom side's color is Gold.
    Higher SL modifiers and +3 modifier are expressed as spiral combinations of the above – to an absolute maximum of +7 metamagic modifier (if such thing even exists).
    When a Metamagic Spell Candle is used according to the second activation mode, it is activated by first lighting the bottom side, then lighting the top side. The person who lights the Metamagic Spell Candle has the option of attempting to light both sides (2 separate checks) as a 1-round action, by rendering himself "unable to properly defend yourself". If the bottom side is not lit first, or lit more than 5 rounds before the top side is lit, the metamagic addition is wasted. Otherwise it is immediately consumed the instant the top side is lit.
    Activating a Metamagic Spell Candle according to the first activation mode triggers the effect as if cast normally.
    Special: What ever the spell effect is, its augmented SL may not exceed the maximum SL available to the caster.
    Special: A given Metamagic Spell Candle may only hold a single metamagic.
    Note: Notice that some metamagic effects are irrelevant when manually lighting a Metamagic Spell Candle (e.g. Silent Spell, Still Spell etc.)



    Other Witch Feats
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    Aligned Familiar
    Prerequisite: any Good or Evil
    Benefit: Your familiar gains the celestial/fiendish template – according to your alignment.

    Brew Spellvial
    Requirements: 3rd level Witchcraft spells
    Benefit: You can brew spellvials, potion-like concoctions that can be thrown as a ranged touch attack with a range increment of 10'.
    The spell stored within a spellvial must be capable of targeting specific targets other than the caster (creature, object or area).
    Even spells that include nontargeted effects (such as dispel magic) can be incorporated, as long as they include a targeted effect as well (only the targeted effect functions).
    A spellvial that is consumed has no effect on that creature, even if the spell it holds is beneficial (such as a spellvial of cure light wounds).
    If the spellvial hits the target, treat the target as if the spell had been cast on it; saves and SR apply normally.
    Spellvials have no splash effect.
    Special: A Spellvial may be mixed into the vial an alchemical splash weapon (such as acid, alchemist's fire, alchemist's frost, and similar liquids), as a full-round action that provokes AoOs, by pouring the two together and imbuing the concoction with a hint of your magical ability (paying a strain toll as if casting a 1st level spell). The alchemical mixture is treated as a single thrown weapon with a dual-effect.

    Curtain Wall
    Requirements: Witch’s Hut, Voodoo Spell, able to cast Scry, Secret Chest, Secure Shelter, Teleport and Word of Recall as witchcraft spells.
    Benefit: Upon activating the power of this feat (a standard action that provokes AoOs), a curtain 10’ wide appears in the air, floating vertically just off the ground. Behind the drapes is a smooth walled room 10’ high and wide, and 20’ from back wall to front curtain. This, then is the witch's lair, and in it she can safely store her treasure, bedding, crystal ball, cauldron and potions, and any other personal belongings.
    After 10 minutes, or when sent away by the witch, the curtain fades and its contents are unreachable to anyone but the witch who first summoned it, for every witch may have her own curtain, and can invoke no other.
    It provides a lair, a refuge if attacked, a prison, and transportation.
    When outside she can only summon it to her location, but if she is inside when it fades, she can make it reappear in any location where she had already been in the past.
    Treasure hunters could try using Charm Person or some other control agent to force her into summoning her lair, but her will is great, and two control agents are required simultaneously!
    The air supply in the room is abundant, but not limitless. It is renewed whenever the curtain wall is summoned.
    Summoning the Curtain Wall consumes 1 daily use of Hex feats and 1 daily use of voodoo feats, as well as the strain toll of a 6th level spell.

    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 at ½ 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: Any hex feat, any voodoo feat
    Benefits: You may combine your uses of hex and voodoo feats, sharing them between both types of feats.

    Pseudonatural Familiar
    Requirements: Pseudonatural Summoning, Having a familiar.
    Benefits: Your familiar gains the Pseudonatural template (CArc, p.160) in addition to the powers and abilities normal for a familiar of the appropriate level. Should your familiar be replaced, the newly summoned familiars also possess the pseudonatural template.

    Prehensile Hair (feat chain)
    Taken from the hexes suggested here - with the suggested prereqs.
    Note: In the description of "Prehensile Hair" hex, replace "Strength score equal to her Intelligence score" with "Strength score equal to her Witchcraft ability score".

    Soucriant (Su) (inspired by this article)
    Requirements: Black* Witch, Nosferatu (see post #31), Disguise 7, able to cast Alter Self as a Witchcraft spell
    Benefit: When killing a target with the Blood Drain attack, you may assume its physical form with increased accuracy. This grants a cumulative +1 on all disguise checks per Witch level.
    A soucriant can maintain a single impersonation at a time. You may shed and reclaim your acquired form any time you feed, and you lose it when assuming a new one. Until a soucriant sheds her acquired form, it counts as her true form (True Seeing reveals nothing).
    * Replace with any non-good if alternative Witchcraft rules are used (see below).

    Stolen Youth
    Requirements: Ritual of Youth ability, any non-good
    Benefit: When performing your Ritual of Youth, You may sacrifice an adult or younger creature of your species on a specially prepared altar, set with burning candles and incense. The creature must be fatally coup de graced during the ritual. If you do this, you do not age for 1 year.
    If the slain creature was a virgin, your aging is reversed one year down to a minimum of adulthood.
    If the slain creature is revived , it is aged by 10 years.
    The special ingredients involved in this ritual cost 500gp.

    Witch’s Hut
    Requirements: any Hex feat, able to cast Alarm , Animate Objects, Arcane Lock and Unseen Servant as Witchcraft spells.
    Benefit: This feat allows the witch to combo-cast all the prereq spells to animate a hut, small house, covered wagon, tent, or similar construction as an animated object. The hut can be of up to Huge size (approx. 15' by 15'). The animated hut’s hardness increases to 8 and its HP double.
    The witch can give the hut the following commands: guard (the hut watches for trespassers within 120', using the witch’s Perception modifiers and screams if it spots any), hide (all entrances are hidden by illusory wall spells and locked with arcane lock), and move (moves at speed 40' on giant bird or bone legs as directed by the witch, even obeying commands such as “follow me from 100' away”). The hut remains animate (with all effects) for 24 hours, until dismissed or the witch animates another, at which time the hut stops where it is and reverts to its nonmagical state.









    Witchcraft – Alternative Spellcasting
    Spoiler
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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.
    
    
    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, clairaudience/clairvoyance, 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, secure shelter
    
    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, repel wood, true seeing, veil
    
    7th Level:
    circle of absolute blindness *, creeping doom, eternal sleep *, finger of death, greater bestow curse, greater scrying, spell turning, transport via plants, trap the soul, wail of the banshee

    * See the "Miscellaneous I" post — the "Additional Spells" spoiler.


    This Witch variant doesn't gain the Eldritch Mark feature.

    Instead of Wild Shape (levels 5/9/13/17), this Witch variant gains access to one of the Priest's domain's 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. 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 domains of opposing alignments).
    Alternatively, the witch may choose any 3 Priest/Mage/Druid spells (each spell may be selected from any spell list) whose level is within her grasp, provided each spell is of a different SL.
    A witch may alternate between choosing domains and selectively choosing 3 spells.

    Some witches in stories / on screen display a near irresistible control over the minds/actions of others.
    To approach that angle, one could substitute domain access by going here and taking Bewitching, Captivate, Subtle Manipulations and Enrapture (respectively).


    Last edited by nonsi; 2020-08-15 at 08:33 AM.

  19. - Top - End - #19
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    Apr 2010

    Default Hexblade , Bladeweaver

    .
    Class: Hexblade

    Spoiler
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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: Hexblade
    Saves Special
    Level BAB F R W Class Abilities Invocations Omens Known
    1st +1 +2 +0 +2 Bonus Feat, Omens
    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.

    Weapon and armor proficiency: 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 w/o incurring 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 or 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.


    Blade of Omen (Su)
    Once per round, as a free action, a 6th level hexblade may bestow an omen upon an opponent that's struck by his melee or range attack.
    This option must be declared before making an attack roll. If you miss, your omen is wasted.


    Persistent Omen (Su)
    Starting at 9th level, 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 10th level 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.


    Curse Mirror (Su)
    At 12th level, a hexblade learns 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)
    A 15th level hexblade is healed by negative energy as well as by positive energy. Furthermore, he becomes immune to death effects, and any effect which can be removed by Remove Curse.


    Zone of Omens (Su)
    Starting at 16th level, your omens may affect up to 1 opponent per Cha-mod within 30’.
    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
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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 30' away from the hexblade (this movement does not provoke attacks of opportunity or take an action, and if they are already 30' or less away from the hexblade, this does not occur) and then find themselves unable to leave a thirty foot radius around the hexblade 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 hexblade 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
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    Delicious Desperation
    This omen mimics the effect of Crushing Despair spell. Unlike other omens, this one targets all enemies within 20' of the hexblade.
    For each opponent that fails its saves, the hexblade gains a cumulative +1 morale bonus on both attack rolls and saving throws for as long as this effect persists.
    Unlike the spell, this power allows a new save each round to negate the effect (for each target individually).

    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.



    level 13
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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.









    Hexblade’s Feats
    Spoiler
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    Extra Omen
    Requirements: able to unleash 5th Hexblade-level omens
    Benefits: You learn a new omen, from a level that's lower than the highest level of omens you have access to.

    Frequent Jinx
    Requirements: Aura of Unluck class feature
    Benefits: You may use Aura of Unluck one more time per day.
    This feat may be taken multiple times.




    Class: Bladeweaver

    Spoiler
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    Preface
    Spoiler
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    Any caster can learn how to combine magic into combat, given enough patience or investment in combat classes, plus character resources, but no one does it like a bladeweaver.

    The Duskblade class had always felt incomplete to me.
    The Bladeweaver is my version of what the official Duskblade should've been, with adaptations to this project.
    I've added several class features that I found badly lacking, and repositioned some features for a more or less even spread, to make every level count. I tried to design the class in a way that would encourage taking it all the way to level 20.



    Hit Die: d8

    Table: Bladeweaver
    Saves
    Level BAB F R W Special
    1st
    +1 +2 +0 +2 Combat Casting, Armored Mage (light)
    2nd
    +2 +3 +0 +3 Somatic Weaponry, Tactile Learning
    3rd
    +3 +3 +1 +3 Arcane Channeling
    4th
    +4 +4 +1 +4 Armored Mage (medium), Eclectic Learning
    5th
    +5 +4 +1 +4 Quick Cast 1/day
    6th
    +6 +5 +2 +5 Channeled Penetration +2, Tactile Learning
    7th
    +7 +5 +2 +5 Augmented Warfare
    8th
    +8 +6 +2 +6 Ranged Arcane Channeling, Eclectic Learning
    9th
    +9 +6 +3 +6 Quick Cast 2/day
    10th
    +10 +7 +3 +7 Channeled Penetration +3, Tactile Learning
    11th
    +11 +7 +3 +7 Spell Block
    12th
    +12 +8 +4 +8 Arcane Channeling (full attack), Eclectic Learning
    13th
    +13 +8 +4 +8 Quick Cast 3/day
    14th
    +14 +9 +4 +9 Channeled Penetration +4, Tactile Learning
    15th
    +15 +9 +5 +9 Spell Reflection
    16th
    +16 +10 +5 +10 Arcane Channeling (multi-spell), Eclectic Learning
    17th
    +17 +10 +5 +10 Quick Cast 4/day
    18th
    +18 +11 +6 +11 Channeled Penetration +5, Tactile Learning
    19th
    +19 +11 +6 +11 Spell Replenishment
    20th
    +20 +12 +6 +12 Multispell Cascade, Eclectic Learning




    Spells and Spellcasting
    Bladeweavers know all spells on the Bladeweaver's list.
    The Bladeweaver class uses the same spellcasting progression (SL access and strain tolls) as the Spellthief (see below).

    Spoiler: Spell List Modifications
    Show

    The Duskblade’s spell list appears below.
    PH2 spells are marked with an asterisk.

    0 Level 1st Level 2nd Level 3rd Level 4th Level 5th Level
    Acid Splash,
    Disrupt Undead
    Ray of Frost
    Touch of Fatigue
    Bigby’s Tripping Hand*
    Blade of Blood*
    Burning Hands
    Cause Fear
    Chill Touch
    Color Spray
    Jump
    Kelgore’s Fire Bolt*
    Lesser Deflect*
    Magic Weapon
    Obscuring Mist
    Ray of Enfeeblement
    Resist Energy
    Rouse*
    Shocking Grasp
    Stand*
    Swift Expeditious Retreat
    True Strike
    Animalistic Power*
    Bear’s Endurance
    Bigby’s Striking Fist*
    Bull’s Strength
    Cat’s Grace
    Darkvision
    Deflect*
    Dimension Hop*
    Ghoul Touch
    Melf’s Acid Arrow
    Scorching Ray
    See Invisibility
    Seeking Ray*
    Spider Climb
    Stretch Weapon*
    Sure Strike*
    Swift Fly
    Swift Invisibility
    Touch of Idiocy
    Crown of Might*
    Crown of Protection*
    Dispelling Touch*
    Doom Scarabs*
    Energy Aegis*
    Energy Surge*
    Greater Magic Weapon
    Halt*
    Keen Edge
    Protection From Energy
    Ray of Exhaustion
    Regroup*
    Vampiric Touch
    Bigby’s Interposing Hand
    Channeled Pyroburst*
    Dimension Door
    Dispel Magic
    Enervate
    Fire Shield
    Phantasmal Killer
    Shout
    Toxic Weapon*
    Bigby’s Clenched Fist
    Chain Lightning
    Disintegrate
    Hold Monster
    Polar Ray
    Slashing Dispel*
    Sonic Shield*
    Waves of Fatigue.


    Looking at the above list, it seems quite comprehensive for the needs of the class to fulfill its role.

    I propose the following changes to the list, to make it cleaner and more effective to use:

    0 Level 1st Level 2nd Level 3rd Level 4th Level 5th Level
    Acid Splash,
    dancing lights
    detect magic
    Disrupt Undead
    flare
    ghost sound
    Ray of Frost
    read magic
    Touch of Fatigue
    Bigby’s Tripping Hand*
    Blade of Blood*
    Burning Hands
    Cause Fear
    Chill Touch
    Color Spray
    Jump
    Kelgore’s Fire Bolt*
    Lesser Deflect*
    Magic Weapon (Fang)#
    Obscuring Mist
    Ray of Enfeeblement
    Resist Energy
    Rouse*
    Shocking Grasp
    Stand*
    Swift Expeditious Retreat
    True Strike
    Animalistic Power*
    Bear’s Endurance
    Bigby’s Striking Fist*
    Bull’s Strength
    Cat’s Grace
    Darkvision
    Deflect*
    Dimension Hop*
    Ghoul Touch
    Melf’s Acid Arrow
    Scorching Ray
    See Invisibility
    Seeking Ray*
    Spider Climb
    Stretch Weapon*
    Sure Strike*
    Swift Fly
    Swift Invisibility
    Touch of Idiocy
    Crown of Might*
    Crown of Protection*
    Dispel Magic#
    Dispelling Touch*
    Doom Scarabs*
    Energy Aegis*
    Energy Surge*
    Greater Magic Weapon (Fang)**
    Halt*
    Keen Edge
    Protection From Energy
    Ray of Exhaustion
    Regroup*
    Vampiric Touch
    Bigby’s Interposing Hand
    Channeled Pyroburst*#
    Dimension Door
    Dispel Magic
    Enervate
    Eclipse Blade**
    Fire Shield
    Greater Animalistic Power**
    Phantasmal Killer
    Shout
    Toxic Weapon*
    Bigby’s Clenched Fist
    Chain Lightning
    Disintegrate
    Hold Monster
    Polar Ray
    Slashing Dispel*
    Sonic Shield*
    Waves of Fatigue.


    - The spells specified for the Duskblade's Arcane Attunement are added to the Bladeweaver's zero-level spells, to prevent the class from overshadowing fullcasters' spell output at early levels.

    - Struck-out spells are official Duskblade spells that I propose removing from the list, for being less effective or overlapping.

    Magic Weapon (Fang) # allows a bladeweaver to augment one of his natural attacks, provided he possesses natural weapon(s)

    - Dispel Magic# goes down to 3rd SL. Gaining it at 10th character level is tough enough. No need for further abuse.

    Greater Magic Weapon (Fang) # allows a bladeweaver to augment his natural attack(s), provided he possesses natural weapon(s)

    - Channeled Pyroburst# Casting Times are modified to swift/move/standard/full-round action.


    - Eclipse Blade**
    Conjuration (Creation)
    Level: Bladeweaver 4
    Components: S
    Casting Time: Swift action
    Range: Personal
    Duration: Short (5 rounds + concentration; up to 3 minutes)
    Saving Throw: None
    Spell Resistance: No
    This versatile spell conjures a potent weapon. Despite its name being related to swords, the bladeweaver may conjure any weapon with which s/he is proficient.
    The blade also carries positive and/or negative damage – according to the bladeweaver’s alignment on the good–evil axis:
    - Good: 2d8 positive energy (harms all undead and Evil-aligned targets)
    - Evil: 2d8 negative energy (harms all living and Good-aligned targets)
    - Neutral: 2d6 fluctuating energy (harms all living, undead, Good-aligned and Evil-aligned targets)
    The weapon bypasses DR as a magical weapon, as well as a Good and/or Evil weapon.
    The spell may affect an existing weapon instead of conjuring a weapon out of thin air.
    A bladeweaver that possesses natural weapons, may augment one of them with an application of this spell.


    - Greater Animalistic Power**
    This spell provides double effect of Animalistic Power (+4 to all physical ability scores).




    Combat Casting
    This feature is moved to 1st level instead of Arcane Attunement, to make space for Somatic Weaponry at 2nd level.


    Somatic Weaponry
    At 2nd level, a bladeweaver gains Somatic Weaponry (CM, p.47. Also see the Modified Feats section) as a bonus feat, even if he doesn't meet the usual skill requirements. This however applies to Bladeweaver spells only.


    Tactile Learning
    At 2nd level and every 4 levels thereafter, you gain an additional known spell. This spell may be taken from any list (of any class), with the restriction of the spell being a Touch spell of a level no higher than the highest spell level you have access to.
    Starting at 10th level, this ability allows you to take Ranged Touch spells.
    Special: A bladeweaver may use general feats to take Tactile Learning.


    Arcane Channeling:
    In addition to the benefits granted by the Duskblade's feature of the same name, you also gain the following options:
    • Bladeweaver spells that allow multiple uses (e.g. Chill Touch and Scorching Ray) persist on the weapon until fully used up (1 use per melee/range attack), even if their duration is normally Instantaneous, but no more than 1 round per allowed use.
    • Instead of channeling an offensive spell via his weapon, a bladeweaver may channel a beneficial spell upon himself or his equipment.
    • You may charge a shield with offensive spells.



    Eclectic Learning
    At each level divisible by 4, you gain an additional known spell. This spell may be taken from any list (of any class), with the restriction of being an Abjuration/Evocation/Necromancy spell of a level no higher than the highest SL you have access to.
    Alternatively, you may gain an additional spell from the other schools (including Universal), but you gain the chosen spell at 1 level higher than its original SL.
    Special: A bladeweaver may use general feats to take Eclectic Learning.


    Channeled Penetration
    This is basically the Duskblade's Spell Power ability, given a more informative name (and also to prevent confusion with the more potent Mage's ability).


    Augmented Warfare (Su)
    Starting a 7th-level, you learn how to convert magical energy to augment your combat. You gain the following options:
    • As a swift action, you may expend a spell to gain a bonus to your attack rolls equal to the spell's level until the start of your next turn.
    • As an immediate action, you may expend a spell to gain a natural armor bonus to your AC equal to the spell's level until the end of your next turn. This armor bonus stacks with whatever natural armor bonus you already possess.

    For each 4 Bladeweaver levels passed 7th, the effects of Augmented Warfare linger for an additional round.
    Alternatively, as a swift action, you may augment an offensive action you make that forces a save (a combat maneuver, a spell or arcane channeling) and raise its DC by an amount equal to the spell's level.


    Ranged Arcane Channeling (Su)
    Starting at 8th level, you may apply Arcane Channeling to ranged weapon attacks or ranged natural attacks. A bladeweaver may mount projectiles with touch spells, ranged touch spells, and ranged spells that requires a ranged attack roll.
    You may not apply ranged touch spells to melee attacks.


    Spell Block (Su)
    When you reach 11th level, your Arcane Warfare evolves. By spending an immediate action you may block a spell's effect.
    In order to block a spell, you must expend a total amount of Tolerance points (or spell points) equal to the level of the spell that was cast. You may not invest more Tolerance points (or spell points) than 1/2 your CL, rounded up.
    You must threaten a square that the spell's line of effect passes through, be the target of the spell, or threaten the caster to use this ability.
    If the spell has multiple targets and you don’t threaten the caster, you may block only the portion of the spell effect that targets you.
    Blocked Zero-level spells don't consume Tolerance points (or spell points) at all (meaning you can do that all day long).


    Arcane Channeling (full attack) (Su)
    In addition to the benefits granted by the Duskblade's feature of the same name, you may also apply this ability for range attacks.


    Spell Reflection (Su)
    Starting at 15th level, when using your Spell Block option, you may reflect the effect back at the caster, or another target within the spell's range, treating yourself as the spell's originating point, but using the caster's stats.


    Arcane Channeling (multi-spell) (Su)
    At 16th level, you may apply multiple spell effects vs. multiple targets with your melee or range attacks during the same combat turn.
    You may channel a different spell on each attack. Whether the attack hits or not, the effect lingers until the beginning of your next turn and may be applied on successful hits until the time is up (including AoOs).
    Only a single effect may be delivered per successful attack, regardless of how many spells where actually channeled during the round.
    You may not channel more than 4 spells (one per iterative attack) in a given combat round, but you're at liberty to decide whether to charge your primary weapon or offhand weapon when wielding two weapons.
    A given spell may not be channeled multiple times (e.g. you may not channel Disintegrate multiple times and hit an opponent twice with Disintegrate on the same combat round)
    Note: Multi-Spell is applicable for range attacks only when applied to missile devices.


    Spell Replenishment (Su)
    At 19th level, you learn how to absorb spell energy.
    When targeted by a spell that inherently only has a single target, you may absorb a number of SLs equal to the spell's level minus 1.
    You may then utilize up to 5 SLs and activate Augmented Warfare as a free action, if you so choose. If you select the augmented attack, the enhancement kicks off at the start of your combat turn.
    Special: When a spell is blocked, you immediately sense if it is a single-target spell, so you do not have to gambit between reflecting it and harnessing its energy.


    Multispell Cascade (Su)
    When level 20 is obtained, a bladeweaver reaches the pinnacle of bladeweaving.
    When applying Arcane Channeling, all accumulated effects are applied to each target successfully hit, with the restriction that each target may only be affected once by a given spell.
    So if, for instance, the character makes 3 melee attacks vs. one opponent and the last attack vs. a second opponent, and channels 4 spells (once per attack), then the first opponent takes one effect per attack while the second opponent (and anyone hit by your AoOs before the beginning of your next turn) takes all 4 effects.
    Note: Multispell Cascade is applicable for range attacks only when applied to missile devices.









    Bladeweaver Feats
    Spoiler
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    Augmented Resilience
    Prerequisites: Augmented Warfare class feature
    Benefits: As an immediate action, you may use Augmented Warfare to gain bonuses to saving throws until the end of your next turn.


    Bonded Weapon
    Requirements: Bladeweaver level 3/6/9/12/15, Craft (weaponsmithing) 5/7/9/11/13 respectively.
    Benefits: You may take this feat multiple times (up to 5 times), to mimic the Mage's "Bonded Item" ACF and advance a weapon of your crafting accordingly.
    Contrary to the Mage's Bonded Item feature, your bonded weapon's presence or absence doesn't inherently affect the potency of your spells.


    Channeling Grappler
    Prerequisites: Arcane Channeling (full attack) class feature, Imp. Grapple
    Benefits: You may channel a single spell per round via a held weapon or natural weapon while grappling.


    Enhanced Channeled Penetration
    Prerequisites: Channeled Penetration
    Benefit: The bonus provided by your Channeled Penetration ability increases by +1.
    Special: This feat may be taken for the second time starting at level 14.


    Expanded Learning
    Prerequisites: Tactile Learning, Eclectic Learning
    Benefit: You gain an additional Tactile Learning or Eclectic Learning.
    Special: This feat may be taken once per 4 Bladeweaver levels.


    Extra Quick Cast
    Prerequisites: Quick Cast 2/day
    Benefit: You gain an additional daily use of your Quick Cast ability.
    Special: This feat may be taken for the second time starting at level 17.


    Lifedrinker
    Requirements: Bonded Weapon
    Benefits: Whenever you slay a living creature with your bonded weapon, you regain a number of HP equal to the target creature's HD, but no more than your ranks in Craft (weaponsmithing). Any excess HP beyond full health are gained as temporary HP that last 1 hour.
    You may trade HP gained in this fashion and restore ability damage/drain:
    For each 5 HP traded, you may restore 1 point of ability damage.
    For each 10 HP traded, you may restore 1 point of ability drain.


    Retributive Shield Channel
    Prerequisite: Arcane Channeling class feature, Improved Shield Bash
    Benefit: At the end of a round when you use Arcane Channeling to charge your shield with a spell effect, you may trade an AoO to subject a creature that attacks you in melee to the effects of the spell that you've channeled.




    Last edited by nonsi; 2020-08-31 at 02:17 AM.

  20. - Top - End - #20
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    Apr 2010

    Default Spellthief , Polymath

    .
    Class: Spellthief

    Spoiler
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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: 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, Enhanced Sensitivity
    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

    Weapon and armor proficiency: 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.
    Other than those handful of cantrips, a spellthief starts (metaphorically) as a blank page, learning new spells by experiencing them. A spell that is saved for and the result is complete negation, 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's learning capacity is finite.
    The table below details the maximum number of spells a spellthief may learn by experience.
    On top of that, a spellthief gains bonus 1st SL or higher spells according to his Int-score (and, of course, a number of bonus cantrips equal to his Int-bonus).
    Code:
    Spellthief: Max Spells-Known Capacity
    ===================================================
    Level	0*	1	2	3	4	5
    ===================================================
    1	2	-	-	-	-	-
    2	3	2	-	-	-	-
    3	4	3	-	-	-	-
    4	5	4	-	-	-	-
    5	6	5	-	-	-	-
    6	6	5	2	-	-	-
    7	6	5	3	-	-	-
    8	6	5	4	-	-	-
    9	6	5	5	-	-	-
    10	6	5	5	2	-	-
    11	6	5	5	3	-	-
    12	6	5	5	4	-	-
    13	6	5	5	5	-	-
    14	6	5	5	5	2	-
    15	6	5	5	5	3	-
    16	6	5	5	5	4	-
    17	6	5	5	5	5	-
    18	6	5	5	5	5	2
    19	6	5	5	5	5	3
    20	6	5	5	5	5	4

    Once between long rests, a spellthief may lose a known spell from each SL he has access to in favor of learning another spell via his Siphon Magic ability.


    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.


    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, but SR applies). Zero-level spells deal 1d4 damage. A spellthief may convert this damage into bludgeoning or piercing kinetic damage if he so chooses (in which case SR doesn't apply). A spellthief may apply this option to his own Spellthief spells.
    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.


    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 gain maximum ranks in Spellcrafs, according to their Spellthief class level.
    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 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.


    Enhanced Sensitivity
    At 6th level, a spellthief's ability to sense magical energies increases. He may now learn a spell even if its effect is entirely negated by a successful save, by making a successful Spellcraft check vs. DC [15 + 4*SL].


    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, as an immediate action, a spellthief may 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.
    This extends to include spells with Personal range.


    Steal Spell Effect (Su)
    Beginning at 10th level, using his Spellsink ability, 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.
    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 standard action can’t be cast in this way.







    Spellthief Feats
    Spoiler
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    Dispel Magical Defenses
    Requirements: Pierce Magic class ability, able to cast Dispel Magic
    Benefits: Every time you make a successful melee attack vs. an opponent that benefits from magical protection or concealment (in correspondence to Pierce Magical Concealment and Pierce Magical Protection feats), those effects are subject to dispelling.


    Immediate Spell Sense
    Requirements: Spellthief level 6, Combat Reflexes
    Benefits: You may identify a spell the instance you siphon it.


    Metamagic Spell Deflection
    Requirements: Immediate Spell Sense, any 2 metamagic feats
    Benefits: You may apply any metamagic you know to a spell you deflect via your Siphon Spell ability, using your own tolerance pool as fuel for the metamagic.
    A spellthief may apply only a single metamagic to a deflected spell.
    Example: you may Enlarge a spell you deflect via your Siphon Spell ability, taking a toll to your tolerance as if casting a 1st level spell.


    Shatter Magical Defenses
    Requirements: Dispel Magical Defenses, able to cast Shout
    Benefits: For each magical defense effect (protection/concealment) successfully cancelled via Dispel Magical Defenses, the target takes 2 HP / SL sonic damage.





    Class: Polymath

    Spoiler
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    Preface
    Spoiler
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    The Polymath class embodies the "Jack of All Trades, Master of None" concept – the ultimate support class.
    It boasts a uniquely wide array of built in capabilities, but none of which rival those of the expert classes. Because of the class's built in bonus feats, the Polymath is the top dog at completing any desired feat chain, enabling a huge array of character concepts to be folded into a single class.

    HD: d8

    Table: Polymath
    Saves Spellcasting Strain Toll
    Level BAB F R W Special 0th 1st 2nd 3rd 4th 5th 6th Eldritch Blast
    1
    +0 +2 +2 +2 Improvisation, Wild Cohort, Bardic Knowledge, Synergistic Adaptation 6
    2
    +1 +3 +3 +3 Bonus General Feat 5
    1d6 (1)
    3
    +2 +3 +3 +3 Loremaster 5
    4
    +3 +4 +4 +4 Synergistic Adaptation 4 7
    5
    +3 +4 +4 +4 Bonus General Feat 4 6
    2d6
    6
    +4 +5 +5 +5 Defensive Aptitude, Piety 4 6
    7
    +5 +5 +5 +5 Synergistic Adaptation 3 5 7
    8
    +6 +6 +6 +6 Bonus General Feat 3 5 6
    3d6 (2)
    9
    +6 +6 +6 +6 Insightful Surge 3 5 6
    10
    +7 +7 +7 +7 Synergistic Adaptation 2 4 5 8
    11
    +8 +7 +7 +7 Bonus General Feat 2 4 5 7
    4d6
    12
    +9 +8 +8 +8 Defensive Aptitude 2 4 5 7
    13
    +9 +8 +8 +8 Synergistic Adaptation 1 3 4 6 8
    14
    +10 +9 +9 +9 Bonus General Feat 1 3 4 6 7
    5d6 (3)
    15
    +11 +9 +9 +9 Cunning Brilliance 1 3 4 6 7
    16
    +12 +10 +10 +10 Synergistic Adaptation 0 2 3 5 6 9
    17
    +12 +10 +10 +10 Bonus General Feat 0 2 3 5 6 8
    6d6
    18
    +13 +11 +11 +11 Defensive Aptitude 0 2 3 5 6 8
    19
    +14 +11 +11 +11 Synergistic Adaptation 0 1 2 4 5 7 9
    20
    +15 +12 +12 +12 Bonus General Feat 0 1 2 4 5 7 8
    7d6 (4)



    Class Features


    Class Skills: all
    Skill Points Per Level: 6 + Int-mod

    Weapon Proficiencies: Simple: All ; Martial: 3 + level / 4 ; Exotic: level / 6
    Armor Proficiencies: Light, Buckler



    Spells:
    A polymath casts spells spontaneously and may cast any spell from any full-caster list (Priest/Mage/Druid), chosen on-the-fly, using the lowest instance to which the polymath has access (see Spell Access Stat below).

    Spell Access Stat: Varies*:
    - If a spell is an arcane spell, the polymath requires sufficient Int to cast it.
    - Divine spells require Cha.
    - Nature spells require Wis.
    * For spells that are accessible to more than one class (Priest/Mage/Druid), a polymath uses the lowest SL to which s/he has access according to his/her associated mental stats.



    Improvisation
    (Level: 1)
    Same as the codex Rogue's ability of the same name.


    Wild Cohort
    (Level: 1)
    Wise men know that it is always better to have a teammate than to go alone.
    A polymath gains Wild Cohort as a bonus feat at 1st level.


    Bardic Knowledge
    (Level: 1)
    See the core Bard.


    Synergistic Adaptation
    (Levels: 1, 4, 7, 10, 13, 16, 19)
    Covering an unusually wide variety of fields of pracctice, polymaths learn to adapt both physically and mentally.
    Startng at 1st level, and again every 3 levels thereafter, a polymath gains an ability increase of +1 to his lowest ability score. If multiple ability scores share the same minimum value, the polymath is at liberty to choose which one among them in increased.


    Eldritch Blast:
    At 2nd level, a polymath selects a single damage type from Acid / Cold / Electricity / Fire. At levels 8 / 14 / 20, a polymath selects additional damage types from this list.


    Bonus General Feat
    (Levels: 2, 5, 8, 11, 14, 17, 20)
    Starting at 2nd level and every 3 levels thereafter, a polymath gains a bonus feat to spend as s/he sees fit. The polymath must meet all the normal prerequisites of the chosen feat.
    Special: This feature circumvents any and all restrictions regarding feats as far as classes, races, alignments go. (e.g. a polymath may take one or more of the Warlock's heritage feats).


    Loremaster
    (Level: 3)
    Same as the codex Bard's ability of the same name.


    Defensive Aptitude
    (Levels: 6, 12, 18)
    Same as the codex Bladesinger's ability of the same name.
    Polymaths are impressive survivors.


    Piety
    (Level: 6)
    The polymath can turn undead as a priest 3 levels below his Polymath level.
    No matter what your alignment, you cannot control undead – your understanding of divine forces is too rudimentary for that.


    Insightful Surge
    (Level: 9)
    Same as the codex Rogue's ability of the same name.


    Cunning Brilliance
    (Level: 15)
    Same as the codex Bard's ability of the same name.
    Last edited by nonsi; 2018-11-30 at 07:58 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, the Monk is probably the second weakest official base class (after the Soulknife).
    I also don’t need to tell you all about the magnitude of Monk fixes out there.

    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 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: 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, Ki Strike (Wis-bonus alternative)
    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, damage type), 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 (Ghost Touch, 2H, Critical Accuracy x3)
    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), 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)

    Weapon and armor proficiency: Monks are proficient with all simple weapons and all Monk weapons specified for the PF Monk. They’re not proficient with armor or shields.



    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.
    3. Since the Quarterstaff is a double weapon, monks also possess the Double Weapon Fighting feat starting at 1st level.

    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
    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.


    Stunning Fist (Ex)
    This is an inherent Monk’s class feature, not a feat available for picking.


    Ki Strike (Su)
    The Monk's most iconic feature of all is Ki Strike – the ability to apply technique that's empowered by an inner flow of intuition-driven spiritual energy.
    When fighting unarmed or when using Monk weapons, the monk receives a plethora of benefits.
    - At 1st level, monks may substitute Dex-to-hit and Str-to-damage (either or both) with their Wis-bonus.
    - At 4th level, a monk’s attacks are treated as magic weapons for the purpose of bypassing DR. The monk’s attacks now count as Piercing / Slashing (or bludgeoning). 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 X/[damage type], 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.
    - At 7th level, a monk’s attacks may count as any specific material, using the rules given for [damage type]. The monk’s strikes now count 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 the 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.
    - At 13th level, the monk’s attacks count as having the Ghost Touch property. 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). Furthermore, for Crit-Substitution calculations, the monk’s accuracy-based extra damage is now tripled.
    - At 16th level, there’s no DR type a monk cannot adapt to, except DR/-.
    - A 20th level monk knows how to fuse her unarmed strike with fluctuating energies. The Monk’s attacks now completely ignore DR, with no adaptation required.


    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 and Improved Bull Rush / Disarm / Feint / Grapple / Overrun / Sunder / Trip.


    Still Mind
    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.


    Meditation
    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 Trans 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 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 / Staggered at a rate of 1 per 10 HP
    - Diseased / 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 own body with magical powers, as if enhancing magical items.
    The total number of SLs worth of powers a monk's body may manifest equals 1/2 her [Monk level * Wis-bonus]. When enhancing her body with offensive effects, the monk treats her entire body as a single weapon. The monk also treats her own body as armor when it comes to defensive powers.
    A monk's CL 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 + SL] Spellcraft check for an enhancement to succeed.
    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 or Sizing 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 suppressed 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, and 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.
    As part of her movement, the monk may cover certain distances 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. Abundant Step does not consume an action (it is not an action by itself) and does not provoke AoOs.


    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 12th.
    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 of 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 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


    The feats specified below are specialized Monk feats. A monk may use her Monk class bonus feats or general feats to take any of them. In addition, if the character upholds all the prerequisites and later on gains Warrior levels, she may also use her Warrior-level bonus feats for taking them.



    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 them, to bend before her 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 her opponent’s own Strength against them – turning all opponent's Str & momentum bonuses into penalties.

    Dancing Willow
    Requirements: STR 13+, DEX 17+, FoB class feature, Spear proficiency
    Benefits: You treat the Spear and Shortspear as Monk weapons and may use them when performing a FoB.
    Your damage with a spear's primary attack (the blade) exceeds your unarmed damage by 1 step, culminating at 2d12 at level 20. At least one of your extra attacks from FoB must be made with the spear's backside (whether you have two extra FoB attacks or just one).
    Your damage with a Shortspear or the Spear's secondary attack matches your unarmed damage.

    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, 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 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. Otherwise you must succeed with a normal attack roll. If the attack roll is successful, then the targeted creature is entitled a Fort save vs. DC [10 + ½ your Heal ranks + Wis-mod] to resist the effect.
    When Disgorgement Fist is successful, the target instantly expels the contents of their stomach and exhales their breath in a long gasp, vomiting and breathing out whatever they ingested or inhaled, negating any lingering or secondary effects. 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.

    Dispelling Fist
    Requirements: Monk 7th
    Benefits: By spending 2 uses of Stunning Fist 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.

    Exceptional Deflection
    Requirements: Monk level 8, Deflect Ray (see the New Feats section)
    Benefit: You can deflect any ranged attacks, including boulders and spells that require ranged touch attacks (including spells w/o the [Ray] descriptor), as if they were arrows.
    When deflecting a spell w/o the [Ray] descriptor, add the SL to the DC to deflect the attack.

    Flurry Grappler
    Prerequisites: Imp. Grapple, Close Quarters Fighting, Greater Flurry
    Benefits: When grappling, as long as you're not pinned, you can flurry vs. an opponent you're grappling.

    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 Extend
    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’.

    Ki Inflict:
    Requirements: Wholeness of Body, Hydra's Toxin
    Benefit: As part of your attack action, you may charge your attack with the negative version of whatever Wholeness of Body effect you may produce.
    Specifically for poison and disease, the ill effects are as given for Poison and Contagion respectively

    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 her 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.

    Lightning Fists
    Requirements: Monk 6th, 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 -5 penalty to all attack rolls. Starting at 12th level, you can make 2 additional attacks at your highest attack bonus, taking -10 penalty to all attack rolls.
    Applying this maneuver requires all the attacks to be made unarmed.

    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.

    Pouncing Tiger Hidden Dragon
    You leap into the air as you charge, unleashing a blinding array of kickes and punches.
    Requirements: Flying Kick, Fleet of Foot
    Benefit: When charging, you may make a full attack with FoB.

    Walking Mediation
    Requirements: Monk 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 her to speak, to observe the world around her 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 her Wisdom modifier to her 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.

    Whirling Steel
    Requirements: STR 15+, DEX 15+, FoB class feature, Longsword proficiency
    Benefits: You treat the Longsword as Monk weapon and may flurry with a Longsword, provided you wield nothing in your other hand.
    Your damage with a longsword exceeds your unarmed damage by 1 step, culminating at 2d12 at level 20.


    Yin-Yang Ray (Su)
    (Inspired by this work)
    Requirements: Monk level 3, Alignment: N, Ki Extend
    Benefit: As a standard action, you may spend a use of Stunning Fist and fire a ray (ranged-touch attack) made of positive and/or negative energy (either type or 50% of each type) against a target up to 120' away, dealing 1d6 damage per 2 Monk levels.
    Special: Whenever a benefit of Ki Strike might be relevant to this attack – it applies.
    Special: Any derivative feats of this feat may be put to use together, given the proper investment of Stunning Fist #uses.

    Yin-Yang Blast (Su)
    Requirements: Monk level 6, Yin-Yang Ray
    Benefit: When firing a Yin-Yang Ray, you may spend another use of Stunning Fist. Upon successful hit, anyone within 20' of the target also takes damage, but is allowed a Ref save for 1/2 damage.

    Yin-Yang Bolt (Su)
    Requirements: Monk level 6, Yin-Yang Ray
    Benefit: When firing a Yin-Yang Ray, you may spend another use of Stunning Fist. Upon successful hit, a 5'-wide bolt (of the damage type you chose for Yin-Yang Ray) is formed between you and the target. You and the target are unaffected, but anyone else between the two of you also takes damage, but is allowed a Ref save for 1/2 damage.

    Yin-Yang Empowerment (Su)
    Requirements: Monk level 8, Yin-Yang Ray
    Benefit: When firing a Yin-Yang Ray (or Blast), you may spend another use of Stunning Fist to add a number of damage dice equal to 1/2 your Wis-bonus.
    Starting at Monk level 16, you add your full Wis-bonus as Yin-Yang Ray damage dice.

    Yin-Yang Ricochet (Su)
    Requirements: Monk level 6, Yin-Yang Ray
    Benefit: When firing a Yin-Yang Ray, you may spend another use of Stunning fist and make the ray bounce from one target to another, in the same manner that Eldritch Chain invocation functions (1 additional target per 5 Monk levels, 1/2 damage to iterative targets, maximum of 30' between one target to the next, etc.)

    Yin-Yang Stun (Su)
    Requirements: Monk level 9, Yin-Yang Ray
    Benefit: When firing a Yin-Yang Ray, you may spend another use of Stunning Fist to force your target to save vs. being Stunned.
    Special: If you also possess Yin-Yang Blast or Yin-Yang Bolt, you may spend 2 more uses of Stunning Fist and force a save vs. Stunning Fist upon anyone within the given area that has failed the Ref save for 1/2 damage (e.g. you may spend 2 uses for a blast that stretches 20' from the target and another 3 uses (a total of 5 daily uses) for potentially applying Stunning Fist vs. all targets).
    Special: If you also possess Yin-Yang Ricochet, you may spend 1 more use of Stunning Fist per target you wish to affect.







    Optional Rules: Martial Arts - practiced via Warcrafts
    Spoiler
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    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: Versatile Unarmed Strike
    Requirements: Superior Unarmed Strike, Warrior level 7.
    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.

    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.



    Class: Colossus Hammer
    Spoiler
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    Inspired by this 3e version of the Hephaeston (originally from the OD&D AC9 Creature Catalogue, p.37) and the Juggernaut from X-Men.

    Preface
    Spoiler
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    A colossus hammer is a combatant that hones his physical prowess and evolves in physical might to godly proportions.
    Through a combination of combat savagery, high craftsmanship and special abilities, a colossus hammer typically becomes the group’s primary frontliner.

    Only races with Powerful Built racial trait can grasp the never-ending pull of a heritage that draws them to reach for their oversized origins and advance as Colossus Hammer. Of the races given in this project, only the Goliath and Dwarf races are candidates.
    Note: The size details given below are to be applied to Goliaths that take levels in this class. Dwarves trail in size by a full category (e.g. gaining access to Large size at level 12).




    Hit Die: d12

    Table: Colossus Hammer
    Saves
    Level BAB F R W Special
    1st +0 +2 +0 +0 Combat Powerhouse, Combat Crafter
    2nd +1 +3 +0 +0 Physical Might, Craftsman
    3rd +2 +3 +1 +1 Cleave, Steadfast Determination
    4th +3 +4 +1 +1 Grand as the Mountain
    5th +3 +4 +1 +1 Master Artisan
    6th +4 +5 +2 +2 Awesome Blow
    7th +5 +5 +2 +2 Mettle, Low-Light Vision
    8th +6 +6 +2 +2 Size Increase (Large, +10’)
    9th +6 +6 +3 +3 Mighty Swing
    10th +7 +7 +3 +3 Craft Magic Arms & Armor
    11th +8 +7 +3 +3 Giant Power
    12th +9 +8 +4 +4 Size Increase (Huge, +20’)
    13th +9 +8 +4 +4 Giant Power
    14th +10 +9 +4 +4 Rock Throwing
    15th +11 +9 +5 +5 Giant Power
    16th +12 +10 +5 +5 Size Increase (Gargantuan, +30’)
    17th +12 +10 +5 +5 Giant Power
    18th +13 +11 +6 +6 Improved Mettle
    19th +14 +11 +6 +6 Giant Power
    20th +15 +12 +6 +6 Size Increase (Colossal, +40’), True Transformation



    Class Features

    Class Skills: Climb, Craft, Escape Artist, Intimidate, Jump, Listen, Profession, Sense Motive, Spot, Survival, Swim and Tumble
    Skill Points per Level: 4

    Weapon and Armor Proficiency: All simple and martial weapons, and with all armors and shields.



    Combat Powerhouse
    A colossus hammer gains the following feats as bonus feats, even w/o meeting all their prereqs:
    - Imp. Unarmed Strike
    - Imp. Bull Rush
    - Imp. Grapple
    - Imp. Sunder


    Combat Crafter
    There are no greater crafters of combat gear at a given level than a colossus hammer.
    A colossus hammer gains maximized ranks in Craft (weaponsmith) and Craft (armorsmith).
    A colossus hammer is so well versed at crafting that he may use his Colossus Hammer levels instead of his BAB when it comes to creating mastercrafted weapons and armors (see the modified Craft skill). This also applies should the character take ranks in Craft for the purpose of creating missile weapons and exotic string weapons (bowyer, fletcher, leatherworker).


    Physical Might
    At 2nd level, a colossus hammer gains a cumulative +1 increase to both his Str and Con, as well as +1 natural armor.
    Each 2 levels thereafter, he gains an additional +1 increase to his Str.
    Each 3 levels thereafter (5, 8, 11, 14, 17, 20, etc.), he gains an additional +1 increase to his natural armor.
    Each 4 levels thereafter (6, 10, 14, 18, etc.), he gains an additional +1 increase to his Con.


    Craftsman
    At 2nd level, a colossus hammer gains Craftsman as a bonus feat.


    Steadfast Determination
    Starting at 3rd level, you gain Steadfast Determination as a bonus feat.


    Cleave
    At 3rd level, a colossus hammer gains Cleave as a bonus feat.


    Grand as the Mountain
    At 4th level, a colossus hammer gains Grand as the Mountain as a bonus feat, even without meeting all the prereqs.


    Master Artisan
    At 5th level, a colossus hammer becomes Master Artisan with both weaponsmithing and armorsmithing.
    Furthermore, a colossal hammer is such an outstanding craftsman that for any Craft skill with which he has at least 8 ranks, he automatically counts as Master Artisan for that skill.


    Size Increase (Su)
    Starting at 6th level, a colossus hammer gains the supernatural ability of increasing in size. Str and Dex shifts follow the rules given for Enlarge Person spell, with the exception that Dex penalty is applied only once. In addition, a colossus hammer gains a +4 increase in nat. armor for each size-step increase (+4 . . . +16), as well as Slam attack appropriate to his size.
    You don't get to add your Powerful Built trait on top of your size increase.
    A colossus hammer can maintain increased size for a total number of daily minutes equal to ½ his Colossus Hammer, taken in 1-minute increments.
    While enlarged, a colossus hammer can resist effects that would end or suppress this condition (e.g. Dispel Magic or Antimagic Shell) by making a special caster-level check using his [Colossus Hammer level + Str-bonus].
    Starting at 10th level, a colossus hammer may use this ability to shift between size increases (from Huge to Large and vise versa).


    Awesome Blow
    At 6th level, a colossus hammer gains Awesome Blow as a bonus feat. If you don't meet all its prereqs, it is postponed to a later time (and level) when you do.


    Mettle
    At 7th level you gain Mettle, as given for the official Hexblade.


    Low-Light Vision
    At 7th level you gain Low-Light Vision, if you don't already possess Low-Light Vision from racial traits.


    Craft Magical Arms & Armor (Su)
    Starting at 10th level, a colossus hammer may bestow items of Fame (or higher craftsmanship) with certain magical powers as follows.

    Weapons:
    - (Greater) Magic Weapon
    - Flaming & Flame Burst
    - Frost & Icy Burst
    - Shock & Shocking Burst
    - Alignment (Anarchic/Axiomatic/Holy/Unholy (3rd SL))
    - Keen
    - Collision
    - Ghost Touch
    - Returning (thrown weapons only)
    - Vorpal

    Armors:
    - Silent Moves
    - Magic Vestment
    - Ghost Touch
    - Fortification (light/moderate/heavy - SL equivalence: 2 / 5 / 8)

    Shields:
    - Bashing
    - Ghost Touch


    Mighty Swing
    At 9th level you gain Mighty Swing as a bonus feat. If you don't meet all its prereqs, it is postponed to a later time (and level) when you do.


    Giant Power
    Choose one giant race (from post #31) whose size you can assume via your Size Increase ability. You gain one of that giant’s special attacks or special qualities.


    Rock Throwing (Ex)
    At 12th level you learn the giants’ iconic technique of throwing rocks.
    Your Rock Throwing (and Rock Catching) ability is as effective as any giant with HD equal to (or lower than) your Colossus Hammer level.


    Improved Mettle
    Starting at 18th level, when you fail to make a successful Fort/Will save, you still take only partial effect.


    True Transformation
    At level 20, a colossus hammer gains a unique twist to his Size Increase ability: The transformation is true (with equipment and everything) and unbreakable by any and all means.
    The colossus hammer may switch sizes between Medium and Colossal, and whenever a transformation is complete, it persists until the character uses this power again to shift in size.







    Feats
    Spoiler
    Show

    Swift Size Increase
    Requirements: Size Increase class ability
    Benefits: Size Increase is now a swift action.



    Last edited by nonsi; 2020-04-11 at 02:55 AM.

  22. - Top - End - #22
    Ogre in the Playground
     
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    Apr 2010

    Default Soulknife

    .
    Class: Soulknife

    Spoiler
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    Preface
    Spoiler
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    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: Soulknife
    Saves Special
    Level BAB F R W Class Abilities Psychic Strike Blade Enhancement Psychic Armor (AC / DR / ER)
    1st
    +1
    +0
    +2
    +2
    Focused Mind, Mind Blade
    2nd
    +2
    +0
    +3
    +3
    Throw Mind Blade
    3rd
    +3
    +1
    +3
    +3
    Mind Surge (Burst of Speed)
    1d8
    (+4 ; 0 ; 0)
    4th
    +4
    +1
    +4
    +4
    Mindstrike (material)
    Greater Magic Weapon, G1 (+1)
    5th
    +5
    +1
    +4
    +4
    Versatile Mind Blade
    Ghost Touch
    6th
    +6
    +2
    +5
    +5
    Mind Surge (Fade)
    G1 (+2)
    7th
    +7
    +2
    +5
    +5
    Evasion
    2d8
    (+5 ; 2 ; 5)
    8th
    +8
    +2
    +6
    +6
    Blade Wind
    G2 (+3)
    9th
    +9
    +3
    +6
    +6
    Mind Surge (Vision)
    Light Fortification
    10th
    +10
    +3
    +7
    +7
    Mindstrike (alignment)
    G2 (+4)
    11th
    +11
    +3
    +7
    +7
    Ranged Blade Wind
    3d8
    (+6 ; 4 ; 10)
    12th
    +12
    +4
    +8
    +8
    Mind Surge (Breach the Gap)
    G3 (+5)
    13th
    +13
    +4
    +8
    +8
    Knife to the Soul
    Medium Fortification
    14th
    +14
    +4
    +9
    +9
    Improved Evasion
    G3 (+6)
    15th
    +15
    +5
    +9
    +9
    Mind Surge (True Vision)
    4d8
    (+7 ; 6 ; 15)
    16th
    +16
    +5
    +10
    +10
    Mindstrike (morphic)
    G4 (+7)
    17th
    +17
    +5
    +10
    +10
    Blade Storm
    Heavy Fortification
    18th
    +18
    +6
    +11
    +11
    Mind Surge (Unyielding Mind)
    G4 (+8)
    19th
    +19
    +6
    +11
    +11
    Blade Barrage
    5d8
    (+8 ; 8 ; 20)
    20th
    +20
    +6
    +12
    +12
    Mindstrike (Concordant)
    G5 (+9)



    Class Features


    Class Skills (the added feats are bolded): Autohypnosis, Balance, Climb, Concentration, Escape Artist, Hide, Jump, Knowledge (arcana, the planes), Listen, Move Silently, Perform, Profession, Spot and Tumble.
    Skill Points Per Level: 6 + Int-mod

    Weapon and armor proficiency: 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. All soulknives start with 4 ranks in both Autohypnosis and Concentration.
    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 (Ex)
    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.

    for all combat-related sctivities, a mind blade counts as a regular physical item.

    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 deliberately thrown; 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.


    Throw Mind Blade (Ex)
    A Soulknife of 2nd level or higher can throw his mind blade as a ranged weapon with a range increment of 30’. For each 3 Soulknife levels passed 2nd, this range increment increases by 10' (40'/50'/60'/70'/80'/90'/... at levels 5/8/11/14/17/20/...)
    Whether or not the attack hits, a thrown mind blade then dissipates and reappears in the character’s hand. A soulknife of 3rd level or higher can make a psychic strike (see below) with a thrown mind blade and apply 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.


    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 + Wis-mod] times per hour at 4th level and an additional point 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 range teleports, up to his speed. If the Soulknife's speed is already enhanced with Burst of Speed ability, his augmented speed counts for this power. 'Breach the Gap' does not consume an action (it is not an action by itself), but part of the soulknife's movement.
    - 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'.


    Blade Enhancement (Su)
    Starting at 4th level, a soulknife's mind blade counts as constantly being under the effect of Greater Magic Weapon (+1 attack modifier per 4 Soulknife levels).
    In addition to combat stat augmentations, a soulknife may imbue his mind blade(s) with the powers listed below.
    The available effects are presented in 5 groups. A group's enumeration also counts as its enhancement value. The table specifies (in brackets) the total enhancement value a soulknife may imbue his mind blade with.
    The blade enhancement powers are:
    G1: Keen, Flaming, Frost, Shock
    G2: Anarchic/Axiomatic/Holy/Unholy, Disruption, Flaming Burst, Icy Burst, Shocking Burst, Wounding
    G3: Speed, Bodyfeeder, Ghost Touch, Vorpal
    G4: Brilliant Energy
    G5: 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.

    Starting at 5th level, when a Soulknife gains the ability to materialize a shield via Versatile Mind Blade, he may enhance it with the following effects:
    G1: Bashing
    G2: Arrow Deflection
    G3: Ghost Touch
    G4: Energy Resistance 10
    G5: Reflecting

    A soulknife can reassign the powers enhancing his mind blade. This requires 8 hours in concentration. Once completed successfully, the mind blade materializes with the new ability or abilities selected by the soulknife.


    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 3rd 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.
    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)
    At 11th level, Blade Wind effect becomes 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, a 17th level 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.
    Special: If subject to the Swallowed Whole special attack, Blade Wind may now be used to make multiple attacks against the swallowing monster.


    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.









    Soulknife Feats
    Spoiler
    Show

    Focused Psychic Strike
    Requirements: Psychic Strike 2d8, Blade Enhancement +3
    Benefit: Your Psychic Strike deals one more die of damage. For example, at 9th-level, the initial damage of your Psychic Strike is +3d8 instead of +2d8.


    Improved Mindblade Enhancement
    Requirements: Soulknife level 8
    Benefits: The total value of blade enhancements on your mind blade(s) increases by 1.
    For each 4 levels passed 8th, this feat may be taken once more.


    Mind Cleave
    Requirements: Psychic Strike class feature.
    Benefit: If you deal a creature enough damage to drop it to below 0 HP (or kill it), you drain a portion of its liberated energy of consciousness. This charges your mind blade with Psychic Strike energy.


    Mind Limb
    Requirements: Versatile Mind Blade, Touch skill 7 ranks
    Benefits: You gain an extra arm – made of telekinetic force:
    A mind limb can serve as an extra arm, or replace an amputated arm or leg.
    - When replacing an amputated arm or a leg, a mind limb may be used for any action you could perform with the original limb, and at the same level of proficiency (including wielding your manifested Mind Blade).
    - As an extra arm, a mind limb grows below your regular arm. It can manipulate tools as a regular arm or serve as a support arm for wielding a 2-handed weapon with your main arm. Each extra limb you gain by taking this feat adds +2 to all your Grapple checks. This option also qualifies you for taking the Multiattack feat – in which case you may wield light weapons, or wield 1-handed weapons with a -2 attack penalty.
    You may not change the position of your acquired mind limb, but you can make it appear or disappear as desired, just like you can do with your Mind Blade ability.
    Special: this feat may be taken multiple times.


    Mind Tentacles
    Requirements: Mind Limb – taken any number of times for replacing a severed arm or obtaining a secondary arm.
    Benefits: Any and all of your substitute/additional arms may be manifested as tentacles with a reach of up to 15' if you're medium sized (+/- 5' per size shift).
    Each mind tentacle (usually up to 2, unless one has an arm amputated) adds an additional attack per round at your highest BAB.
    A mind tentacle deals 1d4+Str (if you're medium sized) bludgeoning damage and qualifies you for taking the Improved Grab feat.
    While grappling, each mind tentacle may constrict for 1d4+Str damage.
    If not used for constricting, a mind tentacle adds +2 to your Grapple checks.
    A manifested mind tentacle may not wield a mind blade.


    Oversized Mind Blade Split
    Requirements: TWF, Mind Limb – taken twice for the purpose of obtaining a secondary arm.
    Benefits: You may split your mind blade into two 2-handed weapons, as long as you can produce such a weapon with your Mind Blade ability. For TWF attack rolls calculations, you attack with both weapons as if they were a pair of 1-handed weapon and a light weapon.


    Strategic Blade Enhancement
    Requirements: Concentration 7 ranks, Blade Enhancement +2
    Benefit: You may reassign the special abilities of your mind after spending only 10 minutes in concentration.


    Tactical Blade Enhancement
    Requirements: Concentration 11, Strategic Blade Enhancement, Blade Enhancement +5
    Benefit: You may attempt to reassign the special abilities in your mind blade as a full-round action. Doing so provokes an AoO and requires a DC 25 Concentration check. If an AoO deals any damage, your reassignment attempt fails.





    Class: Mirror Dancer

    Spoiler
    Show

    Preface
    Spoiler
    Show

    On some levels, the Mirror Dancer class functions similar to the Soulknife class, able to conjure semi-real objects that define its main features.
    But that's where the similarity ends. Mirror dancers focus on enhanced sensory capabilities, portive powers and summoning reflections and mirror stuff into the physical world for manipulation in various ways.
    The Dimension of Mirrors

    The Dimension of Mirrors is barren and empty – a space between spaces.
    It contains an impenetrable "ground" and seemingly infinite grey sky above.
    Creatures in the Dimension of Mirrors don't need to eat, drink, sleep or breathe, but they may rest to recover daily resources.
    There is a number of Mirror planes that corresponds to the game cosmology's planes of existence (with corresponding gravity and time flow, and infinite or finite sizes). Each containing "the other side" of mirrors that correspond to its parallel plane of existence. They move according to their "real" counterparts.
    The ambient illumination in the mirror reality (other than whatever illumination is coming through mirrors from the outside) is a monochromatic dim light.
    "The other side" of mirrors is visible from one side and undetectable from the other until physically contacted.

    The Dimension of Mirrors (Traits):
    _ Gravity: As the corresponding plane
    _ Time: As the corresponding plane
    _ Size: As the corresponding plane
    _ Static.
    _ No Elemental or Energy Traits: All forms of elements and energies may be found here.
    _ Mildly Neutral-Aligned: A particular grouping of mirrors may have a different alignment trait, however.
    _ Magic: Magical and supernatural flight, levitation and gravity manipulation don't function in the Dimension of Mirrors. Terrain modifying effects also don't function here.



    Hit Die: d6

    Table: Mirror Dancer
    Saves Special
    Level BAB F R W Class Abilities Mirror Blade Mirror Lance Nimbus of Mirrors Narcissism Pain Reflection
    1st +0 +0 +2 +2 Mirrors Don't lie (Detect Magic), Mirror Initiate, Piercing Gaze 1d4 + Str-mod / 1d4 + Cha-mod
    2nd +1 +0 +3 +3 Conjure Mirror, Monochromatic Illumination
    1d8 (30')
    +1
    3rd +2 +1 +3 +3 Mirror Sight, Mirror Image*
    Cha +1
    4th +3 +1 +4 +4 Mirror Eyes (double Save, Darkvision) 1d6 + Str-mod / 1d6 + Cha-mod
    2d8
    1
    5th +3 +1 +4 +4 Mirrors Don't lie (Detect Thoughts, See Invisibility)
    +2
    6th +4 +2 +5 +5 Mirror Step (Dimension Door, Into the Mirror)
    3d8
    Cha +2
    7th +5 +2 +5 +5 Mirror Talk, Displacement 1d8 + Str-mod / 1d8 + Cha-mod
    2
    8th +6 +2 +6 +6 Mirror Eyes (gaze immunity, blindness immunity)
    4d8 (60')
    +3
    9th +6 +3 +6 +6 Mirrors Don't lie (Discern Lies)
    Cha +3
    10th +7 +3 +7 +7 Mirror Step (Teleport) 1d10 + Str-mod / 1d10 + Cha-mod
    5d8
    3
    11th +8 +3 +7 +7 Deflect Ray, Reflected Assassin
    +4
    12th +9 +4 +8 +8 Mirror Eyes (gaze reflection, Persistent Eyes)
    6d8
    Cha +4
    13th +9 +4 +8 +8 Mirrors Don't lie (True Seeing) 2d6 + Str-mod / 2d6 + Cha-mod
    4
    14th +10 +4 +9 +9 Mirror Step (Greater Teleport, planar travel)
    7d8 (90')
    +5
    15th +11 +5 +9 +9 Deflect Targeted Attacks
    Cha +5
    16th +12 +5 +10 +10 Mirror Eyes (Gaze Through the Mirror of Reality) 2d8 + Str-mod / 2d8 + Cha-mod
    8d8
    5
    17th +12 +5 +10 +10 Mirrors Don't lie (unveil – shatter illusions, un-morph)
    +6
    18th +13 +6 +11 +11 Mirror Step (Mass Teleport, Mirror on the Other Side)
    9d8
    Cha +6
    19th +14 +6 +11 +11 Mirror Phase, Killer Legion 2d10 + Str-mod / 2d10 + Cha-mod
    6
    20th +15 +6 +12 +12 Mirror Twin, Mirror Longevity
    10d8 (120')
    +7


    Class Features



    Class Skills: Bluff, Craft, Diplomacy, Disguise, Hide, Intimidate, Knowledge (arcana, the planes), Listen, Move Silently, Perform, Profession, Search, Sense Motive, Spellcraft and Spot.
    Skill Points Per Level: 6 + Int-mod

    Weapon and armor proficiency: Mirror dancers are proficient with all simple melee weapons and martial blades. They’re also proficient with light armor and shields (not including tower shield).



    Mirror Initiate
    Accessing the dimension of mirrors requires preliminary background and a very specific set of knowledge.
    All mirror dancers start their career with 4 bonus ranks in Craft (glassmaking), as well as 2 bonus ranks in Knowledge (the planes) and Perform (dance).
    With level progression they gain an additional rank in Craft (glassmaking) at each odd level and an additional rank in Knowledge (the planes) and Perform (dance) every 3 levels thereafter (4, 7, 10, etc.)


    Mirrors Don't Lie (Sp)
    Mirror dancers learn how to use mirrors to filter the truth from a reality filled with falsehoods, as well as draw details that are not visible to the naked eye. They hone this ability as they advance in levels.
    At 1st level, 3 times per day, you may apply Detect Magic vs. things that you can see through a mirror.
    At 5th level, 3 times per day, you may apply Detect Thoughts vs. creatures that you can see through a mirror. Alternatively, you may use See Invisibility (on an area seen through a mirror) instead.
    At 9th level, 3 times per day, you may apply Discern Lies vs. creatures that you can see through a mirror.
    At 13th level, 3 times per day, you may apply True Seeing when looking through a mirror.
    At 17th level, 3 times per day, you may force the truth revealed by True Seeing upon an entire area that you can perceive when looking through a mirror. You must have True Seeing in effect to apply your revelation upon the observed area.


    Piercing Gaze
    A mirror dancer gains a +2 competence bonus to Intimidate, Search, Sense Motive and Spot checks.


    Mirror Blade (Ex)
    As a move action, a mirror dancer can conjure a 2-dimensional blade by drawing fragments of the mirror dimension.
    At 1st level, the blade deals [1d4 + Str-mod] physical damage, which may be either piercing or slashing (player's choice on each attack), and [1d4 + Cha-mod] Force damage (rolled separately). The former is applied as a regular attack while the latter is applicable even when a successful touch attack is scored.
    Precision damage is applied only to the physical aspect of Mirror Blade (based off of your normal attack roll), not to the Force damage aspect.
    With level progression, the damage dice increase as detailed in the above table.
    A mirror blade has no physical weight, which renders it a finessible weapon. A mirror blade counts as both a one-handed weapon and as a light weapon (whichever is best).
    Because the blade is made of mirror stuff, it does not resemble any material on the physical world, thus the physical damage aspect of the blade counts as magical and as any material, and ignores all forms of damage reduction other than epic and alignment-based DR. OTOH, a mirror blade may not be enhanced by any means – magical or supernatural.
    If the blade is disarmed/sundered/dropped, it vanishes, but you may summon it again on your next turn.
    Vs. sundering attempts, a mirror blade has both hardness and HP values of 10 + (1 per Mirror Dancer level).


    Conjure Mirror (Su)
    At 2nd level, mirror dancers learn how to conjure a mirror as a move action, ranging in size and functionality from a small steel hand mirror to that of a large reflective shield.
    Conjuring a mirror is a move action.
    A mirror dancer may conjure a mirror for a total daily duration of [level + Cha-bonus] minutes, taken in 1-minute increments.
    If the mirror is disarmed/sundered/dropped, it vanishes.
    Vs. sundering attempts, a conjured mirror has both hardness and HP values of 10 + (1 per Mirror Dancer level).


    Monochromatic Illumination (Su)
    A 2nd level mirror dancer knows how to draw bits of ambient light from the mirror dimension via a held mirror (conjured or otherwise), and may shed that light in a 30' cone or a 60' line.
    Monochromatic Illumination is completely superseded by dim or brighter illumination and is undetectable in such cases. OTOH it penetrates and overcomes any and all forms of darkness but doesn’t cancel out any of them.


    Mirror Lance (Ex)
    A 2nd level mirror dancer may summon a large shard from the mirror dimension as a standard action and send it hurtling to strike a single target.
    The damage (1/2 piercing, 1/2 Force damage) and range are detailed in the table above.
    The Force aspect scores a hit on a successful ranged touch attack. The physical damage aspect requires a normal ranged attack to score a hit.


    Nimbus of Mirrors (Ex)
    A 2nd level mirror dancer learns how to surround himself with a swarm of fragments from the mirror dimension.
    As long as he's conscious, he gains the listed modifier as deflection bonus to AC.
    The nimbus may be turned off as a free action and turned back on again as a standard action.


    Mirror Sight (Su)
    Starting at 3rd level, you may use a mirror to see the current reflection in another mirror you are familiar with.
    You receive only visual information through this ability. However, you can choose to transmit information both ways, so that a person reflected in the remote mirror can view whatever appears in the mirror you are using. You may also decide whether or not what you're seeing is actually reflected in the mirror's surface and available for others to see.
    This ability is usable [level + Cha-bonus] times per day.
    Contact lasts as long as you concentrate, plus 5 rounds afterwards.


    Mirror Image (Sp)
    At 3rd level you learn how to use your image from a mirror as template and make copies of yourself.
    You may spend a use of Mirror Sight to duplicate Mirror Image spell effect.
    Starting at 7th level, you may spend 2 uses of Mirror Sight to duplicate Greater Mirror Image spell effect.


    Narcissism
    Mirror dancers are obsessed about their own reflection and develop an ever growing self-admiration. This significantly bolsters their self-confidence and elevates their Cha-score as detailed in the above table.


    Mirror Eyes (Ex)
    A mirror dancer's most important tool are his eyes. They continuously evolve – both physically and functionally.
    - At 4th level, a mirror dancer's eyes start to partially appear reflective like mirrors. The mirror dancer is now allowed two saving throw vs. gaze attacks and blindness effects, taking the better result. Furthermore, spending a lot of your time looking into places where others can't look, your eyesight improves dramatically. You also gain Darkvision out to 30'. If you already possess Darkvision from another source, its range increases by 30', to a maximum of 120'. Your Darkvision further improves by 30' with every future instance of Mirror Eyes ability.
    - Starting at 8th level, a mirror dancer's eyes are completely reflective and pupils can no longer be distinguished, and their color is that of whatever is reflected off of them. The mirror dancer is now immune to gaze attacks and magical blindness effects (arcane, divine, supernatural or otherwise).
    - Starting at 12th level, no man-made object (magical or otherwise) is more reflective than the mirror dancer's eyes. Any gaze attack directed at you is automatically reflected back at its source. Furthermore, your direct connection with the mirror reality bolsters your eyes unnaturally and they may not be damaged or gouged as long as you're alive.
    - At 16th level, a mirror dancer's eyes are directly linked to the mirror reality in a manner that transcends the supernatural. Your own eyes now serve as the mirror through which you look upon reality and gaze into the mirror dimension, thus you're no longer depended upon an external mirror for any of your powers and abilities to fully function, with the exception of allowing others on your side of Mirror Sight to perceive the other side.


    Pain Reflection (Su)
    Starting at 4th level, a mirror dancer's Nimbus of Mirrors blocks some of the damage taken from melee attacks and melee touch attacks and reflects it back at the source.
    The amount of HP so deflected is level-dependent and specified in the table above.


    Mirror Step (Su)
    At 6th level, when using Mirror Sight, you may allow yourself or another to travel the distances between the two mirrors, as long as the range falls within that of Dimension Door. Each individual passing (with your and their permission) costs 1 daily use of Mirror Sight. Alternatively, you may reach into the mirror and grab an unattended item on the other side – your arm appearing to pop up from nowhere to grab the item. Creatures and objects must fit into the mirror surface in their entirety in order to make the journey.
    Also at 6th level, you finally unlock the secret of entering into the mirror reality. You may spend 1 use of Mirror Sight to enter the mirror plane corresponding to the plane of existence you're in. You do not need Mirror Sight to be in effect to utilize this option (you can simply enter blindly). Stepping into a mirror in this manner is a part of your action and does not consume an action in and on itself. On a successful Bull Rush maneuver, you may force an opponent into a mirror. You may exit back into reality by passing through the "negative side" of a mirror. Anyone else w/o the Mirror Step ability needs to make a level check vs. DC 25 to exit back to reality through a mirror (may be attempted once per hour), unless aided by someone with the Mirror Step ability. Alternatively, you may activate any other travel option of Mirror Step by paying its stated #uses of Mirror Sight.
    At 10th level the range increases to that of Teleport spell, but with no risk of mishap. Each individual passing (with your and their permission) costs 2 daily uses of Mirror Sight.
    At 14th level you may bridge any distance, even cross planar boundaries. In both cases, travel costs 3 daily uses of Mirror Sight.
    At 18th level you finally learn how to transport multiple targets within a 30' sphere. In such case, travel costs 5 daily uses of Mirror Sight.
    At 18th level, you're also finally able to transcend dependency upon physical mirrors altogether. While activating your Mirror Sight ability, you may form a rift in space, floating in midair, at your desired destination, paying the normal daily toll of Mirror Sight according to the target destination (1 for Dimension Door ranges, 2 for Teleport and 3 for Greater Teleport and planar travel). The rift functions as a 1-sided mirror, but is otherwise insubstantial and has no other interaction with the physical world. Notice that because there's no mirror waiting for you on the other side, this option does not circumvent chances for mishap when emulating Teleport or Plane Shift, but it is less dangerous).
    Note: Each of the above allows you to search for mirrors as far as you can bridge, but you better have a clue where to look for one.
    Note: You may attempt to force transfer an unwilling target within 30' of you (on either sides) by increasing the investment of Mirror Sight by 1 per target.
    Note: When navigating via Mirror Step (at any distance), you may choose to remain within the mirror reality, next to the target mirror.


    Mirror Talk (Su)
    At 7th level, when activating Mirror Sight, you may now allow sound to travel between mirrors, making communication a lot simpler.


    Displacement (Sp)
    At 7th level, you may now spend 2 uses of Mirror Sight to replicate the effect of Displacement spell.


    Deflect Ray (Su)
    Starting at 11th level, when you have a mirror held in hand, you may spend an immediate action to mirror a ray attack directed at you as if it were a light beam, making it travel the distance until it is exhausted – including reflecting it back at the source.
    This requires the mirror dancer to beat the attack on an opposed attack roll.


    Reflected Assassin (Sp)
    At 11th level, you may spend 3 uses of Mirror Sight to summon your enemy's reflection as a Phantasmal Killer.


    Deflect Targeted Attacks (Su)
    Starting at 15th level, your deflection abilities vastly improve.
    You may now deflect not just rays, but any ranged attack (physical, spell, (Sp) or (Su)) that targets you specifically.


    Mirror Phase (Sp)
    At 19th level, you learn how to traverse the mirrored reality while remaining bordering the actual reality.
    You may now create a similar effect to that of Etherealness, except that you phase to the mirror dimension rather than the Ether, meaning that counter measures that are usually keyed to interact with the ethereal plane are useless against you. There is no interaction between you and the physical reality. You perceive the physical reality while remaining totally undetectable until you exit the mirror reality.


    Killer Legion (Sp)
    At 20th level, you may spend 6 uses of Mirror Sight to summon the reflections of your enemies and duplicate Weird spell effect.


    Mirror Twin (Sp)
    At level 20, you unlock the greatest of mirror powers: once per day you're able to summon your reflection from the mirror dimension and create a duplicate of yourself.
    Creating a mirror twin is a full round action that provokes AoOs.
    Your twin appears anywhere adjacent to you that you wish. From then on, for a number of rounds equal to 1/2 your Cha-bonus (minimum 1), it possesses all your powers and capabilities and can operate totally separate from you.
    While Mirror Twin is in effect, you have no reflection.
    If your duplicate survives an encounter and you don't, it replaces you without you needing to be raised.


    Mirrored Longevity (Su)
    At level 20, you also unlock the secret of preserving your youthful vitality, by always staying in contact with the mirror dimension and restoring your best moments caught in the mirror.
    You effectively cease aging and gain an infinite lifespan.









    Mirror Dancer Feats
    Spoiler
    Show

    Blinding Mirror Blast
    Requirements: Dazzling Mirror Blast, Mirror Dancer level 10
    Benefit: Targets that fail to save for 1/2 damage from Mirror Blast have mirror fragments get caught in their eyes, rendering them Blinded for 1d2 rounds.

    Combat Deflection
    Requirements: Dex 15, Deflect Ray class ability, Combat Reflexes
    Benefit: You have enough accuracy to deflect rays with your mirror blade.
    Special: This feat also applies to Deflect Targeted Attacks class ability.

    Dazzling Mirror Blast
    Requirements: Mirror Dancer level 7
    Benefit: When within the AoE of your Mirror Blast while the ambient illumination is at least equivalent to a Light spell, anyone failing to make the Ref save for 1/2 damage also becomes Dazzled for 1 round.

    Extra Mirror Sight
    Requirements: Mirror Sight class ability
    Benefit: You gain 4 more daily uses of your Mirror Sight ability.

    Foe Against My Foe [Evil]
    Requirements: Mirror Twin
    Benefit: You've learned the dark secret of creating an opposite twin of your foe. Instead of duplicating yourself, you create an exact duplicate of your foe.
    Your foe is allowed a will save vs DC [10 + 1/2 level + Cha-bonus] to deny the creation of its duplicate.
    The duplicate immediately attacks the original, winning the initiative and fighting until either of them is slain or 3 consecutive rounds elapse without either of them being able to attack the other. When either of them is slain or 3 rounds of non-conflict elapse, the duplicate vanishes.

    Mirror Blast (Su)
    Requirements: Mirror Lance.
    Benefit: You may shatter your mirror lance to produce a line-shaped (similar to Lightning Bolt) or cone-shaped blast of mirror fragments.
    The blast damage (1/2 piercing and slashing and 1/2 is Force damage) is the same as given for Mirror Lance.
    The range of the line-shaped blast is the same as given for Mirror Lance.
    Cone-shaped blast is 1/2 as long as given for Mirror Lance.
    Creatures in the AoE are allowed a Ref save vs DC [10 + 1/2 level + Cha-mod] for 1/2 damage.

    Monochromatic Sight
    Requirements: Mirror Dancer level 8
    Benefit: You may now use your own eyes to shed Monochromatic Illumination, enabling you to see perfectly in darkness in practically all situations.

    Reactive Mirror
    Requirements: Conjure Mirror class ability
    Benefit: You may create a mirror blade or activate Conjure Mirror ability as an immediate action.
    Special: If you also possess Deflect Ray or Deflect Targeted Attacks ability, you may apply them as part of this immediate action.

    Secondary Mirror Blade
    Requirements: Mirror Dancer level 7, TWF
    Benefit: When forming your Mirror Blade, you may create an offhand counterpart to it.
    By spending one use of Mirror Sight, you may produce an offhand Mirror Blade that’s one step weaker than your primary Mirror Blade ([1d6+STR ; 1d6+Cha] if you’re a 7th level mirror dancer)
    By spending two uses, you may produce an offhand Mirror Blade of equal power.
    Your Secondary Mirror Blade lasts for 1 minute, plus 1 round per Mirror Dancer level.

    Seven Years of Bad Luck:
    Requirements: Deflect Ray class ability, Combat Reflexes
    Benefit: Whenever an enemy succeeds at sundering a mirror dancer's generated mirror or blade, the attacker makes a Will save vs. DC [10 + 1/2 level + Cha-bonus]. If the attacker fails, he takes a -2 Morale penalty to all d20 checks (attack rolls, saving throws, skill checks, etc). This effect has a duration of seven years, but can be removed with Remove Curse, Break Enchantment, Limited Wish, Wish, and Miracle.

    Shatter Mirror
    Requirements: Mirror Sight class ability, Mirror Blast
    Benefit: When using Mirror Sight, you may channel Mirror Blase attack (line or cone) to originate from the other side.
    Subtract the HP of the mirror’s on the far end from the damage. If you still have a positive result – Mirror Blast effect originates on the other side and the remaining damage is applied.
    If the mirror on the other side endures, the attack is fully directed to the mirror on your side.

    Shriek of Shattered Glass (Sp)
    Requirements: Mirror Step class ability, Shatter Mirror
    Benefit: When using Mirror Sight, you may spend 1 use of Mirror Sight to duplicate Shout spell effect that originates from the target mirror toward any direction you can perceive.
    Special: If you also possess Mirror Step (Greater Teleport) ability, you may spend 2 uses of Mirror Sight to duplicate Greater Shout spell effect.

    Two Bladed Mirror Sword
    Requirements: Mirror Dancer level 8, Proficiency with Two Bladed Sword, Double Weapon Fighting
    Benefit: By spending one use of Mirror Sight, you may fashion your Mirror Blade as a Two Bladed Sword.
    Both sides deal your regular Mirror Blade damage.
    Your Two Bladed Mirror Blade lasts for 1 minute, plus 1 round per Mirror Dancer level.



    Last edited by nonsi; 2020-05-01 at 02:06 AM.

  23. - Top - End - #23
    Ogre in the Playground
     
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    Apr 2010

    Default Dragon Evolutionist

    .
    Class: Dragon Evolutionist

    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: Dragon Evolutionist
    Saves Special
    Level BAB F R W Class Abilities Invocations Breath Damage
    1st +0 +2 +0 +2 Draconic Form (Str +2, Con +2, Scales, Wings: +10' jump), Unlocked Draconic Ancestry, Mask Draconic Traits
    11
    -
    2nd +1 +3 +0 +3 Breath Effect, Breath Weapon (15'/30')
    1
    1d8
    3rd +2 +3 +1 +3 Draconic Senses (Low-Light Vision: x2, Darkvision: 60')
    2
    2d8
    4th +3 (+4) +4 +1 +4 Draconic Form (Cha +2, Wings: Gliding, 2 Claws (primary)), Primal Vitality (damage)
    2
    2d8
    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 Draconic Form (Str +2, Wings: Limited Flight, Bite (secondary))
    3
    4d8
    8th +6 (+8) +6 +2 +6 Breath Effect, Breath Weapon (30'/60')
    4
    5d8
    9th +6 (+9) +6 +3 +6 Draconic Senses (Low-Light Vision: x3, Darkvision: 90', Blindsense: 30')
    4
    6d8
    10th +7 (+10) +7 +3 +7 Draconic Form (Con +2, Bite (primary), Wings: Effortless Flight 40'), Primal Vitality (conditions)
    4
    6d8
    11th +8 (+11) +7 +3 +7 Breath Effect
    53
    7d8
    12th +9 (+12) +8 +4 +8 Powerful Exhalation (3 / day)
    5
    8d8
    13th +9 (+13) +8 +4 +8 Draconic Form (Str +2, Tail (secondary), Wings: 60', Powerful Build)
    6
    8d8
    14th +10 (+14) +9 +4 +9 Breath Effect, Breath Weapon (45'/90')
    6
    9d8
    15th +11 (+15) +9 +5 +9 Draconic Senses (Low-Light Vision: x4, Darkvision: 120', Blindsense: 60')
    6
    10d8
    16th +12 (+16) +10 +5 +10 Draconic Form (Cha +2, Wings: 90', Wing Attack (secondary), Size Increase), Primal Vitality (heal others)
    74
    10d8
    17th +12 (+17) +10 +5 +10 Breath Effect
    7
    11d8
    18th +13 (+18) +11 +6 +11 Powerful Exhalation (limitless)
    8
    12d8
    19th +14 (+19) +11 +6 +11 Draconic Form (Str +4, Con +2, Wings: 120', Frightful Presence)
    8
    12d8
    20th +15 (+20) +12 +6 +12 Breath Effect, Breath Weapon (60'/120'), True Dragon Form
    8
    13d8

    1. The Dragon Evolutionist Gains access to Least draconic invocations.
    2. The Dragon Evolutionist Gains access to Lesser draconic invocations.
    3. The Dragon Evolutionist Gains access to Greater draconic invocations.
    4. The Dragon Evolutionist Gains access to Wyrm draconic invocations.



    Class Features



    Class Skills: Appraise, Autohypnosis, Balance, Bluff, Climb, Concentration, Diplomacy, Disguise, Escape Artist, Gather Information, Heal, Hide, Intimidate, Jump, Knowledge (all), Listen, Lucid Dreaming, Move Silently, Perform, Search, Sense Motive, Speak Language, Spellcraft, Spot, Survival and Swim.
    Skill Points per level: 4 + Int-mod.

    Weapon and armor proficiency: Dragon evolutionists are proficient with all simple melee weapons. They’re not proficient with armor or shields at all. Like arcane spellcasters, a dragon evolutionist wearing armor or using a shield incurs ASF (all invocations have somatic components).




    Draconic Form (Ex)
    The primary feature that defines a dragon evolutionist is a gradual physical transformation into a draconic being.
    The benefits stemming from Draconic Evolution are presented in the table above and detailed as follows:

    - Ability Increase:
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    Taking on Draconic Form has a dramatic effect on one's ability scores.
    At levels 1, 7 and 13, a dragon evolutionist gains +2 Str enhancement. At level 19, a dragon evolutionist gains +4 Str enhancement.
    At levels 1, 10 and 19, a dragon evolutionist gains +2 Con enhancement.
    At levels 4 and 16, a dragon evolutionist gains +2 Cha enhancement.

    - Scales:
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    When assuming Draconic Form, 1st level dragon evolutionists gain +3 natural armor to their AC. Each 2 Dragon Evolutionist levels increase this AC bonus by a cumulative +1 (+13 at 20th). A dragon evolutionist also adds its Con-bonus for this increase. This Con-based natural AC increase cannot exceed the character's Dragon Evolutionist class level.
    For each 3 points of evolutionist-associated nat. AC bonus, a character gains energy resistance +5 vs. any damage type gained via Breath Effects.
    Also, for each 4 Dragon Evolutionist levels, draconic scales grant a cumulative DR 1/magic.
    Note: Draconic form differs from your normal humanoid form. While you could wear armor in humanoid form (and use it effectively, provided you possess the appropriate armor proficiency), that armor cannot accommodate your draconic form (transformation derived damage, transformation negation, or destruction of the armor....... or any combination of the three - DM's call). Also, draconic form scales make it impossible for you to wear even specially tailored armor in a proficient manner, and they double the penalties if armor is used w/o the proper proficiency.

    - Wings:
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    Jump: When assuming draconic form, dragon evolutionists sprout small wings that aid their jumps, granting a +10 racial bonus on Jump checks.
    Gliding: Starting at 4th level, A dragon evolutionist 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. The dragon evolutionist glide at a speed of 30' with average maneuverability. Even if a dragon evolutionist's maneuverability improves, he can't hover while gliding. A dragon evolutionist can't glide while carrying a medium or heavy load.
    If a dragon evolutionist becomes unconscious or helpless while in midair, his wings naturally unfurl, and powerful ligaments stiffen them. The dragon evolutionist 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 dragon evolutionist gains a fly speed of 30' with average maneuverability. A dragon evolutionist can't fly while carrying a medium or heavy load or while fatigued or exhausted. A dragon evolutionist 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 dragon evolutionist is likewise fatigued after spending a total of more than 10 minutes per day flying. Because a dragon evolutionist 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 dragon evolutionist has enough stamina and prowess to fly without tiring. He can fly at a speed of 40' (average maneuverability) with no more exertion than walking or running.
    Effortless Flight: At levels 13/16/19, a dragon evolutionist's fly speed increases to 60'/90/120' respectively. This continues to improve every 3 levels thereafter, to a maximum of 250'.
    Wing Attack: When reaching 16th level, a dragon evolutionist may attack with each of its wings when not airborne. A medium sized dragon evolutionist's wing attack deals [1d3 + Str-mod] piercing or bludgeoning damage.

    -A dragon evolutionist with flight can make a dive attack. A dive attack works like a charge, but the dragon evolutionist must move a minimum of 30' and descend at least 10'. A dragon evolutionist can make a dive attack only when wielding a piercing weapon. If the dive attack hits, it deals double damage.

    -A dragon evolutionist with flight can use the run action while flying, provided he flies in a straight line.

    - Claws, Bite & Tail:
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    - Starting at4th level, a dragon evolutionist's claws are powerful enough to make primary claw attacks. A medium sized dragon evolutionist 's Claw deal 1d4 + Str-mod slashing damage.
    - Starting at7th level, a dragon evolutionist gains a secondary bite attack. A medium sized dragon evolutionist's Bite deals 1d6 + Str-mod slashing damage. At 10th level, Bite becomes a primary attack.
    - Starting at13th level, a dragon evolutionist gains a secondary Tail attack, dealing [1d4 + 2xStr-bonus] bludgeoning damage.

    When attacking with natural weapons provided by Draconic Form, a dragon evolutionist's class-derived BAB is elevated to 1:1 (BAB increase = Dragon Evolutionist class level).

    - Powerful Build:
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    Upon attaining 13th level, you gain the Goliath's feature of the same name. Goliaths and other creatures that racially possess Powerful Build feature gain size increase at this stage.

    - Size Increase:
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    Upon attaining 16th level, your Size category increases (to Large or Medium). Goliaths and other creatures that racially possess Powerful Build feature gain size increase with Powerful Build at this stage.

    - Frightful Presence:
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    Upon attaining 19th level, your gain the Dragon's Frightful Presence ability. The range of the effect extends to 30’ plus 30’ per size category beyond Medium.



    Unlocked Draconic Ancestry (Ex)
    All dragon evolutionists start with Dragontouched (DMag p.62) as bonus feat, even if they don’t meet the normal requirements.
    In addition, they gain the following ability modifiers: Con +2, Dex -2.
    dragon evolutionists also have Darkvision out to 30'. Darkvision is black and white only, but it is otherwise like normal sight, and a dragon evolutionist can function just fine with no light at all. If the dragon evolutionist possesses Darkvision from other sources (like racial), the ranges stack, but the total range cannot exceed 120’.
    Finally, all the dragon evolutionist's age categories above Adult are doubled. At 6th Dragon Evolutionist level, the character’s age categories triple. This multiplier continues to steadily increase by a cumulative +1 for each additional 6 Dragon Evolutionist levels. Regardless of the character's physical age, mental attributes continue to improve with age according to his normal racial age.


    Mask Draconic Traits (Su)
    A dragon evolutionist possesses a supernatural ability to mask its evolved nature and assume the normal form of its pre-evolved race.
    Certain divination powers (such as True Seeing spell) reveal the dragon evolutionist's true form.
    A dragon evolutionist may reclaim his draconic traits with another application of this power.
    While draconic traits are masked, the character loses the following benefits:
    - Physical ability-score increases
    - Scales (nat. armor)
    - Wings (Jump, Glide, Flight)
    - Claws (natural weapons)
    - Bite (natural weapons)
    - Tail (natural weapons)
    - Elevated BAB (natural weapons)
    - Breath Weapon
    - Size increase
    The character retains access to:
    - Draconic senses
    - Invocations
    - Primal Vitality
    - Draconic Resolve


    Breath Weapon (Su)
    Starting at 2nd level, dragon evolutionists gain the use of a dragon's breath weapon. This works as specified for true dragons.
    A dragon evolutionist start with a breathe weapon damage that corresponds to his draconic heritage: acid (line/cone), cold (cone), electricity (line) or fire (cone).
    The dragon evolutionist's breath weapon deals Xd8 damage in a 15' cone, or 30' line (see Breath Effect below).
    Much like a True Dragon, dragon evolutionists must wait 1d4 rounds before they can reuse this attack (see Breath Effect below).
    At 8th, 14th, and 20th levels, the range of their breath weapon doubles (30'/60'), triples (45'/90') and quadruples (60'/120') respectively.


    Breath Effect
    Starting from 2nd level, this power basically functions as detailed for the DrMg Dragonfire Adept, except for the given below:
    - Acid Breath is also a 2nd level breath effect. This breath effect has 2 versions: line (black) and cone (green).
    - Breath Effects that in the book are limited to levels 10 & 15 are limited to levels 8 & 14 respectively.
    - Discorporating Breath of Bahamut deals twice your normal breath damage (e.g. 18d6 at level 14).
    - When using Fivefold Breath of Tiamat, each breath type deals 1d6 per 2 Dragon Evolutionist levels (e.g. 5 times 7d6 at level 14).
    - Both Discorporating Breath of Bahamut and Fivefold Breath of Tiamat can only be executed as variations of Powerful Exhalation (see below), and each takes a toll of 1 HP per damage die rather than 2 per Dragon Evolutionist level.
    - Line shaped breath weapons extend to twice that of a dragon evolutionist's cone shaped breath weapons (30’ / 60’ / 90’ / 120’, according to the Dragon Evolutionist level).

    The damage dice of a dragon evolutionist's breath weapon attack are determined by the breath weapon damage type (gained via Breath Effects) a dragon evolutionist 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, Force, Light and Negative/Positive energy.
    A dragon evolutionist'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 dragon evolutionist's breathe weapon changes the damage type to Bludgeoning instead of energy.
    Breath Effects may also be swapped for metabreath feats.

    New Breath Effects:
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    Energy Bullet
    Minimum Level: 5th
    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.

    Evolved Breath
    Minimum Level: 8th
    Choose a given breath weapon damage type (acid/cold/electricity/fire). You gain the accompanying effect of that damage type, according to the associated dragon.

    Fell Breath
    Minimum Level: 8th
    Requirement: non Good
    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.

    Fiery Breath
    Minimum Level: 2th
    Your breath weapon may now deal fire damage.

    Holy Breath
    Minimum Level: 8th
    Requirement: non Evil
    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.

    Prismatic Breath
    Minimum Level: 17th
    All effects of Prismatic Spray strike all targets in the AoE - a cone-shaped breath attack
    Targets save versus all aspects of the Prismatic Spray spell separately.
    Prismatic Breath can only be executed as variations of Powerful Exhalation (see below), and the dragon evolutionist takes 60 HP damage.

    Spikes, Blades and Stones
    Minimum Level: 8th
    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 dragon evolutionist 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 dragon evolutionist possesses Low-Light Vision from other sources (like racial), the ranges stack, but the total range cannot exceed x4.
    Starting at 9th level, a dragon evolutionist 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 total 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 dragon evolutionist gains immunity to paralysis and sleep effects.
    The dragon evolutionist 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 dragon evolutionist's breath weapon deals damage dice equal to his Dragon Evolutionist level, but then he must wait 2d4+1 rounds before he can use his Breath Weapon class feature again. If a dragon evolutionist takes damage during this full round action, he may still fire his breath weapon, but it doesn’t count as Powerful Exhalation and the dragon evolutionist still must wait the normal “cooldown” time of 2d4+1 rounds.
    Starting at 18th level, a dragon evolutionist may use Powerful Exhalation without daily restriction.
    Powerful Exhalation is anything but subtle. The character emits a bone chilling roar when this ability is put to use, rendering all stealth attempts futile.


    True Dragon Form (Su)
    Upon attaining 20th level, a dragon evolutionist finally unlocks the one secret he’s been after his whole life - the ability to assume the form of a true dragon.
    The dragon evolutionist selects a single dragon race whose breath weapon he can emulate.
    As a full round action that provokes AoOs, the dragon evolutionist may take the physical form of a true dragon of the chosen dragon race. A dragon evolutionist may choose any dragon color and age category with HD up to his Dragon Evolutionist class level, but is limited to dragon races with breath weapon damage type in his repertoire (initial choice + damage types gained via Breath Effect class feature).
    True Dragon Form may not be taken while Mask Draconic Traits is in effect.
    The total number of daily minutes in which a dragon evolutionist can maintain true dragon form equals the character's Dragon Evolutionist level. The duration needs not be consecutive, but must be taken in 1-minute increments.
    Shedding True Dragon Form takes a swift or immediate action.
    For all intents and purposes associated with combat and appearance, statistically speaking, a dragon evolutionist in True Dragon Form is effectively a dragon of his Dragon Evolutionist class level in HD, gaining all racial features except mental stats, invocations (see Miscellaneous I; entry #28), (Su) abilities and (Sp) abilities.






    Invocations:
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    Least
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    - All-Seeing Eyes (CM): As comprehend languages on written material, bonus on Search and Spot checks.
    - 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 Dragon Evolutionist 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 dragon evolutionist strikes a foe with a physical melee attack (natural/manufactured) during the dragon evolutionist's turn, the foe is affected as if targeted by the dragon evolutionist'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 Cha-mod (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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    Draconic Grip of Death
    Prerequisites: Imp. Grapple, Full draconic combat suite*
    Benefits: When grappling, as long as you're not pinned, you may full attack with your natural draconic weapons (bite, claws & tail) and nothing else.
    * There are 3 ways to uphold this prerequisite:
    1. Being a large dragon, which has obtained the aforementioned natural attacks
    2. Obtaining Dragon Evolutionist level 16
    3. Taking Dragon Ferocity feat (and all of its prereqs).

    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 dragon evolutionist 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: Dragon Evolutionist 7th level
    Benefit: You gain one breath effect with a minimum level no higher than your effective Dragon Evolutionist level - 5.
    Special: You may select this feat multiple times. Each time, you gain access to a new breath effect.

    Shield-Tail Method
    You have specialized in using your tail as a shield, rather than as a weapon.
    Requirements: Must have a Tail Slap natural attack.
    Benefit: 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.

    Truedragon Breath
    Benefit: Your heritage breath weapon (acid (line/cone), cold, electricity or fire) carries the secondary effect of a true dragon's breath weapon (e.g. lingering damage for acid attack and items ignite for fire attacks).



    Epic Dragon Evolutionist Feats:
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    Accelerated Dragon Transformation
    Requirement: True Dragon Form
    Benefit: You may transform as a swift action.

    Draconic Fusion
    You gain better control over your True Dragon Form.
    Requirement: True Dragon Form
    Benefit: The dragon evolutionist may now maintain True Dragon Form indefinitely.

    Extra Dragon Form
    Requirement: True Dragon Form
    Benefit: You may choose an additional True Dragon race. You may now use your True Dragon Form ability to assume the physical manifestation of that dragon race as well. You may not shift directly between dragon races – you must return to your normal evolved form to assume the form of different dragon races.

    True Dragon Life Force
    Requirement: True Dragon Form, Draconic Fusion
    Benefit: You have finally gained immortality. Your lifespan has now become infinite.



    "Doomsday" Breath Attacks
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    Sometimes, patience and diversification synergize in unexpected and unusually potent ways.
    Rare individuals unlock the potential of charging certain draconic breath weapons with radiation to produce devastating attacks.

    Hellfire Breath
    Requirements: Fiery breath weapon, Path Devotion: Breath Damage, Solar Nimbus class ability (Radiant Soul), Radiant Burns
    Benefit: When using your fiery breath attack, you may also charge it with the afflictions of radiation (subject to the daily limits of Radiant Burns).

    Atomic Breath
    Requirements: Hellfire Breath, Discorporating Breath of Bahamut, Force Breath, Blinding Radiance class ability (Radiant Soul)
    Benefit: This (obviously epic) most powerful of breath weapons combines Discorporating Breath of Bahamut with Force Breath and the highest effects of the afflictions of radiation (subject to the daily limits of Radiant Burns) into one devastating breath attack.
    This breath attack counts as Disintegrate effect for all intents and purposes – it also disintegrates objects (even those made of force).






    Draconic Feats – Dragon Evolutionist Alternatives:
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    This section is meant for providing partial alternatives to the Dragon Evolutionist – 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.
    - Warlocks that are 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 #28). Also, notice that true Neutral warlocks (as in possessing no alignment extreme) may only take Draconic feats as heritage feats. Nonetheless, as far as EB goes, they must choose an alignment to base it off of.
    - 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] (Su)
    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 [HD/3 plus 1/2 num. Draconic feats] you possess.
    Just like true dragons, your breath weapon has a cooldown period of 1d4 rounds.

    Draconic Breath Versatility [DRACONIC]
    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 [DRACONIC]
    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] (Su)
    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.

    Draconic Resolve [DRACONIC]
    Requirements: Draconic Senses, Draconic Skin, Any other 2 Draconic feats
    Benefits: You gain immunity to paralysis and sleep effects.

    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'.
    Special: Dragonwrought Kobolds count as having this feat as bonus feat.

    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.
    Special: Dragonwrought Kobolds count as having this feat as bonus feat.

    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 gain +10 to Jump checks.
    3 feats: You may glide, as detailed for Draconic Form feature above.
    4 feats: You gain Limited Flight, as detailed for Draconic Form feature above.
    5+ feats: You gain Effortless Flight, as detailed for Draconic Form feature above. If you have taken both Draconic Bite and Draconic Claws, then you may now also make Wing Attack like a large true dragon.
    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 turn, you gain DR [X]/magic, where [X] equals the level 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.
    Special: If you also have Draconic Knowledge, 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)

    * "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.




    Mask Draconic Traits [Draconic] (Su)
    Requirements: Any Draconic traits not of your original race
    Benefits: You may completely erase any physical characteristics that would indicate your draconic heritage.
    This may be attempted a number of times per day equal to your Con-bonus (minimum 1).
    Masking draconic traits is a polymorph effect that requires a standard action, provokes AoOs and is prone to failure as a spell with SL equal to 1/2 your character level rounded up.

    Assume Dragon Form [Draconic] (Su)
    Requirements: Draconic Bite, Draconic Breath (Su), Draconic Claws, Draconic Ferocity, Draconic Presence, Draconic Resolve, Draconic Senses, Draconic Skin, Draconic Tail, Draconic Wings, Mask Draconic Traits.
    Benefits: This feat works exactly as described for True Dragon Form class feature specified above, with two exceptions:
    1. The total amount of daily minutes equals the character's number of Draconic feats plus Con-mod.
    2. The character's true dragon form may only ever emulate the dragon race associated with the character's draconic heritage race.






    Draconic Feats' Continuation:
    Spoiler
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    Some of the feats above (or their prereqs) may fulfill the prerequisites for Dragon racial feats (post #28) as specified below:

    Alternative Breath: Draconic Breath
    Aquatic: Dragontouched or Dragonwrought Kobold
    Burrowing: Draconic Bite, Draconic Claws, Draconic Skin
    Strong Flyer: Draconic Wings (effortless flight)
    Lesser Shapeshifting: Draconic Bite, Draconic Claws, Draconic Skin, Draconic Tail, Draconic Wings

    Note: The Dragon feats that are not specified above are available once their requirements are fulfilled and require no further specifications.




    Last edited by nonsi; 2019-04-06 at 12:51 AM.

  24. - Top - End - #24
    Ogre in the Playground
     
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    Apr 2010

    Default Weirding Channeler , Portalist

    .
    Class: Weirding Channeler

    Spoiler
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    Preface
    Spoiler
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    A weirding channeler 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.
    Weirding channelers 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: Weirding Channeler
    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 (2)
    4th +3 +1 +4 +4 Sudden Relocation
    2nd
    5th +3 +1 +4 +4 Mindspeak
    +2
    Suggestion (3)
    6th +4 +2 +5 +5 Immaculate Awareness
    3rd
    +2
    7th +5 +2 +5 +5 Kwisatz Haderach, Extreme Focus, Spontaneous Visions, The Chosen One
    Shout* (4)
    8th +6 +2 +6 +6 Perceptive Grace
    +3
    4th
    9th +6 +3 +6 +6 Innate Deflection
    +3
    Dominate Person (5)
    10th +7 +3 +7 +7 Abundant Influence
    5th
    11th +8 +3 +7 +7 Sensory Stowaway
    +4
    Mass Suggestion (6)
    12th +9 +4 +8 +8 Projected Blow
    6th
    +4
    13th +9 +4 +8 +8 Mental Copy
    Greater Shout* (7)
    14th +10 +4 +9 +9 Spectral Echo
    +5
    7th
    15th +11 +5 +9 +9 Tap Onto The Masses
    +5
    Dominate Animals** (8)
    16th +12 +5 +10 +10 Mind Fused With Matter
    8th
    17th +12 +5 +10 +10 Flurry of Relocations
    +6
    Dominate Monster (9)
    18th +13 +6 +11 +11 Extreme Rationality
    9th
    +6
    19th +14 +6 +11 +11 Foresight
    Power Word Kill (10)
    20st +15 +6 +12 +12 Computing Aura
    +7
    10th



    Class Features


    Class Skills: All. Weirding channelers have an innate talent to learn just about any skill as easily as anyone else.
    Skill Points per level: 4 + Int-mod.

    Weapon and armor proficiency: Weirding channelers are proficient with all simple weapons and all martial weapons that are light or finessible, as well as Unarmed strike. They’re also proficient with light armor.



    The Weirding Ways (Ex)
    Weirding channelers forever handle themselves to improve the power of their minds.
    A weirding channeler starts with a Weirding pool of 3 plus his Int-mod. Every time a weirding channeler levels, his Weirding pool capacity increases by +2.
    A weirding channeler’s Weirding pool Regains 1 point / hour of not straining one’s self (fighting, running, laboring, using Weirding etc), and is fully recovered by a full night's rest.


    Backlash
    The weirding channeler is still a mortal being with limits, and cannot strain his mind infinitely.
    Every time a weirding channeler 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 weirding channeler's ability backlashes, doesn't mean it fails. Weirding channelers’ abilities don’t fail.


    Analytical Effort (Ex)
    Weirding channelers 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 weirding channeler can add his Int-mod to any single d20-based effort that take 1 round or less to execute.


    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 weirding channelers start with the following feats as bonus feats even without meeting their prerequisites: Combat Reflexes, Improved Disarm, Improved Grapple and Improved Unarmed Strike.


    Scorn Wealth
    Weirding channelers 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 weirding channeler 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 weirding channeler 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)
    Weirding channelers know how to alter and manipulate their voice to influence others in various ways.
    Except for the effects detailed below, all “The Voice” powers emulate the official spells of the same name.
    In addition, the character gains a +1 competence bonus on all Bluff, Diplomacy, and Gather Information checks, and a +2 competence bonus on Perform (storytelling).
    Weirding channelers 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 core of sentient beings and animated objects from the inside, thus skipping inanimate targets completely. By investing one more extra Weirding point, a weirding channeler can affect only specific targets – up to 1 target per Int-bonus – or exclude up to this number from the lot.
    Special: Weirding channelers are immune to “The Voice”-generated Shout & Greater Shout only when they’re modified to exclude inanimate objects, given weirding channelers 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 weirding channeler 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 + Weirding Channeler 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 weirding channeler may train with any melee, thrown or missile 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 weirding channeler falls asleep.


    Superior Unarmed Strike
    At 2nd level, a weirding channeler gains Superior Unarmed Strike as bonus feat.


    Int Increase
    A weirding channeler’s intense mental training and practice continuously increase his Int-score, starting at 2nd level as shown in the table above.


    Placebo (Ex)
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    At every even level, a weirding channeler may learn a Placebo.
    Placebos, as far as the weirding channeler 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 allow 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 weirding channelers to endure physical hardships and serves as the weirding ways’ Mind-Over-Body ability.


    Recall Memories (Ex)
    By spending 1 Weirding point, a 3rd level weirding channeler 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 weirding channeler gains ½ his class level as a bonus to all trained Knowledge checks.


    Deflective Shield (Ex)
    Starting at 3rd level, a weirding channeler 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 weirding channeler must channel his mental power into it, investing 2 Weirding points as a standard action.
    Special: The device has to be altered by the weirding channeler 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 4th level weirding channeler 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 weirding channeler 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 weirding channeler 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 Weirding channeler 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, a 5th level weirding channeler 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)
    6th level weirding channelers have unparalleled awareness and pay attention to details like no one else can.
    They gain the benefits of Uncanny Dodge, and as long as their Weirding pool is positive, they also benefit from Improved Uncanny Dodge.
    Furthermore, weirding channelers become more dangerous foes as encounters are prolonged. By studying a chosen opponent, each combat round, at the beginning of his combat turn (starting at his second combat turn) a weirding channeler gains a cumulative +1 to his dodge AC, attack rolls and all combat maneuvers vs. the chosen opponent, capped by the weirding channeler's Int-bonus. A weirding channeler may switch between opponents, preserving whatever bonuses gained so far vs. previous opponent(s) and accumulating bonuses vs. newly chosen opponents (or continuing previous accumulations). The total amount of opponent's against which a weirding channeler can maintain such bonuses at any given time equals his Int-bonus. Such earned bonuses linger until a studied opponent has gained BAB increase (a level or two into the future) or until the weirding channeler has reached his quota and starts accumulating bonuses vs. a new target (which forces the weirding channeler to give up one of his previously chosen targets).


    Kwisatz Haderach ("prophetic leap") (Sp)
    Starting at 7th level, a weirding channeler may use any Divination spell as if he were a spellcaster of his weirding channeler level and with the appropriate ability modifier equal to his Int-bonus. 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 divination powers the weirding channeler used during the day before that one (so the first power requires no Weirding, the second requires 1, the third 2, etc).
    A weirding channeler will normally manifest any divination spell effect 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).
    Divination effects replicated by this feature have no material components or foci, even if they usually do when associated with other classes.


    Extreme Focus
    The path of a true weirding channeler - a Kwisatz Haderach - dictates unswerving devotion.
    A weirding channeler that has attained 7th level cannot take levels in another class, forever bound in his destiny, until he’s completed the journey to level 20. This realization is obtained upon gaining 6th weirding channeler level. This restriction may be ignored only if you receive a spontaneous vision showing you that you have taken levels in another class.
    Also, the weirding channeler’s alignment cannot be influenced by mortal means. If it is ever changed by direct divine intervention, it resets after 1 day per shift has passed (on either axis), to a maximum of 3 days. Until then, the weirding channeler does not gain XP.


    Spontaneous Visions
    Every once in a while, starting at 7th level, a weirding channeler 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 weirding channeler’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 weirding channeler use or benefit, but rather to reveal his destiny and limit his choices in future events to come. Regardless of their alignment, weirding channelers 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 weirding channeler should have a radically powerful incentive not to follow any direction his visions dictate (even self-preservation, or the wellbeing of his friends and family should be carefully assessed vs. the majority of his visions, should they contradict a specific vision).


    The Chosen One
    You have become a chosen of destiny.
    When it comes to spells / effects / powers / items / locations that weigh your qualities for "worthiness" (such as race / class / level / alignment / ability scores / HP / gender...), you always pass the test to receive the "treatment" that's most beneficial to you. This still does not let you activate items or react to effects in a manner that requires abilities / traits beyond your grasp (such as spellcasting, Turn Undead etc). If you're a male half-orc, for instance, a pregnancy spell will not cause you to conceive a child, but a unicorn would probably allow you to ride it if a reasonable need arises (you following the dictate of a spontaneous vision for instance).


    Perceptive Grace (Ex)
    An 8th level weirding channeler’s trained intellect and observation of the tiniest details and insights greatly aids his survivability and influence over others.
    He gains his Int-bonusd to initiative, all saving throws and all perception-associated skill checks (Appraise, Decipher Script, Listen, Search, Sense Motive and Spot).


    Innate Deflection (Su)
    At 9th level, a weirding channeler transcends his dependence upon the device that generates his deflective shield.
    From this point and on, as long as the weirding channeler has positive Weirding points left, his consciousness generates his Deflective Shield.


    Abundant Influence (Sp)
    The weirding channeler learns how to create tangible objects and materials with his very thoughts.
    Starting at 9th level and each level thereafter, a weirding channeler may learn a spell with the Force descriptor or a spell that’s categorized ‘Conjuration (creation).
    At 10th level, a weirding channeler may choose a 1st level effects. With each level thereafter, the SL available to him with this ability increases by +1, reaching 9th SL at level 19.
    A weirding channeler generates these effects as if he were a caster of his weirding channeler class level. 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 weirding channeler used during the day +1 (so the first spell effect requires 1 Weirding, the second requires 2, etc).
    A weirding channeler 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).
    Effects replicated by this feature have no material components or foci, even if they usually do when associated with other classes.


    Sensory Stowaway (Su)
    Every sentient entity emits minute traces of its thoughts and senses. Weirding channelers 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 weirding channeler 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 weirding channeler’s Int-bonus (min 1).
    As long as the weirding channeler 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 Weirding Channeler class level. The weirding channeler can tap onto more of its target’s senses, by spending a standard action. Using any of the target’s senses nullifies the weirding channeler’s corresponding senses.
    Writer’s Comment: Maud-Dib used his son’s eyes to neutralize the pace-dancer assassin.


    Projected Blow (Su)
    A 12th level weirding channeler learns to produce meager mental constructs to extend his attacks. By spending 1 Weirding point, when making a full attack, he can use his melee weapons at double range. If he does so, his weapons are treated as Force weapons.


    Mental Copy (Su)
    A 13th level weirding channeler may generate a replica of himself made of force. Creating and dismissing a mental copy is a standard action. Maintaining a mental copy requires 1 Weirding point per 10 minutes.
    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 weirding channeler loses 1 Weirding.
    - A Mental Copy still has all (Ex), (Su) and (Sp) abilities of the weirding channeler. It can use abilities that spend Weirding. In this case, both the weirding channeler 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 weirding channeler, it perceives all that the weirding channeler perceives. The weirding channeler and his Mental Copy communicate telepathically. It is not as immersive for both of them however. The weirding channeler 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 weirding channeler’s ability to “be there without actually being there”.


    Spectral Echo (Su)
    By spending 1 Weirding point, a 14th level weirding channeler 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 15th level power greatly enhances its “younger sibling”: Sensory Stowaway.
    First, the weirding channeler now continuously senses all creatures around him.
    Second, by spending 2 Weirding points, the weirding channeler 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 weirding channeler 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 weirding channeler 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 weirding channeler is irrelevant, as long as he is conscious.


    Flurry of Relocations (Su)
    As a full round action, a 17th level weirding channeler 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 weirding channeler 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 weirding channeler 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.


    Foresight (Ex)
    At 19th level, a weirding channeler now constantly benefits from Foresight spell effect.


    Computing Aura (Su)
    At level 20, knowledge starts passively seeping out of the weirding channeler. Everyone in a 60' spread centered on him gains Weirding points equal to a third of the weirding channeler'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 weirding channeler may choose specific targets to not be affected by this aura, with a Weirding cost of 1 per affected target per hour.









    Weirding Channeler Feats
    Spoiler
    Show

    Extra Placebo
    Requirements: Placebo class feature
    Benefits: you learn an additional placebo.
    This feat may be taken multiple times.

    Extended Relocation
    Requirements: Weirding Channeler level 7
    Benefits: The distance you may cover using your Sudden Relocation increases to 30'.

    Improved Deflection
    Requirements: Innate Deflection
    Benefits: the deflection AC granted by your Innate Deflection increases by +1.
    This feat may be taken multiple times.

    Insightful Finesse
    Requirements: Immaculate Awareness
    Benefits: Whenever the weirding channeler wields a finessible weapon with which he's proficient, he may substitute his Dex-bonus to attack rolls with his Int-bonus.





    Class: Portalist
    Spoiler
    Show

    Preface
    Spoiler
    Show

    A portalist can, unsurprisingly, create portals.
    A portal is a rift in the fabric of space, bridging the distance between two locations.
    While not particularly powerful in solo operations, a portalist can add a significant contribution to a party's combat tactics on the battlefield, and aid in bypassing obstacles.
    This class is based off of Jormengand's Portal Mage, with some clarifications, restrictions and additions on my side.



    Hit Die: d6

    Table: Portalist
    Saves Special
    Level BAB F R W Class Abilities Max Portal Radius Max Portal Distance
    1st +0 +0 +2 +2 Portal Creation (Limit 1)
    5'
    10'
    2nd +1 +0 +3 +3 Dimensional Strike 1d6
    5'
    20'
    3rd +2 +1 +3 +3 Portal Creation (Limit 2), Fixed Portal (x 10, Limit -2)
    10'
    30'
    4th +3 +1 +4 +4 Dimensional Strike 2d6
    10'
    40'
    5th +3 +1 +4 +4 Portal Creation (Limit 3), Sudden Portal (1/round)
    10'
    60'
    6th +4 +2 +5 +5 Dimensional Strike 3d6
    15'
    80'
    7th +5 +2 +5 +5 Portal Creation (Limit 4)
    15'
    100'
    8th +6 +2 +6 +6 Dimensional Strike 4d6, Fixed Portal (in miles, Limit -3)
    15'
    120'
    9th +6 +3 +6 +6 Portal Creation (Limit 5)
    20'
    150'
    10th +7 +3 +7 +7 Dimensional Strike 5d6, Sudden Portal (2/round)
    20'
    180'
    11th +8 +3 +7 +7 Portal Creation (Limit 6)
    20'
    210'
    12th +9 +4 +8 +8 Dimensional Strike 6d6
    25'
    240'
    13th +9 +4 +8 +8 Portal Creation (Limit 7), Fixed Portal (same planet/game-world, Limit -4)
    25'
    280'
    14th +10 +4 +9 +9 Dimensional Strike 7d6
    25'
    320'
    15th +11 +5 +9 +9 Portal Creation (Limit 8), Sudden Portal (3/round)
    30'
    360'
    16th +12 +5 +10 +10 Dimensional Strike 8d6
    30'
    400'
    17th +12 +5 +10 +10 Portal Creation (Limit 9), Gate
    30'
    450'
    18th +13 +6 +11 +11 Dimensional Strike 9d6, Fixed Portal (limitless within plane, Limit -5)
    35'
    500'
    19th +14 +6 +11 +11 Portal Creation (Limit 10)
    35'
    550'
    20th +15 +6 +12 +12 Dimensional Strike 10d6, Sudden Portal (4/round), Fixed Gate (anywhere, Limit -7)
    35'
    600'




    Class Skills: Balance, Climb, Concentration, Craft, Hide, Jump, Listen, Move Silently, Spot, Swim and Tumble.
    Skill Points per Level: 4 + Int-mod

    Weapon and armor proficiency: A portalist is proficient in all simple weapons, all light and one-handed martial weapons, Shortbow, Light Armor and Buckler.



    Portal Creation (Su)
    A portalist can create portals. A portal is a pair of monodirectional circular planes such that entrance to one causes exit from the other. Creatures and objects cannot via whatever means be torn apart by a portal: either the whole thing enters or none of it (in particular, if at least half of a creature or object passes through the portal, the entire thing does). Locations on one portal are analogous to locations on the other - entrance to the top of one portal causes exit from the top of the other, though portals may be rotated or reflected such that "Top" is actually at the gravitational bottom of the portal. Creatures also cannot pass through the same half of a portal twice in a round - they can go once forwards and once back, but cannot be forced into an endless fall loop.

    To open a portal, a portalist must have both sides (entrance and exit) within line of sight and line of effect.

    A portalist's allies and the portalist can see through the portals to determine what lies at the other end; other creatures cannot.
    Conferring such a gift upon another requires a standard action and a touch. The benefit lasts for 24 hours and applies only for the portals of the portalist that has granted it.
    Portals emit enough light that it usually isn't possible to fail to see one and walk through it accidentally, though if covered they can be made into traps if one has suitable craftsmanship. The save DC is trap-dependent and not a function of the portal itself, though.

    A portalist can create one portal as a standard action which does not provoke attacks of opportunity.

    The "Maximum Portal Distance" column stands for the greatest distance where either sides of a portal may be created and sustained away from the portalist. In case of horizontal/tilted portals, any part of either sides must be within range.
    When a portalist ventures too far from a portal's entrance or exit, the portal vanishes immediately.

    Circular Portals: The table also notes the maximum radius of the portals. Anything that can fit even halfway through the portal can go through, and almost any creature is able to jump through almost any kind of portal even if they take up too much space in combat usually.
    Rectangular Portals: A portalist may create rectangular portals with two restriction:
    1. A rectangular portal must fully fit in, geometrically, within the largest circular portal the portalist can create.
    2. The portal's larger dimension cannot exceed 3 times its smaller dimension.

    Finally, the portalist can create a maximum of one portal, plus one per two levels after first (referred to as ["Limit" + <number>] in parentheses in the table above), after which further portals must be moved or destroyed to make way for new ones. Moving a portal is a standard action and destroying one is a swift action. Each portal is a noticeably different color and they can therefore be told apart by creatures who can see them (but two halves of the same portal are the same color).

    Portals have an unusual behavior when used not as intended:
    Crossing the "Entrance" part from the opposite side has no effect. Anyone and anything that does, simply exits on "the right side".
    Crossing the "Exit" part from the opposite side has no effect, just as for the "Entrance" part.
    Crossing the "Exit" part from "the right side" is impossible. Anyone and anything that does is simply blocked.
    This means that two ends of a portal can even be superimposed to turn entrants directly back around, or one end of a portal can be put onto the end of another portal to increase the effective maximum falling distance. You cannot however create a closed group of portals where each exit is also an entrance.

    A portal may not be created in between solid objects that are in contact with one another, so it is impossible for instance to open a portal under a creature or object in contact with the ground.

    Portals are rifts in the fabric of space, not magical transportation. Creatures with SR and even creatures and items with total spell immunity travel through portals normally. Furthermore, travel prohibition spells such as Dimensional Anchor don't have any power over portals.

    It is impossible to define exactly what happens when one passes through a portal. There are too many possibilities to list individually. However, in general, a creature who puts a weapon through a portal but doesn't follow it through is disarmed of it. An attack made through the portal with a melee weapon therefore always requires that the weapon be dropped. Weapons can be thrown through the portal, although a creature who can't see through the portals suffers a 50% miss chance due to total concealment. A creature or object which doesn't fit at the other end is shunted into the nearest space they can occupy. A creature who fires at a portal may accidentally fire at something they didn't intend to if they can't see the other side - make an attack roll with a +0 bonus (ignore the firer's actual attack bonus) against the first target the projectile might hit, if any. A creature throwing a splash weapon can attempt to hit a hypothetical square on the other end even if they can't see what's on the other side at all, but takes a -4 penalty. For example, a creature could try to throw a splash weapon three squares through the portal. A creature which accidentally shoots itself in the back with a weapon is flat-footed against the attack.

    Creatures who are dropped on the floor by a portal usually take falling damage, and may take more than usual if they were running at speed before they entered the portal - add the distance travelled into the first half of the portal to the falling damage if the second half of the portal opens down. Similarly, a portal may throw a creature sideways into a wall or even up into a ceiling after a long fall, which still deals falling damage - subtract any distance moved upwards from the falling damage, though. For example, a creature who falls 40 feet and then falls into a portal which throws them up 10 feet into a ceiling takes 3d6 points of damage, and then falls normally and takes real falling damage.

    A creature who can't see through a portal can move through one, but they can't react to anything on the other side of the portal in the same turn unless they are confident that it's there before entering the portal (at least, confident enough to state their intention before passing through the portal).


    Dimensional Strike (Ex)
    At second level a portalist can deal extra damage to a creature by catching them unawares with a portal. The portalist's attack deals 1d6 points of extra damage per 2 levels if the portalist used a portal to move this turn, and wasn't previously observable by the target of the attack before using the portal. The target is also automatically flat-footed against such an attack.

    This extra damage represents the wounds that can more easily be caused to a creature caught off-guard by such an unorthodox fighting style, so it isn't subject to the same kinds of immunities as sneak attacks - you can deal extra damage to an ooze if you rush out of a portal and slice it up while it's moving the wrong way to stop you.


    Fixed Portal (Su)
    At 3rd level, a portalist learns how to establish fixed portals.
    A fixed portal requires 1 minute to create and has a range 10 times greater than a regular portal, and it doesn't disappear when the portalist ventures out of normal range.
    Each fixed portal reduces the character's number of portals by 2 (meaning that a single fixed portal renders a portalist virtually deprived of most combat-associated class abilities).
    A fixed portal takes 1 round to dismiss. Dismissing a fixed portal can be done from any distance.
    At 8th level, a fixed portal may have a range in miles instead of feet, at an expense of 3 available portals.
    At 13rd level, a fixed portal may have a limitless range within the character's current planet/game-world, at an expense of 4 available portals.
    At 18th level, a fixed portal may target anywhere within the character's current plane, at an expense of 5 available portals.

    Fixed portals obviously span a lot farther than regular portals, but still don't serve as replacement for teleportation powers. It is not necessary to have line of sight to a fixed portal's exit point, though the entry point must still be within your normal portal distance. Line of effect must still be maintained vs. both ends in order to open a fixed portal.


    Sudden Portal (Su)
    Once per round per five levels, and no more than once per level in a given hour, a portalist can move, remove or instate a portal as a free action at any time, even during the resolution of an action: the portal can be created during a creature's movement and even while it's moving from one square to the next, or between two attacks of a spell with multiple shots, or during the flight of an arrow. The portal immediately springs into being, which may drop a creature into the path of a shot, reflect a fireball bead to another location while the bead is in flight, or engineer some other devious stratagem. The exception is that a portal cannot be moved or removed while a creature is actually passing through it, for obvious reasons.
    A creature whose movement path goes through a portal opened with the Sudden Portal ability may forfeit its action and attempt a Ref save vs. DC [10 + 1/2 Portalist level + Dex-mod] to stop dead in its tracks and avoid entering the portal.


    Gate (Sp)
    At 17th level, the portalist can use Gate once per ten minutes as a spell-like ability.


    Fixed Gate (Su)
    At 20th level, just like a fixed portal, a fixed gate may be established, at an expense of 7 available portals.








    Portalist Feats
    Spoiler
    Show

    Bidirectional Portal
    Requirements: Fixed Portal
    Benefit: You can make a portal bidirectional. A bidirectional portal allows entrance and exit from both sides.
    Making a portal (regular/fixed/sudden) bidirectional costs 1 Limit.


    Breach-Portal
    Requirements: Portalist level 9
    Benefits: You may now circumvent the restriction of line-of-sight and/or line-of-effect. Either alleviation costs 1 limit.
    In case of fixed portals, circumventing line-of-effect restriction costs 2 limits.


    Extra Limit
    Requirements: Portalist level 6
    Benefits: Your Limit count increases by 1.
    This feat may be taken once per 6 Portalist levels at most.


    Enveloping Portal
    Requirements: Sudden Portal (2/round)
    Benefit: By spending 2 uses of Sudden Portal, the portalist may momentarily create a mobile portal near a creature or object.
    The mobile portal envelops the target and "spits it out" wherever the portalist designates as the exit point.
    The target may attempt a Ref save vs. DC [10 + 1/2 Portalist level + Dex-mod]. If the target is unaware of the portalist, the save DC is increased by +1 for each damage die associated with the portalist's Dimensional Strike ability.
    An enveloping portal disappears the instance the target has passed through its exit or the save was successful.



    Last edited by nonsi; 2020-03-21 at 02:28 AM.

  25. - Top - End - #25
    Ogre in the Playground
     
    nonsi's Avatar

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    Apr 2010

    Default Time Bender , Telekineticist

    .
    Class: Time Bender

    Spoiler
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    Preface
    Spoiler
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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 but 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. There's a lot you can do with time and the PF Time Thief barely scratches the surface).
    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.



    Hit Die: d8

    Table: Time Bender
    Saves
    Level BAB F R W Special
    1st +0 +0 +2 +0 Mote of Time, Child of Time, Improved Initiative
    2nd +1 +0 +3 +0 Temporal Talent, Bonus Feat
    3rd +2 +1 +3 +1 Temporal Talent, Mote of Time (damage, dodge)
    4th +3 +1 +4 +1 Temporal Talent, Bonus Feat
    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, Bonus Feat
    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, Temporal Stability
    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, Bonus Feat
    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, Bonus Feat
    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, Bonus Feat
    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.

    Weapon and armor proficiency: Time Benders are proficient with all simple and martial melee weapons that are light or finessible, as well as simple range weapons. They’re also proficient with light armor.



    Mote of Time
    - A time bender has a pool of motes equal to [3 + Che-bonus + (2 x Time Bender level)]. Each hour of not using motes or Aevum restores one mote.
    - 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.


    Child of Time (Ex)
    A time bender's growing control over time grants him certain temporal resistance. For each odd level gained in the Time Bender class, a character gains a cumulative +1 on all saves/checks/attempts to resist undesired temporal manipulation – be they from spells, invocations, Time Bender powers or any other source.


    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, plus 1 HP per time bender's class level, 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.

    Spoiler: New Talents
    Show

    - Slippery Mind (Su)
    This talent functions as given for the core Rogue.

    - Withering (Su)
    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).

    - Precognition (Su)
    You receive messages of warning sent from your future self.
    Prerequisites: Time Bender 7, Wis 13.
    Benefit: You periodically receive information sent back in time from near-future versions of yourself. Such messages are of necessity brief and often vague, as your future self-wrote them in such a way as to not invalidate the warnings they contain while at the same time minimizing their negative impact on the future timestream.
    As a standard action you may spend one aevum to gain the benefits of a Divination spell with 90% effectiveness.

    - Second Thought (Su)
    Benefits: As a swift or immediate action, the character can spend a mote to refresh memories of the past to review everything he has ever learned on a specific subject.
    This allows the character to re-roll one failed Knowledge check with a bonus equal to half his Time Bender level. This also allows the character to make unskilled Knowledge checks for questions with a DC as high as [15 + (1 / Time Bender level)] rather than the normal limit of DC 10.

    - Elsewhere In Time (Su)
    You slightly augment your position within reality
    Prerequisites: Time Bender 9
    Benefit: You have learned how to rewrite the very last moment of your existence within spacetime.
    You may reposition yourself anywhere you could've ventured to since 1 round ago, had you decided to physically go there.
    For this option to make itself available, you can't have physically affected others and you can't have been physically affected by others during the last round.



    Bonus Feat
    At levels 2 and 4, and every 3 levels passed 4th, a time bender gains a bonus feat. These bonus feats serve for the sole purpose of taking Time Bender feats.


    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 "Rogue 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.

    Spoiler: New Aevum Powers
    Show

    - Restore Timeflow: 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.

    - Temporal Acceleration:
    You enter another time frame, speeding up to the point where everything else seems frozen, though they are actually still moving at normal speed. You are free to act for 1 round of apparent time. You may perform actions as detailed below:
    - You can move, and manipulate items (move them about / set them to drop ...) and creatures (push / render prone / push off a ledge...), provided you can handle their weight.
    - You may cast spells and activate abilities.
    - While your temporal acceleration is in effect, other creatures and objects are invulnerable to you. However, a power you manifest that affects an area and has a duration longer than the remaining duration of your temporal acceleration has its normal effect on creatures in the area once this power ends.
    - Any material – no matter how flexible in normal time – is completely rigid to you.
    - You are undetectable by any means while your temporal acceleration lasts.
    - While under the effect of this power, Normal and magical fire, cold, acid, and the like can still harm you.
    - When your temporal acceleration expires, you resume acting during your current turn in the standard time frame. You are shaken for 1 round upon your return to normal time.
    You must be at least 14th level to choose this power


    Temporal Stability (Ex)
    Starting at 10th level, a time bender's mastery of temporal manipulations makes him elusive to such undesired effects.
    The character now rolls twice when resisting temporal manipulations, taking the better result of the two.


    Advanced Talent
    - Time to Kill (Su): This power is removed, because SA is an acquired practice in which more than just timing is involved.

    Spoiler: New Advanced Talents
    Show

    - 24 Hours (Su)
    As a standard action touch attack, the target creature (time bender included) experiences a single day’s worth of rest and relaxation.
    The target receives all the benefits (and drawbacks) of 24 hours of full rest, including hit point recovery, ability damage repair, aging, poisons, diseases, bleeding, expiration of spell effects and so on.
    The target is allowed a save to avoid the effect. Furthermore, save or no save, if a creature is targeted more than once within a 24-hour period, the creature remains unaffected.

    - Reverse Entropy (Su)
    The time bender can make the flow of objects move in reverse in a controlled manner within a volume of up to one 5' cube per Time Bender level.
    This entropy reversal can be used to separate liquids or gases, convert magic/nonmagic items into their crafting components, repair broken objects, or any number of additional things of the same sort.
    Reverse Entropy has no effect on creatures of any sort.

    - Temporal Slide (Su)
    The time bender can manipulate time as he moves, allowing him to seemingly disappear and reappear elsewhere instantaneously.
    As a free action, the time bender moves at his current speed.
    This ability can be used only once per round.

    - Time Push (Su)
    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
    Spoiler
    Show


    Accelerated Crafting
    You may speed up crafting processes dramatically.
    Requirements: Withering talent, Alternate Self, Craft (any) 8
    Benefit: Each mote spent accelerates 1 day of crafting into a single minute, and cuts down the cost for that day by half.
    But this goes further than that. The materials manage themselves and interact, while you experience the full process of crafting (and age accordingly).
    This power also extends to affect the flow of magical powers woven into the crafting, but the downside is that it only applies to things you can craft on your own.
    While this power is in effect, you're totally oblivious to your surrounding. Any interference ruins a day's worth of crafting.


    Aevum Mastery
    Requirements: Time Bender level 8.
    Benefit: You gain one additional Aevum power for which you meet the prerequisites.


    Aevum Power
    Requirements: 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.


    Afflictions of Time (Su)
    Requirements: Time Bender level 11
    Benefits: As a standard action, the time bender points a finger and fires a disruptive ray at a single creature within 60'. If he hits on a ranged touch attack, the targeted creature has its physical attributes temporarily modified as if its age category had increased.
    - When spending 1 mote, the target's physical attributes shift to mirror a single age category shift.
    - When spending 3 motes (1 + 2), the target's physical attributes shift to mirror two age category shifts.
    - When spending 7 motes (1 + 2 + 4), the target's physical attributes shift to mirror three age category shifts.
    This mote investment continues to double with each additional age category shift.
    The target creature may resist each age-step shift by making a successful Fort save vs. DC [10 + 1/2 level + Cha-mod]. Each age-step counts as a separate effect. No matter how many motes are invested into the effect, once the target creature has reached "venerable" ("wyrm" for true dragons – see RotD, p.39), any further age-step shifts are ignored.
    The age affliction is alleviated (or lost, in case of true dragons) at a rate of 1 step per hour.


    Ageless (Su)
    Requirements: Time Bender level 11
    Benefits: The character does not physically age.
    This requires the character to permanently lose one daily use of Aevum, which is used to hold all physical effects of aging at bay.
    The character still receives the positive adjustments to Int, Wis, and Cha for aging when he reaches the appropriate age categories.


    Alternate Self (Su)
    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.


    Anchored in Time (Su)
    Requirements: Time Bender level 11
    Benefits: Some time benders are anchored in their current timelines, making it very difficult to kill them. Whenever a character with this power is killed, 5 motes of time are expended as a free action (which may be taken even when it is not his turn) to force whatever effect killed him to be rerolled (if an attack roll was required that roll is rerolled, if a failed saving throw killed him he may reroll the save, if damage from neither an attack roll or a failed save killed him, the damage is rerolled). If the effect targeted more than one creature, only the time bender’s result is rerolled.
    The time bender must abide by the second result, even if it is worse.


    Entropic Ricochet
    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.
    You may continue targeting creatures as long as the number of damage dice is greater than ZERO.


    Extra Aevum Reserve
    Requirements: 3 daily uses of Aevum Class Feature, Pieces of Time
    Benefit: You gain one extra daily use of Aevum.


    Future Sight (Sp)
    Requirements: Personal Time Aevum, Back to the Future advanced talent, View The Past feat
    Benefits: As a 1-round action, by spending 6 motes and 2 uses of Aevum power, you activate Personal Time to linger for 24 hours instead of a single round.
    When you decide to undo a given round, the effect ends.


    Fork in Time
    You may examine different timelines according to different choices of a given situation.
    Requirements: Precognition talent, Future Sight
    Benefits: When facing a decision, you may pay 1 Aevum per option of that decision that you wish to explore (minimum 2 Aevum).
    You may examine the consequences of each choice up to 24 hours into the future, but this could be further restricted if the DM has information about another decision-making situation within the next 24 hours that might be tied to the examined choice.


    Gaze into History (Sp)
    Requirements: Time Bender level 17, View The Past feat
    Resource Cost: [1 Aevum + (3 motes per time span category)]
    Benefits: This feat allows you to mimic Hindsight spell (SC, p.114), with the exception that the process takes but 1 minute to complete and requires no focus.


    Greater Aevum Power
    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
    Requirements: Time Bender level 6, 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.


    Lost Time (Su)
    Requirements: Time Bender level 11
    Benefits: As a swift/immediate action, the time bender can spend motes to make creatures within 60' – none of which more than 30' apart – to lose their next swift/immediate action.
    Each mote spent allows the time bender to target a single creature.
    Each target must make a Fort save vs. DC [10 + ½ level + Cha-mod] or lose its next swift/immediate action.


    Mote Power
    Requirements: Mote of Time Class Feature
    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.


    Space-Time Liberation (Sp)
    Requirements: Time Bender level 15, Time Push Advanced talent, Personal Time Aevum
    Benefit: As a full round action, you may remove yourself from reality and reappear anywhere else in it, transporting yourself and up to 100lbs of carried gear and equipment, as if with Greater Teleport and/or Greater Plane Shift. You may take another corporeal creature with whom you share space. The target creature is allowed a Will save vs. DC [10 + 1/2 Time Bender class level + Cha-mod].
    In addition, you may choose to vanish from time for a duration of your choice - up to 1 day per [class-level + Cha-mod]. If you do so, you cease to exist for the period you have chosen, with no time passing for you or effects upon you, until you reappear. When you return to the normal time flow, you (and your "traveling companion") are stunned for 1 round, then nauseated for 1 round, then sickened for 1 round.
    Using either Greater Teleport or Greater Plane Shift costs [1 use of Aevum + 5 motes] each.
    Using Time Vanish costs 2 uses of Aevum and 8 motes.
    Special: You may combine two of the above options or all three options at once, paying the cumulative cost.


    Spare Time (Su)
    Requirements: Motes of time pool.
    Benefit: Your pool of motes of time increases by 3 mote points.
    Special: You can gain this feat multiple times. Its effects stack.


    Steal Time (Su)
    Requirements: Aevum:Bolt Time power.
    Benefits: To use this feat, you must have a corporeal creature within 60'.
    At the beginning of your turn, as a free action, you spend a number of motes as you desire, but no more than 1/3 your Time Bender class level. Each mote counts as 1 round (among consecutive rounds, starting when this ability was activated) in which your target must make a successful Fort save vs DC [10 + Time Bender level + Cha-mod] or become slowed. Each round in which your target is slowed, you become hasted (as the haste spell, not the Bolt Time ability effect).


    Time Leech (Su)
    Requirements: Time Bender level 11
    Benefits: The time bender may attempt to steal the coming action(s) of a target in line of sight within 60'.
    The time bender may invest an ever growing amount of motes to deprive a target of an ever increasing amount of motes (and action) as follows:
    1 mote: swift/immediate action
    2 motes: move action
    3 motes: standard action or swift + immediate actions
    4 motes: full round action
    5 motes: 1-round of actions
    This power's action toll equals the amount of time you attempt to steal from the target.
    The target is allowed a will save vs. DC [10 + 1/2 level + Cha-mod]. If the save is successful, the attempt is wasted. If the save fails, the target loses its coming action(s) during the coming round and time bender's investment is converted from loss into profit.
    Special: Time Leech is potentially harmful to both the character and the target. If the target fails its save, it suffers 1d10 damage per invested mote. If the target makes its save, the time bender suffers 1d6 damage per invested mote. A target may not voluntarily fail its save against this power.


    Time-Mastery of Self (Su)
    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.


    Timely Distortion (Su)
    Requirements: Aevum Power: Entropy
    Benefit: You may spend 1 mote, as part of activating Entropy aevum power, to add your mote bonus to the damage total.
    Special: If you also possess Entropic Ricochet feat, each target requires a separate mote investment for Timely Distortion to apply to it.


    Travel Backwards In Time (Sp)
    You've at last uncovered the secrets of detaching yourself from the time stream and traveling backwards in time.
    Requirements: Time Bender level 20, View The Past, Space-Time Liberation, Gaze Into History
    Benefits: Activation of this ability instantly transports the time bender to the same location, but at a different time in the past.
    The time bender can bring along objects and willing creatures totaling up to 50 lbs per Time Bender level. Unwilling creatures and objects in the possession of another person cannot be affected.
    Activating this power costs 1 daily use of Aevum per time frame category (see the table below). The time bender may reduce chances of mishap (see the table below) by investing 1 mote per 1% reduction.

    This power never transports the targets to the precise minute desired. This "drift" effect of not arriving at the precise time desired grows with the "distance" through time (measured in years, months, and weeks) traveled.
    To see how closely the character arrives at the planned arrival time, consult the table below.

    Temporal Distance Traveled Temporal Drift* Chance of Mishap
    1 day to 1 month +/- d8 minutes 5%
    1 month to 1 year +/- d8 hours 10%
    1 year to 10 years +/- d20 hours 15%
    10 years to 100 years +/- d8 days 20%
    100 years to 1,000 years +/- d20 days 25%
    1,000 years to 2,000** years +/- d20 months 30%
    * There is a 50% chance that the number is a negative number. Add or subtract the temporal drift to the destination time to determine the exact time of arrival.
    ** This is as far as you can go back in time with a single activation of this power
    Traveling backwards in time makes the traveler(s) experience a blur of all that has transpired from the point of destination to the current moment. This deals a tremendous amount of mental stress and trauma that's expressed in a permanent loss of 1 point to a mental ability score per time frame category, cycling between Wis, Cha and Int (in that order), to a maximum of 2 points loss to each mental ability.
    If the power fails (mishap occurs), the intended targets suffer ability drain (recoverable via Restoration) instead of ability loss.
    In both cases, the travelers are Stunned for 1 round, then Dazed for 1 round, then shaken for 1d4 rounds.

    Traveling backwards in time rewrites history from the moment of arrival (and nothing's to prevent a time bender from meeting an earlier version of himself), so it should be handled with extreme caution. There's no time paradox, you do not vanish if you kill your own grandfather, and time doesn't mend itself to "get back on track".

    Writer's Note: Allowing this feat should probably make time bending banned and outlawed just about everywhere.


    Unshatter Time (Su)
    You can converge the smaller, more easily manipulated pieces of stolen time under your 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.


    Unspoken Words (Su)
    Requirements: Time Bender level 5
    Benefits: This feat allows a time bender to examine multiple conversation scenarios with a given subject.
    The time bender engages in minor social banter with the subject and remembers how the subject reacted to various overtures and what (if anything) was learned during the exchange, but for the subject the conversation never took place.
    The time bender may make a Bluff, Diplomacy, or Intimidate check with a DC of:
    - 10 + subject’s Bluff bonus, or
    - 10 + subject’s Intimidate bonus, or
    - 10 + subject’s Sense Motive bonus, or
    (depending on the conversational scenario)
    - 15 + the subject’s hit dice
    (if no appropriate opposed skill check is to be made)
    On a successful check the time bender learns how the subject would respond to 1 specific question or statement.
    The answer is one the subject would give to a creature it has an attitude of friendly towards (see the Diplomacy skill for more information on attitudes).
    For every 5 points by which the time bender’s skill check exceeds the DC, the time bender gains the answer to another question or statement.
    The time bender may not spend a mote to affect the result of the skill check used in conjunction with this effect, for the simple reason that the actual conversation never took place.
    Additionally, whether the time bender successfully learns an answer to the question or not, he gains a +2 circumstance bonus to all Bluff, Diplomacy, Intimidate and Sense Motive checks made regarding the subject for the next 24 hours, as the time bender applies what he had learned about the subject’s response to various topics. This bonus is non-cumulative – multiple uses of Unspoken Words don't increase the 24-hour modifier of +2.


    View The Past (Sp)
    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.





    Class: Telekineticist

    Spoiler
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    Preface
    Spoiler
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    Telekinesis has been a present concept in sci-fi and fantasy ever since I can remember. I can't recall ever seeing a decent official proposal for a class that revolves around telekinesis. I've seen my share of homebrew proposals, but none of them felt worthy of a second thought (not because the writers weren't talented, but because it's damn hard to make one). I even tried my luck at making one and never got to 5th level, until I saw Jormengand's solution. It still felt incomplete, but the right infrastructure has finally been discovered.



    Hit Die: d8

    Table: Telekineticist
    Saves Special
    Level BAB Fort Ref Will Class Abilities
    Telekinesis Weight
    1st +0 +2 +0 +2 Telekinetic Hammer (1d3 / 5'), Telekinetic Force
    *0.25
    2nd +1 +3 +0 +3 Levitation, Ranged Legerdemain
    3rd +2 +3 +1 +3 Telekinetic Reflection +1
    4th +3 +4 +1 +4 Telekinetic Hammer (2d4 / 10'), Bonus Feat
    *0.5
    5th +3 +4 +1 +4 Telekinetic Storm: 1 step
    6th +4 +5 +2 +5 Flight (30', poor), Telekinetic Combat Maneuver
    7th +5 +5 +2 +5 Telekinetic Reflection +2
    *1
    8th +6 +6 +2 +6 Telekinetic Hammer (3d6 / 15'), Bonus Feat
    9th +6 +6 +3 +6 Telekinetic Storm: 2 steps
    10th +7 +7 +3 +7 Flight (60', average), Mind's Eye
    *2
    11th +8 +7 +3 +7 Telekinetic Reflection +3
    12th +9 +8 +4 +8 Telekinetic Hammer (4d8 / 20'), Bonus Feat
    13th +9 +8 +4 +8 Telekinetic Storm: 3 steps
    *4
    14th +10 +9 +4 +9 Flight (90', good), Telekinetic Wave
    15th +11 +9 +5 +9 Telekinetic Reflection +4
    16th +12 +10 +5 +10 Telekinetic Hammer (5d10 / 25'), Bonus Feat
    *8
    17th +12 +10 +5 +10 Telekinetic Storm: 4 steps
    18th +13 +11 +6 +11 Flight (120', perfect), Telekinetic Bubble
    19th +14 +11 +6 +11 Telekinetic Reflection +5
    *16
    20th +15 +12 +6 +12 Telekinetic Hammer (6d12 / 30'), Master of the Unseen Hand



    Class Features

    Class Skills: Autohypnosis, Balance, Bluff, Concentration, Craft, Diplomacy, Disable Device, Escape Artist, Jump, Profession, Sense Motive, Sleight of Hand, Spot, Tumble and Use Rope.
    Skill Points: 4 + Int-mod

    Weapon and Armor Proficiency: Telekineticists are proficient with all simple weapons as well as the rapier, the scimitar, and the short sword. They are also proficient with light armor.
    Telekineticists need their offhand to be free for their telekinetic abilities to function properly, but wearing medium or heavy armor doesn't interfere with their abilities apart from the nonproficiency penalty.



    Telekinetic Force (Ex)
    Telekineticists' signature power is, of course, telekinesis. A telekineticist can lift from afar an amount determined by their charisma score and the multiplier listed under Telekinesis Weight on Table: Telekineticist.
    This ability works on anything at up to Far range (480').
    To find out how much a telekineticist can lift, take the values on Table: Carrying Capacity, ignoring the telekineticist's size and number of legs and using their Cha in place of their Str, and multiply them by the number given under Telekinesis Weight. For example, a 7th-level telekineticist with Cha 18 uses 125, 250 and 375. The telekineticist can lift a "Light load" telekinetically at a maximum speed of [30' / round per class level], a "Medium load" at a half of that speed and a "Heavy load" at a quarter of that speed. Round down to the next 5' increment.
    Telekineticists can wield weapons like this by throwing them physically at their enemies. In this case, the telekineticist is considered essentially to be whacking the enemy with the item directly, using the telekineticist's Cha-mod in place of their Str-mod, and is considered proficient with the item at all cases.
    A telekineticist can wield multiple items and control them independently as a single standard action but their weights are combined to determine the speed at which they move. A telekineticist can move willing creatures but not unwilling creatures. Objects and creatures being moved do not fall between turns.
    Special: You can manipulate objects as if you were using one hand. This allows you to untie knots, open jars, and so forth. You can even write with a quill, albeit crudely.


    Telekinetic Hammer (Ex)
    At first level, and every fourth level, the telekineticist unlocks a powerful telekinetic attack which deals the amount of damage listed and knocks the target back the distance listed; the range is Short (60'), but may be increase to Medium (120') or Long (240') by expending 1 or 2 daily use(s) (respectively) of Ranged Legerdemain (see below).
    Telekinetic Hammer is a ranged-touch attack that deals Force damage and is applicable for iterative attacks. Only BAB that's obtained by Telekineticist levels is applicable for iterative attacks when making a Telekinetic Hammer attack.
    A Fort save (DC 10 + 1/2 level + Cha-mod) negates the knockback. The telekineticist can choose to do no damage or to knock the target back only part of the distance or both.
    Telekinetic Hammer is inapplicable for AoOs.
    Telekinetic Hammer is a weapon-like attack, so precision damage applies.


    Levitation (Ex)
    A 2nd level telekineticist is under a constant Levitate effect, as long as he's conscious.


    Ranged Legerdemain (Su)
    A 2nd level telekineticist can perform one of the following class skills at a range of 60': Disable Device, Sleight of Hand or Use Rope. A telekineticist cannot take 10 on this check. Any object to be manipulated must weigh less than the telekineticist's telekinetic light load.
    A telekineticist can use ranged legerdemain once per day per level, plus his Cha-mod.
    In general, when applying Ranged Legerdemain, you can manipulate objects as if you were using your own two hands. This allows you to tie knots and perform similarly intricate actions.


    Telekinetic Reflection (Su)
    At 3rd level, a telekineticist gets a +1 deflection bonus to AC, which increases by 1 every 4 levels thereafter. Further, any attack which misses due to this deflection bonus (for example, at 7th level, any attack roll whose total result is 1 or 2 points below the telekineticist's AC) is reflected onto the attacker, who immediately hits themselves.
    Attacks that are redirected back at the source don't automatically hit, but rather are resolved at the attacker's normal attack roll.


    Bonus Feat
    At 4th level, and again at levels 8, 12 and 16, a telekineticist gains a bonus feat that may be used for taking a feat from the list specified in the "Telekineticist Feats" spoiler below.


    Telekinetic Storm (Su)
    At 5th level, a telekineticist can increase or decrease the wind speed in an area up to 60' in diameter at Long range (240') by 1 step, and 1 more step every 4 levels thereafter.
    This requires as a move action and lasts for one round.
    The telekineticist is also affected less severely by ambient wind (self only) according to the number of steps s/he can modify.


    Flight (Ex)
    Starting at 6th level, you become airborne, and may fly telekinetically at a speed of 30' with poor maneuverability. You may fly indefinitely. This requires no special effort on your part.
    At 10th level, you may fly at a speed of 60' with poor average maneuverability.
    At 14th level, you may fly at a speed of 90' with poor good maneuverability.
    At 18th level, you may fly at a speed of 120' with poor perfect maneuverability.


    Telekinetic Combat Maneuver (Su)
    Starting at 6th level, when making a Telekinetic Hammer attack, you may spend a use of Ranged Legerdemain ability to perform any standard combat maneuver (Bull Rush, Disarm, Grapple, Overrun or Trip).
    When using Telekinetic Combat Maneuver, the maneuver's normally associated ability score is replaced with the telekineticist's Cha-mod.
    Using Grapple telekinetically requires concentration. The target of your telekinetic Grapple cannot gain a hold or pin, only avoid disadvantage. Your telekinetic Grapple counts as a creature whose size equals that of the target.


    Mind's Eye (Su)
    Starting at 10th level, you may spend a use of Ranged Legerdemain ability as a swift or immediate action to telekinetically sense the environment around you, gaining Blindsense at a range of 30' for 3 rounds plus 1 round / Cha-bonus. If you already possess Blindsense, his power is elevated to grant Blindsight.
    You may spend multiple daily uses of Ranged Legerdemain to double/triple/quadruple/etc. the range.


    Telekinetic Wave (Su)
    Starting at 14th level, when making a Telekinetic Hammer attack, as a standard action, you may spend a use of Ranged Legerdemain ability to influence creatures and objects in a 30' cone.
    You may spend multiple daily uses of Ranged Legerdemain to double/triple/quadruple/etc. the range of the cone.


    Telekinetic Bubble (Su)
    Starting at 18th level, you may spend 3 uses daily of Ranged Legerdemain as a standard action to produce a Telekinetic Sphere spell effect.


    Master of the Unseen Hand
    When Telekineticist level 20 is gained, all your class abilities become (Ex) abilities.






    Telekineticist Feats:
    Spoiler
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    Enhanced Telekinetic Reflection
    Requirements: Telekinetic Reflection ability
    Benefits: The power of your Telekinetic Reflection increases by +1.
    Special: This feat may be taken for the second time starting at level 11 and for the third time starting at level 19.

    Enhanced Telekinetic Storm
    Requirements: Telekinetic Storm ability
    Benefits: Your power over winds increases by 1 step.
    Special: This feat may be taken for the second time starting at level 13.

    Extra Ranged Legerdemain
    Requirements: Ranged Legerdemain
    Benefit: You gain 4 additional daily uses of Ranged Legerdemain.

    Telekinetic Assistance/Interference
    Requirements: Telekinetic Combat Maneuver
    Benefit: As an immediate action, you may spend a use of Ranged Legerdemain and augment an action taken by yourself or another.
    This can be applied to an attack roll, a skill check, an opposed combat check (e.g. Bull Rush, Trip) etc.
    The action is augmented by +1 bonus (or -1 penalty), and another +/-1 per 5 Telekineticist levels.

    Telekinetic Force Breach
    Requirements: Telekinetic Wave
    Benefit: You may spend a use of Ranged Legerdemain as a non-action to nullify an existing Force effect. Treat as Greater Dispel Magic or Disintegrate (whichever's ,ore relevant)

    Telekinetic Mass Reversal
    Requirements: Telekinetic Wave
    Benefit: You may spend 2 uses of Ranged Legerdemain to duplicate the effect of Reverse Gravity spell.

    Telekinetic Wave Arc
    Requirements: Telekinetic Wave
    Benefit: You may launch a Telekinetic Wave at varying degrees of 30-degrees increments, all the way from 30-degrees to 360-degrees.

    Telekinetic Wave Sphere
    Requirements: Telekinetic Wave Arc
    Benefit: You may launch a Telekinetic Wave as a sphere attack all around you, or a hemisphere.

    Telesonic Hammer
    Requirements: Telekinetic Hammer
    Benefit: You may deal Sonic damage with your Telekinetic Hammer attack instead of force damage (particularly effective vs. crystalline objects and creatures).






    Epic Telekineticist:
    Spoiler
    Show

    - Telekinetic Hammer: At level 24 and each 4 levels thereafter, use Size Increase rules to re-calculate damage.

    - Telekinetic Weight: Continues to double at level 22 and each 3 levels thereafter.

    - Reflection: Increases by +1 at level 23 and each 4 levels thereafter. You may take Enhanced Telekinetic Reflection feat an additional time at level 21 and every 8 levels thereafter.

    - Telekinetic Storm: Influence increases by 1 step at level 21 and each 4 levels thereafter. This continues to remain relevant indefinitely when confronting opponents that have the power to influence winds. You may take Enhanced Telekinetic Storm feat an additional time at level 26 and every 8 levels thereafter.

    Last edited by nonsi; 2020-08-30 at 02:04 PM.

  26. - Top - End - #26
    Ogre in the Playground
     
    nonsi's Avatar

    Join Date
    Apr 2010

    Post Binder , Elementalist

    .
    Class: Binder

    Spoiler
    Show

    Preface
    Spoiler
    Show

    The main problem I recognize with the official Binder, is that it's an attempt to cover many party roles in a single class - to various degrees of success. The end result is RIDICULOUSLY complicated (as was stated by an expert in the ToM Binder) and requires a lot of juggling to handle.

    The theme I'm aiming for here, is a class that summons creatures and conjures stuff and changes things, gaining innate resistances and abilities as result of the forces that the character is routinely exposed to. That's the vibe I'm getting from the title "Binder".

    Quite a few options came to mind how to attack this problem, preserving the theme yet creating something new and a lot simpler to handle from a player's PoV. The mechanics I already had to draw from were mainly spells and invocations, as well as those given for the official Binder. I decided eventually to go for something that combines all three elements, while also drawing ideas from the CDiv Spirit Shaman class.
    I traded power spamming (i.e. an endless supply of invocations) for greater flexibility in choice. I put a limit on known effects, mostly to make things easier for players to handle, not as a balancing factor.


    The aim is a solid Tier-2 class



    Hit Die: d8

    Table: Binder
    Saves Spell Retrieval
    Level BAB F R W Special T F M E Max SL
    1st +0 +2 +0 +2 Binding (Trivial), Retrieval (1 / day)
    3
    1st
    2nd +1 +3 +0 +3 Suppress Sign
    4
    1st
    3rd +2 +3 +1 +3 Soul Fortress (immune to fear & charm)
    4
    2nd
    4th +3 +4 +1 +4 Bind Form
    5
    2nd
    5th +3 +4 +1 +4 Retrieval (2/day)
    5
    2nd
    6th +4 +5 +2 +5 Binding (Trivial / Formidable)
    5
    3
    3rd
    7th +5 +5 +2 +5 Cosmic Reach
    6
    4
    3rd
    8th +6 +6 +2 +6 Soul Fortress (immune to possession & compulsion)
    6
    4
    4th
    9th +6 +6 +3 +6 Aligned Breach, Dismissal
    6
    5
    4th
    10th +7 +7 +3 +7 Retrieval (3/day)
    6
    5
    4th
    11th +8 +7 +3 +7 Binding (Trivial / Formidable / Magisterial)
    7
    5
    3
    5th
    12th +9 +8 +4 +8 Banishment, Plane Shift
    7
    6
    4
    5th
    13th +9 +8 +4 +8 Soul Fortress (immune to ability drain & negative levels)
    7
    6
    4
    6th
    14th +10 +9 +4 +9 Greater Plane Shift, Maze
    7
    6
    5
    6th
    15th +11 +9 +5 +9 Retrieval (4/day)
    7
    6
    5
    6th
    16th +12 +10 +5 +10 Binding (Trivial / Formidable / Magisterial / Empyreal)
    8
    7
    5
    3
    7th
    17th +12 +10 +5 +10 Etherealness, Timeless Outsider
    8
    7
    6
    4
    7th
    18th +13 +11 +6 +11 Soul Fortress (mind blank)
    8
    7
    6
    4
    8th
    19th +14 +11 +6 +11 Perpetual Form Binding
    8
    7
    6
    5
    8th
    20th +15 +12 +6 +12 Retrieval (5/day), Apex Summoning
    8
    7
    6
    5
    8th




    Class Features


    Class Skills: (as the official Binder): Bluff, Concentration, Craft, Decipher Script, Diplomacy, Gather Information, Intimidate, Knowledge (arcana, history, religion, the planes), Profession and Sense Motive.
    Skill Points Per Level: 4 + Int-mod

    Weapon and Armor Proficiency: Binders are proficient with all simple weapons and with light armor, but not with shields.



    Binding (Su)
    Binders tap into the very layers of reality, drawing residual power from powerful otherworldly entities inhabiting various planes of existence.
    Drawing power in such manner is referred to as "Binding".
    Similar to warlocks, binders arrange their power groups in 4 grades of powers, named according to the magnitude of entities they draw from and the scale of the powers they harness.
    The various power groups are:
    1. Trivial (1st level): 1st & 2nd SL effects
    2. Formidable (6th level): 3rd & 4th SL effects
    3. Magisterial (11th level): 5th & 6th SL effects
    4. Empyreal (16th level): 7th – 8th SL effects.
    Unlike warlocks, binders gain SL access in a more gradual way. See the "Max SL" column in the Binder's table above.

    Binders retrieve spell effects – as spell-like abilities – in a similar manner to that described for the CDiv Spirit Shaman… but not exactly. They have a limited repertoire to draw from.
    Binders may retrieve spell effects from the following list:

    Spoiler: Spells for Retrieval
    Show

    Spoiler: 1st
    Show

    Benign Transposition (SpC, p.27)
    Burning Hands
    Ectoplasmic Armor (SpC, p.77)
    Endure Elements
    Enlarge/Reduce Person
    Ironguts (SpC, p.126)
    Magic Weapon
    Mount
    Protection from Chaos/Evil/Good/Law (choose one upon retrieval – one which does not conflict with your alignment)
    Summon Monster I

    Spoiler: 2nd
    Show

    Alter Self
    Baleful Transposition (SpC, p.23)
    Cloud of Bewilderment (SpC, p.48)
    Protection from Arrows
    Pyrotechnics
    Resist Energy
    Shatter
    Summon Monster II
    Undetectable Alignment
    Wrathstrike

    Spoiler: 3rd
    Show

    Attune Form (SpC, p.17)
    Blink
    Dispel Magic
    Energy Vortex (SpC, p.81)
    Magic Circle Against Chaos/Evil/Good/Law (choose one upon retrieval – one which does not conflict with your alignment)
    Magic Weapon, Greater
    Phantom Steed
    Protection from Energy
    Orb of Acid/Cold/Electricity/Fire/Sound (choose one upon retrieval)
    Summon Monster III

    Spoiler: 4th
    Show

    Anticipate Teleportation (CArc)
    Dimension Door
    Dimensional Anchor
    Displacer Form (SpC, p.67)
    Flame Whips (SpC, p.95)
    Planar Exchange, Lesser (SpC, p.159)
    Polymorph
    Sending
    Stoneskin
    Summon Monster IV

    Spoiler: 5th
    Show

    Baleful Polymorph
    Blistering Radiance (CArc)
    Break Enchantment
    Contingent Energy Resistance (SpC, p.52)
    Greater Blink
    Planar Binding, Lesser
    Summon Monster V
    Telekinesis
    Teleport
    Zone of Respite (SpC, p.244)

    Spoiler: 6th
    Show

    Aspect of the Earth Hunter (SpC, p.16)
    Dispel Magic, Greater
    Ghost Trap (SpC, p.103)
    Ooze Puppet (SpC, p.150)
    Planar Binding
    Planar Exchange (SpC, p.159)
    Repulsion
    Stone Body (SpC, p.207)
    Storm of Fire and Ice (CM)
    Summon Monster VI

    Spoiler: 7th
    Show

    Antimagic Aura (MoF)
    Elemental Body (SpC, p.78)
    Energy Immunity (SpC, p.80)
    Ethereal Jaunt
    Glorious Master of the Elements (DrMg)
    Planar Bubble (SpC, p.158)
    Plane Shift
    Reverse Gravity
    Summon Monster VII
    Teleport, Greater

    Spoiler: 8th
    Show

    Dimensional Lock
    Earthquake
    Ghostform (SpC, p.103)
    Planar Binding, Greater
    Planar Exchange, Greater (SpC, p.159)
    Polymorph Any Object
    Prismatic Wall
    Repel Metal or Stone
    Stormrage (SpC, p.210)
    Summon Monster VIII


    Each bound spell power functions as a spell-like ability, usable twice between retrievals or between long rests (whichever comes first).
    A "power slot" in a given power group may hold spell powers from a lower group, if a binder so chooses.
    Special: Metamagic feats are available to binders, but operate differently for retrieved spell effects than they would for spells. The retrieved spells are modified in advance and are positioned in the power group that's appropriate to their modified level (note that +1 SL modifier might not shift a spell's group - e.g. a 1st level spell modified by Still Spell) may still accommodate a slot as a Trivial SLA.

    Spell retrieval targets a specific power group, not all of them at once.
    At 1st level, a binder may retrieve spells once per day. At 5th level and each 5 levels thereafter, a binder gains another daily use of spell retrieval.
    Retrieving spells from a given power group takes 10 minutes of concentration.

    Note: all retrieved powers operate at CL equal to the binder's class-level.

    Each spell effect a binder knows has its own sigil of power.
    To retrieve SLAs for a given power grade, a binder draws a 5' circle and arranges the desired sigils inside.
    This circle is regarded to as the binder's seal for retrieval. This takes 1 minute of concentration, and the act provokes AoOs.
    You must touch the seal to summon its power. The seal then glows and disappears, and you retrieve its powers.
    A seal not used within 3 minutes of its drawing loses all potency, and you must draw a new one to retrieve its power.

    Binding carries the risk of being negatively influenced physically and mentally by random taint and the horrors the binder's body, mind and soul are exposed to. You must make your perilous pact alone; others cannot aid you in any way.
    When binding, you must make a check: [1d20 + Binder level + Cha-mod].
    This is evaluated vs. DC [10 + (5 x Power-Grade)].

    Whether the binding check succeeds or fails, you gain the desired powers.
    If you fail the binding check, your personality and your actions are influenced, and you are said to have made a poor binding (specifically, your general demeanor changes, and this can force you to perform or refrain from certain actions).
    If your binding check is successful, your actions and your personality are not influenced. In this case, you are said to have made a good binding.
    While under negative influence, you must adhere to its requirements to the best of your ability. If you are conscious and free-willed, each time you encounter a situation in which you cannot or will not refrain from a prohibited action or perform a required one, you take a –1 penalty on attack rolls, saving throws, and checks until you re-bind that power group. If you are negatively influenced more than once, you must act according to all influences. If you fail to fulfill the requirements of more than one, the penalties stack.

    As long as you are bound, you manifest a specific physical sign, as given below. This sign is real, not an illusory or shapechanging effect, and someone using true seeing perceives it just as it is. You can hide a sign by mundane or magical means without penalty, or you can prevent it from appearing at all if you have the Suppress Sign ability.

    Spoiler: Signs & Influences
    Show


    The sign and influence that a binder is exposed to, each time he retrieves his SLAs, is determined with a d20 roll.

    d20 Result Influence
    1
    Spoiler: Adamant Conviction
    Show

    Sign: The flesh of your face settles into a grimace, making you appear to be constantly furious.

    Influence: You become headstrong and recalcitrant. Once you make up your mind about a particular issue, very little can change your thoughts on the matter. In addition, whenever you don armor, employ a shield, or wear any other item that improves your AC, you will not remove that protection for any reason.
    2
    Spoiler: Alien Vanity
    Show

    Sign: Your eyes appear as circular mirrors. In your peripheral vision, all other living creatures appear twisted, covered in tentacles, extra eyes, and vestigial organs. You gain the pseudonatural template (page 161 of Complete Arcane).

    Influence: Never admit that you need help or that you are weaker than anyone else. You treat those that are weaker than you with scorn and contempt.
    3
    Spoiler: Blasphemous Echoes
    Show

    Sign: Your voice gains a peculiar quality, becoming both hollow and guttural.

    Influence: You distrust priests and other devotees of deities. Whenever you enter a temple or some other holy or unholy site, you spit on the floor and utter an invective about the place. You attempt to destroy or steal any relic dedicated to a true god that you discover.
    4
    Spoiler: Call of the Wilderness
    Show

    Sign: You always seem to be buffeted by a breeze that no one else can feel, even when you’re indoors. The eerie wind makes no noise, but it tousles your hair and belongings, frequently changing direction.
    Influence: You are averse to darkened areas and loud noises. Although you can endure such conditions, they give you a sense of panic and make you short of breath. You always carry an active light source with a brightness at least equal to that of a candle, and that you not cover it or allow it to be darkened for more than 1 round. Additionally, you speak only in a whisper.
    5
    Spoiler: Hunger for the Flame
    Show

    Sign: you give off a faint smell of ashes and charred flesh.

    Influence: you adopt pyromaniacal tendencies, causing you to set fires and commit other acts of arson whenever possible.
    6
    Spoiler: Intoxicating Dependency
    Show

    Sign: Your teeth and tongue turn black.

    Influence: You fall in love too easily. A kind word or a friendly gesture can cause you to devote yourself entirely to another person. Should that person reject your affection, your broken heart mends the moment another attractive person shows you some kindness. In addition, if you have access to poison, you must employ it against your foes at every opportunity.
    7
    Spoiler: My Better Self
    Show

    Sign: A face appears on your torso, as though it were a vestigial conjoined twin. It seems lifeless most of the time, but when you activate any of your Binder-class features or SLAs, it opens its eyes and mouth, revealing a starry void within.

    Influence: You feel an urge to walk about topless.
    8
    Spoiler: Monophobia
    Show

    Sign: Your eyes turn to glass. Anyone meeting your gaze sees the movement of multiple silhouettes behind them, as though looking through a window at a busy street.

    Influence: You cannot stand to be alone, and the more people you have around you, the better. You never voluntarily accept any task that requires you to be alone, and you argue vigorously against options that would split the party. If you have the opportunity to socialize with large groups of people (such as entering a boisterous tavern), you must take it.
    9
    Spoiler: Overshadowed
    Show

    Sign: You seem to be standing in shadow even on the brightest day. Furthermore, your own shadow never extends more than a few feet from your body, even if the ambient light suggests that it should be much longer. This effect does not grant you concealment.

    Influence: You are filled with a sense of detachment and an aching feeling of loss and abandonment. You're never the first to act in combat. If your initiative check result is the highest, you must delay until someone else takes a turn.
    10
    Spoiler: Plagued by Death
    Show

    Sign: You take on the look of the dead: jaundiced skin, sunken cheeks, stiff movements and your lips retreat to reveal your teeth and gums. You exude a faint odor of decay and preservative chemicals.

    Influence: You cannot abide the presence of undead, necromancers, and death spells and effects. You seek any opportunity to slay undead, and you refuse to work with anyone who you feel uses necromancy and death effects. You are easily provoked by such individuals, seeing reasons to fight them that many miss. You feel the urge to find the most dangerous undead in the area and destroy it; if pitted against undead they are always your first target, even if there are some other, more dangerous enemies around.
    11
    Spoiler: Rabid Destiny
    Show

    Sign: Your lower jaw increases in size, and two long, sharply pointed tusks grow upward from it. You gain a secondary natural bite attack that deals damage according to your size (1d6 damage for a medium sized binder). You add your Str-mod to your damage roll. You cannot use this ability if you do not show the sign.

    Influence: You can’t help but be pessimistic. At best, you are quietly resigned to your own failure, and at worst, you spread your doubts to others, trying to convince them of the hopelessness of their goals. You voluntarily fail all saving throws against fear effects or any effect that imposes a morale penalty.
    12
    Spoiler: Ram of the Sunless Winter
    Show

    Sign: You grow a ram’s curling horns.

    Influence: You become surly and irritable. You also develop innate dislike to spells and effects that are in any way associated with fire, sun, heat, light, law or good in any way. You resist even beneficial such spells. You must make a saving throw to resist such a spell if one is allowed; failure allows you to gain the benefit.
    13
    Spoiler: Righteous Fury
    Show

    Sign: Your hair turns pure silver, and your eyes burn with silver fire.

    Influence: You are driven to battle. You cannot withdraw from battle, or refuse any challenge of strength or skill.
    14
    Spoiler: Self-Admiration
    Show

    Sign: Your voice deepens and acquires a gravelly, growling tone.

    Influence: You love the sound of your own voice and are constantly pleased by your cleverness. Whenever you are presented with a pulpit, a stage, or any other place or object designed to give a speaker the floor, you immediately seize the opportunity to speak. Any topic will do, if others try to take control of the discourse, you either shout them down or mock them. Your speech must last a number of rounds equal to your effective binder level.
    15
    Spoiler: Shattered Personality
    Show

    Sign: You become physically unattractive, clumsy and insecure. This is expressed as a -4 Cha reduction, to a minimum of 3.

    Influence: You feel ashamed and occasionally bashful in the presence of beautiful creatures. You give deference to any creature you perceive as more attractive or charismatic than yourself. This deference might take the form of a bow, a salute, opening a door for the creature in question, not speaking until spoken to, or any other gesture that acknowledges the creature as superior to you.
    16
    Spoiler: The Voice of the Many
    Show

    Sign: While you remain silent, faint whispers whose meaning cannot be determined can be heard, which seem to come from your mouth.

    Influence: You put the many above the few. You obey the law, respect the majority, and above all, show as little difference as possible.
    17
    Spoiler: Touch of the North
    Show

    Sign: Your skin and hair turn pale white, and your eyes become blood-red.

    Influence: you become accustomed to cold climates, and find warm temperatures almost unbearable. You must attempt to quench any fire or flames you encounter.
    18
    Spoiler: Weary Passiveness
    Show

    Sign: You look sickly and diseased, and your skin becomes sallow and pockmarked.

    Influence: You lose any sign of aggression after just 1d4 rounds. You must refrain from offensive behavior during the following round.
    19
    Spoiler: Wild-eyed
    Show

    Sign: Your eyes double in size and your eyelids become transparent. You receive a +4 insight bonus on Spot checks and Will saves versus figments, but you suffer a -4 penalty on saves vs. patterns and gaze attacks.

    Influence: You become overly trusting of and loyal to those you see as allies, even in the face of outright treachery. You may not make Sense Motive checks or use any ability to read thoughts or detect lies.
    20
    Spoiler: Wrecking Truth
    Show

    Sign: You gain a wracking cough that spews dust from your mouth. This coughing prevents you from casting any spells that have verbal components. You can resist the urge to cough (DC 15 Fort save) for a number of rounds equal your Con-bonus (minimum 1). You then cough for a round and then can try to resist the urge again.

    Influence: You speak forthrightly and with confidence. You cannot use the Bluff skill, and when asked a direct question, you must answer truthfully and directly.

    A binder may abandon all bound powers of a given power group and lose the physical signs and the mental influence, regaining access to bound powers (and risking imprints) upon next retrieval.

    Until you complete a ritual of binding, or abandon a given binding, any preexisting binding persists.


    Suppress Sign (Ex)
    At 2nd level and higher, when you make a good binding, you can choose not to exhibit the physical sign that normally accompanies a binding. You can suppress or reveal the sign at will as a swift action. With a poor pact, you gain the powers of the binding, but you cannot suppress its sign. You show it for the duration of the pact and are influenced by it as normal.


    Soul Fortress (Ex)
    The process of binding involves constant exposure to forces that, with time, change your body, mind and soul, and gradually make you harder to influence.
    - A 3rd level binder learns to embrace the horrors and hard truths of reality and becomes immune to fear effects of all kinds. The binder is now also experienced enough in manipulation to reject all forms of magical charm effects.
    - An 8th level binder is experienced enough in summoning and dominating powers that he becomes immune to possession and compulsion.
    - A 13th level binder's soul has been exposed to so much horror and influence that he becomes immune to ability drain and negative levels, be it for whatever reason.
    - An 18th level binder's mind becomes inaccessible to mental influence. The binder now benefits from a continuous mind blank effect.


    Bind Form (Su)
    Binders of 4th level or higher may substitute any retrieved spell usage into a special variation of the Summon Monster spell of the same SL.
    Instead of summoning an outerplanar creature, the binder summons its essence and binds it onto himself.
    A binder has 2 different ways of expressing the result of this power:
    1. The binder physically transforms into the summoned creature, acquiring all its powers/advantages/weaknesses, but not including any inherent spellcasting abilities.
    2. The binder is physically transformed into an abomination – a hybrid form between himself and the creature whose form he chooses to bind. When this alternative is applied, the binder's size is not modified to be appropriate for the bound creature – the binder keeps his original size (modify the damage of any of the creature's physical attacks appropriately). Any attempt to identify the grafted form requires an appropriate Knowledge check with a +10 modifier to the DC.
    In both cases, for any of the binder's currently active bad bindings, the binder shows the signs.
    In both cases, if the binder is subject to Dismissal or Banishment effect and fails his save, the bound form is immediately stripped away.


    Cosmic Reach (Su)
    When confronting extraplanar and otherworldly beings, binders outshine all others.
    A 7th level binder confers the Ghost Touch special ability to any weapon held for as long as he holds it. He also uses his normal AC against attacks delivered by incorporeal creatures.
    Furthermore, all retrieved spell powers and all offensive class features targeted against a specific being, whether or not it requires touch attack or ranged touch attack to find its mark, the binder adds his Cha-bonus to overcome the target's SR. This ability does not extend to area effects - it applies only to powers directly guided by the binder.


    Aligned Breach (Su)
    Starting at 9th level, a binder's physical attacks bypass any and all alignment based DR.


    Dismissal (Sp)
    A 9th level binder gains the power to banish otherworldly beings back to their home planes.
    A number of times per day equal to the binder's Cha-bonus (minimum 1), as a standard action, the binder may duplicate the Dismissal spell effect. A creature that makes its save ignores further dismissal attempts by that binder for the next 24 hours.


    Banishment (Su)
    A 12th level binder gains increased power to banish otherworldly beings back to their home planes.
    His Dismissal effect is elevated to Banishment, and the ability is now a supernatural ability.
    This does not grant a binder more daily banishment attempts. It just makes them more potent.


    Plane Shift (Sp)
    A 12th level binder may duplicate the Plane Shift spell effect a number of times per day equal to the binder's Cha-bonus (minimum 1).
    Starting at 14th level, this ability is improved to replicate Greater Plane Shift spell effect.


    Maze (Sp)
    A 14th level binder may duplicate the Maze spell effect a number of times between long rests equal to his Cha-bonus (minimum 1).
    A target of this power ignores further attempts of Maze usage by that binder for the next 24 hours.
    Special: If targeted by Maze spell effect, a binder may expend a usage of this ability as a free action to negate the effect.


    Etherealness (Sp)
    A 17th level binder may duplicate the Etherealness spell effect a number of times per day equal to the binder's Cha-bonus.


    Timeless Outsider
    A 17th level binder becomes a native outsider, forever treated as an outsider or his original race for the purpose of spells and magical effects - whichever is more beneficial to him. Additionally, the binder no longer ages. He remains in his current age category forever.
    The binder now receives DR 10/cold iron. Alternatively, if the binder has an alignment extreme, he may add that alignment to his type, gaining DR 10/<opposite alignment> (e.g. a chaotic binder would require an Axiomatic weapon to overcome his DR). Once the choice is made, it cannot be altered later on.


    Perpetual Form Binding (Su)
    A 19th level binder reaches the pinnacle of form binding.
    From each Summon Monster group of forms available to the binder (I – VIII), choose a single creature. Those 8 forms are now regarded to as the binder's perpetually bound forms.
    A binder may acquire / shed / alternate between any of his selected forms as a standard action that doesn't provoke AoOs.
    When exiting a given form, and then re-entering that form, any exhaustible abilities of that creature remain expended until the binder completes long rest.


    Apex Summoning
    Once per day, a 20th level binder may duplicate Summon Monster IX spell.
    The binder now adds a selected creature of that spell to his Form Binding repertoire.







    Binding Feats
    Spoiler
    Show

    Expel Influence
    You're an expert in the ritual of binding.
    Requirements: Binder 6th
    Benefits: Once between long rests, you may purge the influence of a bad binding without abandoning a given power group.
    This feat may be taken multiple times. Each time you're granted another daily use of this feat.


    Expert Binder
    You're an expert in the ritual of binding.
    Requirements: Binder 5th
    Benefits: When binding, you add +2 to your binding check.
    This feat may be taken only once.


    Frequent Binding
    You've learned how to draw power more frequently.
    Requirements: Binder 7th/12th/17th
    Benefits: You may retrieve power one more time per day.
    Exceeding your regular daily amount of retrieving is strenuous. It raises the binding DC by +5.
    This feat may be taken up to 3 times, at the indicated levels or later on.


    Rushed Binding
    You've learned how to retrieve powers very fast, but at a price.
    Requirements: Binder 3rd
    Benefits: You can choose to make a rushed binding check, as a full-round action instead of going through the entire ritual, at a -10 penalty to your binding check.





    Class: Elementalist

    Spoiler
    Show



    Preface
    Spoiler
    Show

    I've seen my share of attempts to make an elementalist class (made some myself in the past… unsuccessfully I might add).
    The main problems I've noticed are as follows:
    If an attempt was made to create 4 separate classes, the result was very asymmetrical, leading to evident priority in level of power between them.
    If an attempt was made to create a single class that had access to all 4 elements, the result was never versatile enough to make a decent class that stood on its own.

    It is long overdue to create a class that dominates all elements and elemental powers and has the ability to play with the big boys.



    Hit Dice: d8

    Table: Elementalist
    Saves Max SLA Level
    Level BAB F R W Special 1st Element 2nd Element 3rd Element 4th Element
    1
    +0 +0* +0* +0* Elemental Body, Elemental Empathy, Elemental Powers, First Element Access
    1
    2
    +1 +0* +0* +0* Rebuke Elementals
    1
    3
    +1 +1* +1* +1*
    2
    4
    +2 +1* +1* +1* Second Element Access
    2
    1
    5
    +2 +1* +1* +1* First Elemental Form, Supernatural Elementalism
    3
    1
    6
    +3 +2* +2* +2* Elemental Strike
    3
    2
    7
    +3 +5 +5 +5 Third Element Access
    4
    2
    1
    8
    +4 +6 +6 +6 Second Elemental Form, Supernatural Elementalism
    4
    3
    1
    9
    +4 +6 +6 +6
    5
    3
    2
    10
    +5 +7 +7 +7 Fourth Element Access
    5
    4
    2
    1
    11
    +5 +7 +7 +7 Third Elemental Form, Supernatural Elementalism
    6
    4
    3
    1
    12
    +6 +8 +8 +8 Elemental Travel
    6
    5
    3
    2
    13
    +6 +8 +8 +8 Living Elemental
    7
    5
    4
    2
    14
    +7 +9 +9 +9 Fourth Elemental Form, Supernatural Elementalism
    7
    6
    4
    3
    15
    +7 +9 +9 +9
    8
    6
    5
    4
    16
    +8 +10 +10 +10 Two-Elements Form
    8
    7
    6
    5
    17
    +8 +10 +10 +10 Three-Elements Form
    9
    8
    7
    6
    18
    +9 +11 +11 +11 Four-Elements Form
    9
    9
    8
    7
    19
    +9 +11 +11 +11
    9
    9
    9
    8
    20
    +10 +12 +12 +12 Perfected Elementalism
    9
    9
    9
    9


    * See "Elemental Access" below



    Class Features

    Class Skills: Balance, Climb, Craft, Intimidate, Jump, Listen, Sense Motive, Spot, Survival and Swim.
    Skill Points per level: 4 + Int-mod.

    Weapon and armor proficiency: elementalists are proficient with all simple weapons. They’re not proficient with armor or shields.



    First / Second / Third / Fourth Element Access
    An elementalist's set of powers depends heavily upon the elements to which he has access.
    At 1st level, he chooses the first element to which he has access.
    At levels 4, 7 and 10, he chooses additional elements to which he gains access.
    Access to Air/Earth/Fire/Water elevates Ref/Fort/Ref/Will saves respectively.


    Elemental Body
    As levels accumulate, an elementalist's body drifts, becoming tougher and hardier.
    Armor: An elementalist gains natural armor bonus to AC equal to his [Con-bonus + 1 / Elementalist class level].
    Elemental Resistance: An elementalist gains elemental resistance equal to 5 / odd Elementalist class level involving his first accessible element. Resistance to additional elements trail those values by 3 / 6 / 9 levels respectively. Upon reaching Elemental Resistance 30, an elementalist instead gains immunity to the given element (i.e. gaining elemental immunity to his 4th element at level 20).


    Elemental Empathy (Ex)
    An elementalist starts play knowing the language associated with his primary element: Aquan (Water) / Auran (Air) / Ignan (Fire) / Terran (Earth).
    An elementalist also gains the ability to influence the attitude of low-Int planar creatures with the Elemental type of his primary element, much like a druid of equal level can influence animals with Animal Empathy.
    The character's class level counts as 3 / 6 / 9 levels below when dealing with creatures associated with his secondary / tertiary / quaternary element respectively.


    Elemental Powers (Sp)
    An elementalist starts his career focused on a single element (First Element). With level progression, more elements become accessible (Second / Third / Fourth Element), as shown in the table above.
    An elementalist gains spell-like abilities associated with his accessible elements. At each level an elementalist gains 2 SLAs for each element he has access to: 2 SLAs at levels 1-3, 4 SLAs at levels 4-6, 6 SLAs at levels 7-9 and 8 SLAs per level starting at 10th Elementalist level.
    A SLA may emulate a spell from any fullcaster's list, as long as the emulated spell's primary effect is based on the element in question, and the spell is an Abjuration/Conjuration/Evocation/Transmutation spell.

    An elementalist uses the Strain & Tolerance rules when activating elemental powers of a given element.
    An elementalist uses a separate Tolerance pool for each element he has access to, trailing by 3 / 6 / 9 levels with his secondary/tertiary/quaternary elements.
    Access to elemental powers is accelerated at high levels (see the table above). An elementalist's CL in regards to a given element's powers is never below that of the lowest level at which fullcasters have access to spells of equal level.
    Examples:
    - A 17th level elementalist's secondary element grants access to 8th level spells. This automatically makes the elementalist count as a 15th level fullcasters.
    - A 16th level elementalist's tertiary element grants access to 6th level spells. This automatically makes the elementalist count as an 11th level fullcasters.
    - A 15th level elementalist's quaternary element grants access to 4th level spells. This automatically makes the elementalist count as a 7th level fullcasters.
    Once 9th power level is reached, CL continues to progress normally.

    The DC of all elemental powers is Cha-based.
    For each element you have access to, you may retrain a single power you have access to upon gaining a level at which you do not gain a new elemental power (e.g. 4th level end every even level thereafter for your primary element).
    Every time an elementalist gains a new class level, he may retrain a single SLA per accessible element.

    Special: An elementalit's body must be free to let the elements flow. Despite elemental powers being SLAs, elementalists suffer ASF, just like arcane spellcasters.


    Rebuke Elementals (Su)
    At 2nd level, an elementalist gains the ability rebuke and command planar creatures with the Elemental type, much like a cleric of equal level can influence undead with Rebuke Undead.
    An elementalist may only rebuke elemental creatures associated with elements to which he has access. The character's class level counts as 3 / 6 / 9 levels lower when dealing with creatures associated with his secondary / tertiary / quaternary element respectively.


    Elemental Form (Su)
    At 5th level, an elementalist gains the ability to assume the form of an elemental from his first accessible element.
    An assumed elemental form's HD may not exceed [the elementalist's class level x 1.5].
    When assuming Elemental Form, use all the rules given for Wild Shape (with the exception that an Air Elemental's Vortex ability and a Water Elemental's Whirlwind ability are also gained).
    The total number of daily minutes an elementalist may assume Elemental Form of a given element equals 1 / Elementalist class level.
    An elementalist's class level counts as 3 / 6 / 9 levels lower for all applications that involve his secondary / tertiary / quaternary element respectively.
    5 levels after an elemental form of a given element becomes accessible (levels 10/13/16/19), the duration in which an elementalist may assume that element's Elemental Form is measured in hours instead of minutes.
    At level 20, an elementalist may assume Elemental Form (all elements) indefinitely.


    Supernatural Elementalism
    At 5th level, you gain the ability to activate a power from your primary element as a (Su) ability. The chosen ability must be at least 2 levels below the highest SL you have access to.
    This ability may be used a daily number of times equal to 1/3 the highest SL you have access to (once per day at 5th level, twice at 11th level and three at 17th).
    At levels 8, 11 and 14, you may apply this option for your secondary, tertiary and quaternary elements (respectively).


    Elemental Strike (Su)
    At 6th level, an elementalist's melee attacks (unarmed strikes, natural weapons and wielded manufactured weapons) count as Flaming Burst weapons (with respect to his primary element). At levels 9 / 12 / 15, an elementalist may swap the damage to match his secondary / tertiary / quaternary element respectively.


    Elemental Travel (Su)
    At 12th level, an elementalist may once per day Plane Shift to his primary element's plane. The elementalist and all companions gain elemental adaptation. The elementalist may return to the material prime as a move action at any time he so wishes. Only the ones that had accompanied him to the elemental plane may return with him, as detailed for Plane Shift. At levels 13 / 14 / 15, an elementalist may travel to the elemental plane of his secondary / tertiary / quaternary element respectively.


    Living Elemental (Ex)
    At level 13, an elementalist becomes a living elemental, gaining Elemental Traits even without assuming elemental form. The character also gains Damage Reduction 5/–.
    Embodying the aspects of his primary element, an elementalist gains a +2 increase to his Str (Fire) / Dex (Air) / Con (Earth) / Wis (Water)
    The elementalist also gains the special attacks and movement modes of elementals from his primary element (e.g. Drench / Earth Glide / etc.) even without assuming elemental form.
    At levels 14 / 15 / 16, he also gains the special attacks and movement modes of elementals from his secondary / tertiary / quaternary element respectively, as well as the attribute increase of the corresponding element.
    An elementalist is an overlord of the elements, not someone bound by them. He does not lose his dual nature, which allows resurrection via normal means. Also, this change does not make the elementalist susceptible to Turn/Rebuke Elementals ability (regardless of where that ability comes from).
    A living elemental's body is tied to the very fabric of the stuff that makes the world, thus he stops aging and becomes immune to any attack based on aging or dying of oldage. Any preexisting age-based penalties are removed.


    Two-Elements Form (Su)
    Upon gaining 16th level, when assuming Elemental Form, an elementalist enjoys all the benefits of 2 different elementals (a sort of gestalt elemental).
    When assuming Two-Elements Form, the form's maximum HD is restricted to that of the inferior element of the two.


    Three-Elements Form (Su)
    Upon gaining 17th level, when assuming Elemental Form, an elementalist enjoys all the benefits of 3 different elementals.
    When assuming Three-Elements Form, the form's maximum HD is restricted to that of the inferior element of the three.


    Four-Elements Form (Su)
    Upon gaining 18th level, when assuming Elemental Form, an elementalist enjoys all the benefits of all 4 elementals.
    When assuming Four-Elements Form, the form's maximum HD is restricted to that of the inferior element of them all.


    Perfected Elementalism
    Upon gaining 20th level, your dominance over the four elements is perfected. Your secondary/tertiary/quaternary elemental powers are now as potent as your primary element in every way (CL, daily uses, durations etc.)








    Elementalist Feats
    Spoiler
    Show

    Chosen Elemental Metamagic
    Prerequisites: At least one metamagic version feat of a SLA from one of your accessible elements.
    Benefit: From this point and on, any metamagic version feat of a SLA from your chosen element is applicable for all relevant powers of your chosen element.

    Extra Elemental Powers
    Prerequisites: Elementalist level 1.
    Benefit: You gain an additional elemental power of each of the four elements to which you have access. You may choose any level of power, as long as it's at least one level below the highest level you have access to.
    Extra elemental powers may be retrained to powers of equal level or lower.





    Epic Elementalist Feats
    Spoiler
    Show

    Become Elemental Monolith
    Requirements: Elementalist level 24
    Benefit: You may now assume the form of an Elemental Monolith (CArc, p.156) with your Elemental Form ability.

    Composite Elemental Monolith
    Requirements: Elementalist level 24, Become Elemental Monolith
    Benefit: When assuming the form of an Elemental Monolith, you may gestalt all the properties of two elemental monoliths.
    Special: You may take this feat up to 3 time – each of which allows you to gestalt another elemental monolith into your Elemental Form.


    Last edited by nonsi; 2020-04-24 at 06:01 PM.

  27. - Top - End - #27
    Ogre in the Playground
     
    nonsi's Avatar

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    Apr 2010

    Default Netherhost , Radiant Soul

    .
    Class: Netherhost

    Spoiler
    Show

    Preface
    Spoiler
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    I loved boomwolf's Netherhost class ever since I saw it for the first time, and knew right there and then that I want to modify it to fit into my overhaul codex.
    The changes presented here are required to level the class with the other codex classes, especially because it is strictly single-classed (see below) and because it is very limited in the use of tools and gear. While any other class gets to plan and execute its strategies with almost surgical precision, the Netherhost has mostly the innate tools it has been given. Furthermore, in spirit and theme, a full-powered netherbeast is supposed to be a near-unstoppable force to recon with, so I re-designed it to be a combat-badass class (and the beast hardly "discriminates" between friend and foe, and must be contained most of the time).



    Hit Die: d10

    Table: Netherhost
    Saves Special
    Level BAB * F ** R ** W *** Host Abilities Beast Abilities Multi-Form Abilities
    1st
    +0 (+1)
    +0 (+2)
    +0 (+2)
    +2 (+0)
    Inner Beast, Separate Minds, Occupied Residence Augmented Physics, Nether Strikes
    2nd
    +1 (+2)
    +0 (+3)
    +0 (+3)
    +3 (+0)
    Willing Submission Nether Body (natural defenses) Nether Senses (modifiers, Low-light)
    3rd
    +2 (+3)
    +1 (+3)
    +1 (+3)
    +3 (+1)
    Nether Health Resistance (energy)
    4th
    +3 (+4)
    +1 (+4)
    +1 (+4)
    +4 (+1)
    Nether Power
    5th
    +3 (+5)
    +1 (+4)
    +1 (+4)
    +4 (+1)
    Protective Transformation Nether Body (mandibles)
    6th
    +4 (+6)
    +2 (+5)
    +2 (+5)
    +5 (+2)
    Nether Aura (1st effect) Nether Senses (darkvision, Scent)
    7th
    +5 (+7)
    +2 (+5)
    +2 (+5)
    +5 (+2)
    Resistance (DR)
    8th
    +6 (+8)
    +2 (+6)
    +2 (+6)
    +6 (+2)
    Nether Body (great beast) Nether Power
    9th
    +6 (+9)
    +3 (+6)
    +3 (+6)
    +6 (+3)
    Augmentation Overflow
    10th
    +7 (+10)
    +3 (+7)
    +3 (+7)
    +7 (+3)
    Improved Augmented Physics Nether Senses (see in darkness)
    11th
    +8 (+11)
    +3 (+7)
    +3 (+7)
    +7 (+3)
    Nether Body (tail) Resistance (SR)
    12th
    +9 (+12)
    +4 (+8)
    +4 (+8)
    +8 (+4)
    Nether Aura (2nd effect) Nether Power
    13th
    +9 (+13)
    +4 (+8)
    +4 (+8)
    +8 (+4)
    Full Transformation Will of the Netherbeast
    14th
    +10 (+14)
    +4 (+9)
    +4 (+9)
    +9 (+4)
    Nether Body (regenerative body) Nether Senses (true seeing)
    15th
    +11 (+15)
    +5 (+9)
    +5 (+9)
    +9 (+5)
    Resistance (fortification)
    16th
    +12 (+16)
    +5 (+10)
    +5 (+10)
    +10 (+5)
    Nether Power
    17th
    +12 (+17)
    +5 (+10)
    +5 (+10)
    +10 (+5)
    Symbiotic Health Nether Body (wings)
    18th
    +13 (+18)
    +6 (+11)
    +6 (+11)
    +11 (+6)
    Nether Aura (3rd effect) Nether Senses (foresight)
    19th
    +14 (+19)
    +6 (+11)
    +6 (+11)
    +11 (+6)
    Greater Augmented Physics Resistance (enhanced fortification)
    20th
    +15 (+20)
    +6 (+12)
    +6 (+12)
    +12 (+6)
    Safer Transformation Nether Body (massive beast) Nether Power

    * The beast's true form gains full BAB.
    ** Both beast form and hybrid form possess high Fort & Ref saves.
    *** The beast makes no attempt to control its behavior. Basically, it just lashes out. Therefore, its Will saves degrade to low.



    Class Features



    Class Skills: Balance, Bluff, Climb, Concentration, Craft, Diplomacy, Gather Information, Intimidate, Jump, Listen, Profession, Sense Motive, Spot, Survival and Swim
    Skill Points: 6 + Int-mod

    Weapon and Armor Proficiency: Netherhosts are proficient with all simple weapons, one martial weapon of their choice, and light armor.




    Inner Beast (Ex)
    The definition of a netherhost is a man who hosts a Netherbeast whose power he can tap.
    The host may, at will, as a free action, tap into that power and hold onto it until the link is broken, becoming a hybrid between himself and the beast, gaining its abilities (except where noted he does not, or gains hybrid ability instead).
    In order to brake the link in hybrid mode, he must spend a move action to concentrate on mentally severing the link. This will provoke AoOs, and he must make a Concentration check if he takes damage with a DC equal to damage taken or he fails to severe the link.
    Each round that the host is connected in this way to the beast he must make a will save, with the DC equal to the number of rounds this link is sustained, plus the number of links before it this day, plus the beast's cha-mod (normally greater than the host's by 1 or 2, see Separate Minds and Will of the Netherbeast) or lose control, making the beast take full control (with the full extent of its power).
    Once the beast takes control, it will keep it until the host succeeds on his Will save. At that point, the link will be instantly severed, restoring the host to his normal form. Each round the beast remains in control, the link is considered to have lasted one round less (minimum 0 rounds, for a DC of [number of links + Cha-mod])

    Spoiler: Losing/Regaining Control by level progression – The Complete Formula
    Show


    The save DC to maintain\regain control is: [Beast CHA-mod + "Daily Links" + "Link Duration" – "Out of Control Duration"].


    Going "Worse":
    Getting to hybrid form if you are at normal form is a free action, while going to beast form is an unwilling instant effect
    At level 2, you can turn into beast form as a free action.
    At level 13, you can turn into beast form while keeping control as a free action, but the risk of losing control is triple then normal.
    At level 20, risk of losing control is only double instead of triple.

    Getting "Better":
    Going to normal mode while in control is move action that requires to maintain concentration.
    Going to normal mode while NOT in control is a will save (DC explained in links below) that you make at the beginning of each round (if you want) that is an instant effect if you manage it.

    Links and control: "Daily Links" is increased by 1 each time you go hybrid / true beast form.

    "Link Duration" increases:
    By 1 each round if using hybrid mode
    By 3 each round if using "Full Transformation"
    By 2 each round if using "Safer Transformation" AS LONG YOU ARE IN CONTROL
    By 5 when "Willing Submission" is activated.
    "Out of Control Duration" increases by 1 each round you are not in control.


    While the beast is in control, it will openly attempt to slay anyone it can find (prioritizing life threats first, control threats later, and everyone else last) it will not use any tools, manufactured weapons or magic other than its own innate resources.
    The beast however has a strong sense of preservation and will retreat from combat if necessary, or even relinquish control if it believes it will save the life of the host to do so.
    The number of links is reduced by 1 for each hour of rest, or completely reset after long rest, regardless of how many are left.

    The appearance of the beast is that of an aura engulfing the host. It can be like energy surrounding him, or an actual body partially covering the host, the hybrid version always look more "normal", while the true beast form is further away from host form. The beast takes the form of semi-solidified "avatar" of energy that, despite being larger, stands at the very same place, moving the same, yet translucent enough not to hide the netherhost himself.
    The beast's appearance changes and evolves with level progression. The MTG "Death's Shadow" card displays what could be the beast's form at levels 8, 9 and 10 (see Nether Body below).


    Separate Minds (Ex)
    The host and the beast are two independent minds, and as such what affects one does not necessarily effects another.
    As such, any type of ability damage or drain to Int, Wis or Cha effects only the currently active form, and any mind-affecting spell or ability work similarly (so charming one has no effect on the other).
    While on hybrid form it is considered that the host's mind is the active one, and therefor he takes the damage, drain or enchantment.
    Also, the beast's force of personality is always slightly stronger then the host's, and as such it has Cha-score greater by 2.


    Occupied Residence (Ex)
    A netherhost's body serves as residence for the beast. This makes a netherhost completely immune to any attempt to wrest or share control over the character's body, mind or soul. This includes (but not limited to) domination spells, undead spirit possession, Magic Jar spell, symbionts and the Tsochar's Wear Flesh power.
    This bond occurs during the character's late childhood and no known mortal intervention may sever it.
    The beast's presence constantly occupies the character's attention. This makes multiclassing absolutely impossible - not until all 20 Netherhost levels have been achieved.


    Augmented Physics (Ex)
    The body of the Netherbeast is far more powerful than a mortal of the same body, choose either Str, Dex on Con; the beast has a +6 augmentation bonus to that ability and +4 to the other two.
    The bonus for the hybrid form is half that of the beast itself.


    Nether Strikes (Ex)
    The Netherbeast's body is slightly different then its host, and has more violent outlook and physiology.
    While in beast form, two of the host's appendages (arms or otherwise) become either sharpened or overly muscular, giving him either Claw attacks or Slam attacks (it is possible to gain one of each) dealing 1d6 + Str-mod damage of the appropriate type(s).
    If that appendage already provides a natural attack, improve its damage dice by one step instead, as if the creature is one size bigger.
    Whether creating new natural attacks or increasing existing ones, these attacks gain a bonus to damage (but not on attack rolls) based on Cha, in addition to that of Str.
    Regardless of the host's alignment, an uncontrolled beast is inherently CE. Combined with its origins, a netherbeat's natural attacks count as magical and evil and chaotic for the purpose of overcoming DR.


    Nether Senses (Ex/Su)
    Netherbeasts develop an impressive array of enhanced senses, which grow as the netherhost grows in power with level progression.
    2nd (Ex) – The beast gains +4 bonus to all Listen, Search, Sense motive and Spot checks. The hybrid form gains +2 to these checks. The beast also possesses Low-light vision as elves, but the range is x3 instead of double. The hybrid form gains Low-light vision identical to that of elves. If the host possesses Low-light vision, the range multipliers for the beast and hybrid forms increase by one step (x4 and x3 respectively).
    6th (Ex) – The beast gains Darkvision out to 90'. The hybrid form gains Darkvision out to 60'. If the host already has Darkvision, the ranges are increased by 30', to a maximum of 120'. The host also gains the Scent ability, whether or not the beast/hybrid forms are active.
    10th (Ex) – The beast may now see in darkness (including magical darkness) out to 60'. The hybrid form can see in darkness out to 30'. When the beast is not expressed, the host can see in darkness out to 10'.
    14th (Su) – The beast and hybrid forms continuously benefit from true seeing effect.
    18th (Su) – The mind of the beast has now reclaimed its full power. The beast enjoys a continuous benefit of foresight spell.


    Willing Submission (Ex)
    Netherhosts are quick to learn the advantages of the beast in combat over them, and know when they need that extra power that the hybrid form cannot supply.
    Starting at 2nd level, a netherhost may jump right into the beast form in the same manner he assume hybrid form.
    If you use this method to the DC is considered as if a link lasting 5 rounds has occurred prior to that.


    Nether Body (Ex)
    At 2nd level, and every 3 levels thereafter, the Netherbeast evolves to fit it's true form, gaining additional power. The hybrid form does not gain these mutations unless otherwise noted.
    The changes are as follows:
    2nd – Natural Defenses: The beast becomes harder to hit, its skin and fur thicken and becoming tough and resilient. The beast gains a bonus to its natural armor equal to its Cha-bonus, the hybrid form gains a bonus equal to half the host's Cha-bonus. Each time the beast gains a new body modification, this armor bonus increases by a cumulative +1.
    5th – Mandibles: The beast develops powerful mandibles, allowing it to make a secondary bite attack that deals 1d6 + Str-mod slashing damage. The mandibles are coated with sticky acid, which deals 1d8 damage upon hit.
    8th – Great Beast: While in beast form, you are one size category larger. All physical attacks deal enhanced damage, according to the beast's size increase.
    11th – Nether Tail: The beast gains a powerful lizard-like tail, with a massive bone at its far end, with a dagger-like spike protruding at its tip. The tail deals 2d6 damage when used for making bludgeoning attacks and 1d6 damage when used for making piercing attacks. The latter also delivers injected poison. The target must succeed a Fort save vs. DC [10 + 1/2 Netherhost-level + Cha-mod] or suffer 1d3 damage to either Str, Dex or Con (chosen at random upon each hit). The bludgeoning attack may be used for tripping. If an opponent successfully resists tripping, it is not allowed a counter tripping attempt.
    14th – Regenerative Body: The beast gains Fast Healing equal to its Cha-bonus, the hybrid form gains Fast Healing equal to half the host's Cha-mod.
    17th – Nether Wings: A pair of powerful wings sprout from the back of the beast, giving it a fly speed to 60' with good maneuverability. The hybrid from can fly at a speed of 40 with average maneuverability.
    20th – Massive Beast: The body of the beast is unrealistically large compared to that of the host, while in hybrid form you are one size category larger, and while in beast form you are two size categories larger. All physical attacks deal enhanced damage, according to the beast's size increase.


    Nether Health (Ex)
    Starting at 3rd level, the Netherbeast's hunger for life grants it a "storage" of temp HP equal to the character's Netherhost level × the beast's Cha-bonus.
    These HP are not actual part of the host, only the beast's and as such only apply while in beast form. That storage of HP is healed naturally in a rate of 1 per round, even while the beast is inactive.
    In addition, the Netherbeast's mind become strong, it gains a +4 bonus to saves against any nauseous, fear or compulsion effect.
    The hybrid form does not gain either of the above.


    Resistance (Ex)
    Netherbeasts become ever more resistant to various forms of punishments as they grow in power.
    3rd – The beast gains energy resistance equal to the character's Netherhost level. The hybrid form gains half that much.
    7th – The beast – regardless of the host's alignment – is inherently CE. It gains DR [X] / lawful + good, where [X] = half the character's Netherhost level. The hybrid form gains half that much.
    11th – The beast gains SR [12 + the character's Netherhost level]. This SR is involuntary. The hybrid form gains SR [7 + the character's Netherhost level]. This SR may be dropped as a swift/immediate action to allow a friendly spell in.
    15th – The beast now gains medium fortification. The hybrid form gains low fortification.
    19th – The beast is now impervious to precision damage. The hybrid form gains medium fortification. The host gains low fortification.


    Nether Power (Su)
    Netherbeasts draw power from the nether. Unlike the beast's physical transformation which is predictable, nether powers are more dynamic and their acquisition is not set in stone.
    At 4th level, and every four levels thereafter, choose one of the following powers.
    Any selected nether power is usable a number of times per day equal to the netherhost's Cha-bonus (minimum 1).
    The save DC of those power (whenever relevant) is [15 + Cha-mod] for the beast form, and [10 + Cha-mod] for the hybrid form. Each time the beast's size increases, the DC increases by +5.
    Nether powers are available to the netherhost in all forms: Host/Hybrid/Beast.
    The available nether powers are:
    - Aura Burst: You must possess the required Nether Aura feature to choose this power. As a standard action, you may focus yourself into powering the aura, doubling its range.
    - Breath of Shadow: As a move action, you breathe out an unnatural darkness, covering the area around yourself in an effect equal to that of a Darkness spell, radiating 20 ft. to every direction, the darkness lasts for a number of rounds equal to your Cha-bonus, and will remain in place even if you move. Once you have obtained 10th Netherhost level, the effect's is increased to that of Deeper Darkness.
    - Dispel Magic: This operates as the spell (CL = Netherhost level), except it can only be used as targeted dispel and the usual +10 level cap is ignored.
    - Draining Strikes: The natural attacks of the Netherbeast (gained/improved from Nether Stirkes or Nether Body) heal the Netherbeast for half the damage dealt, rounded down, when they deal lethal damage to living creatures. Activating this power is a move action. The effect lasts for 1 round / Cha-bonus (minimum 1).
    - Fade to Nether: As a move action you may turn invisible for a number of rounds equal to your Cha-mod. If you attack, cast a spell or use a spell like ability or activated supernatural ability other than the ones granted by Nether Power that deal no damage, the invisibility is lost.
    - Nether Blast: You may, as a standard action that doesn't provoke AoOs, release a burst of force as a 60' line or 30' cone, dealing 2d8 damage plus 1d8 / 2 Netherhost levels passed 4th, with Ref save allowed for half damage. Alternatively, you may hit a single target within 120' with a successful ranged-touch attack. If you hit, the target takes full damage with no save allowed.
    - Nether Leak: A haze of pure nether leaks from your body, covering you in a thin protective layer. Any weapon that touches it takes 1d6 points of magic damage from it, and the weapon’s hardness does not reduce this damage. A magic weapon may attempt Reflex save to avoid taking this damage. A creature who strikes you with an unarmed attack, unarmed strike, touch spell, or natural weapon takes this damage as well but can negate the damage with a Reflex save.
    - Nether Step: As a move action you may dematerialize and re-materialize in another point within 5' per Cha-bonus (minimum 5'), without actually going throw the space in between.
    - Time Distortion: As a swift action, you may replicate the effect of Haste or Slow spells, except their range is self/touch respectively. During the round in which Slow is activated, your first successful melee attack delivers the effect. Delivering the effect is resolved as touch attack.


    Protective Transformation (Ex)
    At 5th level, the bond between the netherhost and his beast has grown to such extent, that the beast attempts to defend it when necessary by taking over, and using its greater power.
    If the host falls victim to a mind-affecting spell or ability that causes him to act in a way that directly or indirectly endangers his life, the beast reacts as if a link was made (with the save DC increasing every round, but it does not count against the number of links made that day).
    In addition, if the host's HP drop enough to render him dead, or he's hit by a death effect, he instead stabilizes at 0 HP, and the beast immediately takes over, transforming into full beast form, and sustaining the lives of both of them, using its Nether Health. Knowing just how vulnerable it is in this state, the beast is likely to avoid combat, maybe even surrender or ask for healing from any who might be interested at saving the host.
    Starting at 13th level, if the host – either in his host form or hybrid form – is subject to unwanted polymorph or petrifaction, the beast may attempt to assume control just before the transformation kicks in. If successful, it is entitled to a save of its own to break the effect.


    Nether Aura (Su)
    Starting at 6th level, the beast begins to radiate its essence and power in the form of one of the aura effects given below. The aura extends out to 30', with a save DC to resist of [10 + 1/2 Netherhost level + the beast's Cha-mod].
    The various beats auras are as follows:
    Aura of Fear: At the beginning of each turn of every being inside the aura, it must make a Will save or be shaken this round. If already shaken, it become frightened instead.
    Nauseous Aura: At the beginning of each turn of every being inside the aura, it must make a Fort save or be nauseated this round.
    Aura of Confusion: At the beginning of each turn of every being inside the aura, it must make a Will save or be confused this round.
    Aura of Fatigue: At the beginning of each turn of every being inside the aura, it must make a Fort save or be fatigued this round.
    At 12th level and again at 18th, the beast gains an additional aura effect. All aura effects the beast possesses are active simultaneously.


    Augmentation Overflow (Ex)
    The body of a 9th level netherhost becomes stronger due to the beast's influence, yet a little less normal, gaining some of the might of the beast itself. He gains a permanent +2 increase to the ability chosen for Augmented Physics. In addition, the hybrid form gains the benefits of Nether Strikes.
    At 17th level, the host gains another +2 increase to the ability chosen for Augmented Physics. In addition the hybrid form gains the benefits of the beast's entire array of physical attacks and the host form gains the benefits of Nether Strikes, despite it not being visually obvious.


    Improved Augmented Physics (Ex)
    At 11th level the body of the beast takes a more extensive form, the bonus to abilities from Augmented Physics rise to +6, with the chosen ability rising to +8, and to that extend the ability bonuses for the hybrid form rise to +4 for the chosen and +3 for the others.


    Full Transformation (Ex)
    At 13th level, the host learns how to tank even more power from the beast, using the same method he uses to become the hybrid he may transform himself completely into the beast, yet keeping his own mind in control.
    This transformation is extremely straining and allows the beast much more place to work, it counts as if 3 links have been made simultaneously if you use this ability (so the number of daily links increase by 3, and the number of rounds increase by 3 every round), however braking this link requires only a single concentration as normal, and if the beast takes over while in this state, the save decreases at normal speed, not at triple.


    Will of the Netherbeast (Ex)
    The mind of a 13th level Netherbeast is beyond the power of mortal understanding, it becomes immune to fear, compulsion and nausea.
    The beast itself also gains a further +2 increase to its Cha.
    The hybrid form gains a +4 to saves against fear, compulsion and nausea as the Will of the Netherbeast itself can help the host to resist such effects while a link is open.
    Using the Full Transformation ability will grant only the hybrid bonus of this ability (in addition to that of Nether Health), as this ability relates to the mind, not the body.


    Symbiotic Health (Ex)
    A 17th level netherhost begins to tap directly to the beast's life force. As such, all forms gain the beast's additional HP.


    Greater Augmented Physics (Ex)
    At 19th level the body of the beast form becomes further great and destructive, the bonus to abilities from Augmented Physics rise to +8, and for the chosen ability to +10, and to that extend the ability bonuses for the hybrid form rise to +5 for the chosen ability and +4 for the others.


    Safer Transformation (Ex)
    At 20th level, the host learns how to make his Full Transformation safer, effectively making it work as if 2 links were made, instead of 3.








    Netherhost Feats
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    Empowered Touch of the Nether
    Requirement: Nether Body (great beast)
    Benefits: The natural attacks of your Netherbeast gain additional qualities. You may choose between Cold Iron, Alchemical Silver and Adamantine.
    This feat may be taken multiple times.

    Extra Nether Powert
    Requirement: 3 Nether Powers
    Benefits: You gain an additional Nether Power.
    You may select this feat once more for each additional Nether Power you gain (beyond 3) by leveling in the Netherhost class.

    Nether Contract
    You and the netherbeast have come to an understanding that will put an end to the conflict between the two of you.
    Requirements: Netherhost level 20, permanent alignment shift (see below)
    Benefit: The netherbeast no longer takes control over you. In return, your alignment permanently shifts one step toward Chaotic. If you're already Chaotic when choosing this feat, your alignment permanently shifts one step toward Evil.
    You may not choose this feat if you're already CE.

    Widened Nether
    Requirement: 2 Nether Auras
    Benefits: You Nether Aura widens to cover 60'r.





    Class: Radiant Soul

    Spoiler
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    Preface
    Spoiler
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    For a long time now I've been wanting to explore the possibility of making a functional class that revolves purely around light.

    Radiant Souls strive to master the manipulation of light in all its aspects, but not necessarily in the traditional manner that involves positive energy, purity or divine spells, but rather manipulate it directly.
    Their ultimate goal is to transform into beings of pure energy, free from mortality and the bonds of the physical world.



    HD: d6

    Table: Radiant Soul
    Saves
    Level BAB F R W Special
    1st +0 +0 +2 +2 Nimbus of Light, Radiant Touch, Spellcasting
    2nd +1 +0 +3 +3 Deflecting Radiance
    3rd +2 +1 +3 +3 Lightburst (1 / day)
    4th +3 +1 +4 +4 Radiant Gaze
    5th +3 +1 +4 +4 Silent Spell
    6th +4 +2 +5 +5 Sustaining Radiance
    7th +5 +2 +5 +5 Lightburst (2 / day)
    8th +6 +2 +6 +6 Solar Nimbus
    9th +6 +3 +6 +6 Still Spell
    10th +7 +3 +7 +7 Revitalizing Radiance
    11th +8 +3 +7 +7 Lightburst (3 / day)
    12th +9 +4 +8 +8 Ride The Light
    13th +9 +4 +8 +8 Enlarge Spell
    14th +10 +4 +9 +9 Blinding Radiance
    15th +11 +5 +9 +9 Lightburst (4 / day)
    16th +12 +5 +10 +10 Extraordinary Radiance
    17th +12 +5 +10 +10 Widen Spell
    18th +13 +6 +11 +11 Radiant Form
    19th +14 +6 +11 +11 Lightburst (5 / day) *
    20th +15 +6 +12 +12 Being of Light



    Class Skills: Concentration, Diplomacy, Heal, Intimidate, Knowledge (arcana, nature, the planes), Listen, Sense Motive, Search, Spellcraft, Spot, and Survival.
    Skill Points Per Level: 4 + Int modifier
    Weapon and Armor Proficiency: Radiant souls are proficient with all simple light and 1-handed melee weapons. Radiant souls are not proficient with armor or shields.



    Nimbus of Light (Su)
    A glittering corona of sunlight-like illumination surrounds your body.
    The nimbus of light around you glows like a lantern, providing bright illumination in a 30' radius (and shadowy illumination for an additional 30').
    As a standard action, you can coalesce light energy around your outstretched arm and fling it toward a foe within 60'. You must succeed on a ranged touch attack to strike a target. This form of attack deals [1d8 +(1 / Radiant Soul level)] points of damage. Light-based attacks deal double damage vs. undead creatures (or triple damage to those specifically harmed by bright light).
    For the purpose of gaining multiple attacks from your Nimbus of Light, you count BAB gained only from your Radiant Soul levels, ignoring racial HD, template HD and levels in other classes.
    This ability may be turned on an off at will.
    You may "light up" when attempting to demoralize someone and gain +2 to your Intimidate check.


    Radiant Touch
    While the character's Nimbus of Light ability is on, their melee attacks deal an additional [Light] damage equal to 1 point per Radiant Soul level. This extra damage is deligered on a successful touch attack, even if the melee attack is otherwise blocked by armor or natural armor.


    Spellcasting
    Radiant souls are fullcasters that cast arcane spells drawn from a specialized list of light-based spells. A radiant soul knows all Radiant Soul spells upon gaining access to their appropriate level.
    The primary spellcasting ability score of the Radiant Soul is Cha.
    Spells gained as Radiant Soul require no material components, even if they usually do when gained by other classes.

    Radiant Soul Spells:
    Spoiler
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    0 SL
    Candlelight
    Dancing Lights
    Light


    1st SL
    Color Spray
    Dawn Burst (CM, p.101)
    Ghost Light (OA, p.104)
    Guiding Light (SC, p.108)
    Luminous Gaze (SC, p.135)


    2nd SL
    City Lights (RoD, p.164)
    Continual Flame
    Glitterdust
    Moonbeam (SC, p.144)
    Rainbow Beam (SC, p.165)
    Scorching Ray:


    3rd SL
    Daylight
    Flashburst (FrCS, p.70)
    Moonlight *
    Rainbow Blast (SC, p.165)
    Searing Light
    Vision of the Omniscient Eye (DrMg, p.74)
    Wall of Light (SC, p.134)


    4th SL
    Aura of the Sun (LEoF, p.30)
    Battlefield Illumination (Heroes of Battle)
    Blistering Radiance (SpC, p.33)
    Celestial Brilliance (BoED, p. 94)
    Fire Shield
    Rainbow Pattern


    5th SL
    Curtain of Light (BoED, p.96)
    Dawn Shroud (Champions of Valor, p.54)
    Lucent Lance (SC, p.134)
    Prismatic Ray (Carc, p.118)
    X-Ray Vision *


    6th SL
    Anger of the Noonday Sun (SC, p.11)
    Crown of Brilliance (BoED, p.95)
    Disintegrate
    Sun Scepter (LEoF, p.34): If you're chaotic, your Sun Scepter counts as anarchic instead of axiomatic. If you're neither lawful nor chaotic, you must choose among the two upon gaining 11th Radiant Soul level. This choice cannot be changed later on.


    7th SL
    Brilliant Blade (SC, p.40)
    Prismatic Spray
    Radiant Assault (SC, p. 164 – sightless creatures still take damage)
    Tomb of Light (BoED, p.110)


    8th SL
    Brilliant Aura (SC, p.39)
    Prismatic Wall
    Scintillating Pattern
    Sunburst


    9th SL
    Deadly Sunstroke (CMag, p.101)
    Prismatic Sphere
    Moonfire (SC, p.144)



    * This spell is detailed in this codex.





    Deflecting Radiance (Su)
    At 2nd level, your Nimbus of Light gains partial tangibility where it touches your flesh. You gain deflection bonus to AC equal to your Cha-bonus, capped by your Radiant Soul level.
    This deflection increases by +1 for each 3 Radiant Soul levels you possess.
    This bonus is lost when your Nimbus of Light is disabled.


    Lightburst (Su)
    Starting at 3rd level, once per day, a radiant soul may discharge one instantaneous Radiant Soul spell as a swift action, as long as the chosen spell belongs to a spell level lower than the highest Radiant Soul SL available to him.
    Example: a 5th level radiant soul has access to 3rd level Radiant Soul spells. Therefore, he may once per day discharge Color Spray, Rainbow Beam or Scorching Ray as a swift action.
    For each 4 levels passed 3rd (7, 11, 15, 19...), a radiant soul gains one additional daily use of this ability.
    At 19th level, a radiant soul gains access to 9th SL with this ability.


    Radiant Gaze (Su)
    At 4th level, a radiant soul's eyes may shed illumination in a 120' cone, 30' wide at its far end, towards anywhere the character point his attention, enabling the character and all other observers to see perfectly in darkness. This illumination penetrates any darkness effect equal to (or lower than) the character's highest SL accessible (e.g. at 5th Radiant Soul level, that character's gaze suppresses Deeper Darkness effect).
    For each 3 levels passed 4th, the range of Radiant Gaze increases by 60', and your eyesight improves accordingly.
    While this ability is active, you gain a bonus on Search checks equal to your level, as well as a bonus on all ranged touch attacks you make equal to [+1 per 60' range this power grants] (+2 at 4th, +3 at 7th, +4 at 10th etc).
    This ability cannot be use while you're threatened or distracted.


    Silent Spell
    At 5th level, you may cast any Radiant Soul spell you know as if the Silent Spell feat was applied to it – w/o suffering SL increase or spellcasting time increase.


    Sustaining Radiance (Ex)
    At 6th level, a radiant soul's energy sustains him in his endeavors.
    As long as Nimbus of Light is on, the radiant soul only needs to eat and drink once per week and requires only 1 hour of sleep to be fully rested (gaining the benefit of 8 hours of rest), and 10 minutes of rest to gain the benefit of 1 hour of rest (such as to remove the exhausted condition).
    Furthermore, the radiant soul cannot be magically exhausted, fatigued, dehydrated, or famished.
    Finally, you gain SR [12 + Radiant Soul level] vs. spells and effects with the [Light], [Color], [Prismatic], [Darkness] or [Shadow] descriptor, as well as gaze attacks. You may will a spell to penetrate this resistance if you so choose.


    Solar Nimbus (Su)
    Starting at 8th level, your Nimbus of Light intensifies to mimic the effect of Daylight spell.
    When using this power to attack, the range increases to 120', the damage increases to [2d8 + 2 points per Radiant Soul level] and targets hit must succeed a Fort save vs. DC [10 + 1/2 Radiant Soul level + Cha-bonus] or be affected by Faerie Fire spell effect. You may apply the Faerie Fire spell effect w/o dealing damage, in which case the save DC is increased by +5.
    You may diminish the effect to that of Nimbus of Light, but this also diminishes you offensive capabilities to match.
    When you "light up" to Solar Nimbus strength as part of demoralize attempt, gain +4 to your Intimidate check. If you intensify your illumination from Nimbus of Light to Solar Nimbus, you gain +2.


    Still Spell
    At 9th level, you may cast any Radiant Soul spell you know as if the Still Spell feat was applied to it – w/o suffering SL increase or spellcasting time increase.


    Revitalizing Radiance (Su)
    Starting at 10th level, radiance now sustains you to greater effect, provided Solar Nimbus ability is active.
    First, the light that burns within keeps the radiant soul pure of polluting agents, granting immunity to poison and disease.
    Second, the radiant soul needs not eat, or drink.
    Third, you become immune to spells and effects with the [Light], [Color], [Prismatic], [Darkness] or [Shadow] descriptor, as well as gaze attacks. You may will a spell to penetrate this resistance if you so choose.
    Fourth, you may now stare directly at the sun without suffering any ill effect, and are completely insusceptible to the Dazzled condition.
    Finally, you gain slow regeneration, recovering 1 HP per minute.


    Ride The Light (Su)
    At 12th level, you gain the ability to travel on beams of light.
    Whenever your Nimbus of light is on, you gain flight speed. Your speed and maneuverability depend on the intencity of your nimbus:
    - Nimbus of Light: 30'; poor
    - Solar Nimbus: 60'; average
    - Blinding Radiance: 90'; good
    Additionally, once every 5 rounds, as a move action, you may teleport anywhere within a distance no greater than the range of your Radiant Gaze ability, provided that the target location is within line of sight (but not necessarily line of effect).
    When riding the light, you may decide whether or not any carried items travel with you - all of them, or none at all. With this power, a radiant soul momentarily transforms into a beam of light and reforms at the target point. The effect is too fast for anyone to react to and disrupt the attempt once the ability has been activated.


    Enlarge Spell
    At 13th level, you may cast any Radiant Soul spell you know as if the Enlarge Spell feat was applied to it – w/o suffering SL increase or spellcasting time increase.


    Blinding Radiance (Ex)
    At 14th level, your Nimbus of Light improves for the last time.
    At will, you may increase the brightness of your Nimbus of Light so that it radiates brilliant light to a radius of 30', with Daylight illumination out to 60' and shadowy illumination out to 120'. Any creature within 30' must make a Fort save vs. DC [15 + Cha-bonus] or be blinded for 2d4 rounds.
    A radiant soul bathed in Blinding Radiance can be gazed upon through Deeper Darkness w/o ill effects.
    When using this power to attack, the range increases to 240', the damage increases to [3d8 + 3 points per Radiant Soul level] and targets hit must succeed a Fort save vs. DC [10 + 1/2 Radiant Soul level + Cha-bonus] or be affected by Daylight spell effect. You may apply the Daylight spell effect w/o dealing damage, in which case the save DC is increased by +5. You may now apply the Faerie Fire spell effect w/o dealing damage, in which case the save DC is increased by +10.
    You may diminish the effect to that of Solar Nimbus or Nimbus of Light, but this also diminishes you offensive capabilities to match.
    While your nimbus is at Blinding Radiance strength, you may trigger Ride The Light as a swift or immediate action.
    When you "light up" to Blinding Radiance strength as part of demoralize attempt, you gain +6 to your Intimidate check.


    Extraordinary Radiance
    Starting at 16th level, all your Radiant Soul class abilities become (Ex) abilities.


    Widen Spell
    At 17th level, you may cast any Radiant Soul spell you know as if the Widen Spell feat was applied to it – w/o suffering SL increase or spellcasting time increase.


    Radiant Form (Ex) (D)
    Starting at 18th level, you may become pure energy, gaining the Incorporeal template for a total number of daily minutes equal to your Cha-bonus.
    You gain Fly speed of 120' with perfect maneuverability and regenerate at a rate of 5 HP / round.
    Your Cha replaces your Con for determining your extra HP gained from leveling.
    Becoming incorporeal takes a standard action that provokes AoOs and requires Blinding Radiance ability to be active.
    While assuming Radiant Form, you may lower your illumination down to Nimbus of light, losing none of your offensive capabilities.
    Radiant Form is unaffected by attacks based on heat, cold, electricity, acid or sound.
    While incorporeal, no mortal darkness can overcome your Nimbus of Light. Darkness generated via divine salient abilities forces you out of your Radiant Form.


    Being of Light
    At level 20, you shed your mortal body, forever becoming an incorporeal entity of light.
    You become an ageless native outsider immune to aging effects, losing whatever age penalties you might possess and never dying of oldage.
    Your Fly speed increases to 240'.
    You may reclaim your material body (D) for a total number of daily minutes equal to your [Radiant Soul class level + Cha-bonus]. Materializing takes a move action that doesn't provoke AoOs.
    20th level radiant souls may Ride The Light once every 1d4 rounds.
    From this point and on, not even deities can overcome your inner light.








    Radiant Soul Feats
    Spoiler
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    Frequent Lightburst
    Requirements: Radiant Soul level 7.
    Benefits: you gain an additional daily use of Lightburst.
    This feat may be taken once more starting at 15th Radiant Soul level

    Luminous Summons
    Requirements: Ride The Light class feature.
    Benefits: Once per day per Cha-bonus, you may force Ride The Light upon others.
    Instead of dealing damage, your light attack may teleport a target that's within your Ride The Light range to anywhere else within your Ride The Light range.
    The target is entitled a Fort save vs. DC [10 + 1/2 Radiant Soul level + Cha-bonus] to negate the effect.

    Radiant Burns (Ex)
    Requirements: Radiant Soul level 3
    Benefit: Once per day, while your Nimbus of Light is on, as a standard action, you may fire a 30' cone (burst) of phosphorous-green illumination that delivers the effect of Low Radiation.
    Radiation affects any creature that has Con-score, even those that are otherwise immune to poison or ability damage.
    You may spend a daily use of Lightburst ability to activate this ability as a swift action.
    At Radiant Soul levels 8/14/20, the level of radiation increases by one step (to Medium / High / Severe respectively).
    Each level of radiation adds 30' to the range of the effect, with the effect decreasing at every 30'.
    (Example: a 16th level radiant soul can fire a 90' cone of radiation: 30' of High radiation, then 30' of Medium radiation, then 30' of Low radiation).
    A radiant soul may lessen the effect at will, but the ranges decrease appropriately.
    At 6th Radiant Soul level and every 6 levels thereafter, you gain an additional use of this ability per day.
    Special: A character that possesses this ability is immune to Low Radiation, and all suffered Radiation damage counts as one step weaker than it actually is. As this power evolves (levels 8, 16, 20), your resistance/immunity to the afflictions of Radiation improves accordingly.

    Radiant Bolt (Ex)
    Requirements: Radiant Burns
    Benefit: You may shape your Radiant Burns as a line attack, doubling its normal ranges.

    Radiant Corona (Ex)
    Requirements: Radiant Soul level 6, Radiant Burns
    Benefit: Once per day, as a standard action, you may activate your Radiant Burns ability as a halo of radiation (spread) that lasts for a number of rounds equal to 1/2 your Cha-bonus, plus 1 round per 6 Radiant Soul levels.
    Special: This feat may be taken multiple times, each of which granting another daily use of Radiant Corona.

    Controlled Radiance (Ex)
    Requirements: Radiant Soul level 9, Radiant Burns
    Benefit: You may now form safe zones where your radiance cannot penetrate. The number of creatures/objects you may exclude from your radiance effects equals [your Cha-bonus + 1/4 your Radiant Soul level].
    This affects only radiance produced by you. It has no effect on radiation produced by other sources.

    Radiance Shield (Ex)
    Requirements: Radiant Soul level 12, Radiant Burns, Radiant Corona, Controlled Radiance
    Benefit: you may shield allies from all sources of radiation.
    To figure the potency of shielding and how far away, see the ranges description and special clause of Radiant Burns.
    You activate this ability as a standard action and may maintain it as a swift action on a round-by-round basis.
    Using this ability consumes a use of Radiant Corona.


    Last edited by nonsi; 2020-09-10 at 11:48 PM.

  28. - Top - End - #28
    Ogre in the Playground
     
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    Additional Spells
    Spoiler
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    Attain Lichdom
    Necromancy (Evil, but see below)
    Level: Priest 6, Mage 6, Bard 6, Blighter 6
    Components: V, S, F (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 a full lunar eclipse.
    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.

    Spoiler
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    See post #29 for the ritual of Lich transformation.



    Army of the Dead
    Necromancy [Evil]
    Level: Priest 7, Mage 7
    Components: V, S, M
    Casting Time: standard action
    Range: medium (60' radius)
    Target: humanoid corpses within range
    Duration: Instantaneous; 24 hours (see below)
    Saving Throw: None
    SR: No
    A skeletal legion stands before you in perfect silence. You have but to give the word, and they will lay waste to your enemies.
    This spell animates all slain creatures in the AoE as either skeletons or zombies.
    All undead animated by a single usage of this spell serve to accomplish a single mission (usually for fighting a specific battle). Once the mission is complete or 24 hours have passed, all creations of this spell crumble to dust
    Material Components: Bloodstone, ivory, and onyx gemstones with a total worth of 500gp of each type.


    Ceremony
    Abjuration
    Level: Priest 1
    Taken from 5e


    Chromatic Orb: Lesser / Moderate / Greater
    Conjuration (Creation)
    Level: Mage 2 / 5 / 8
    Components: V, S
    Casting Time: standard action
    Range: Short (60') / Medium (120') / Long (240')
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No
    An orb of elemental energy (choose damage type upon casting: acid / cold / fire / lightning / sonic), about 2" / 4" / 6" in diameter, shoots from your palm at its target.
    A successful ranged touch attack deals damage according to the spell's level:
    2nd SL: 1d10 points of damage per odd caster levels (maximum 5d10).
    5th SL: 1d8 per CL (maximum 15d8).
    8th SL: 2d6 per CL (maximum 40d6).


    Circle of Absolute Blindness
    Abjuration
    Level: Mage 9, Witch 7
    Components: V, S
    Casting Time: Standard action
    Range: Medium
    Targets: 80' wide cylinder 80' high.
    Duration: 10 minutes
    Saving Throw: none
    SR: No
    This powerful, multi-purpose anti-sensing spell prevents all senses and all means of detection.
    The affected area counteracts not only normal vision and hearing (effectively a silence effect), but also prevents the functioning of Darkvision, Darksense, Darksight, Scent, Tremorsense, Echolocation, and detection spells and powers such as locate object, scrying and discern location.
    The circle is immobile and its victims may blunder out of the affected area, but:
    1. Movement is reduced to 1/4.
    2. Flight is impossible.
    3. Each movement fragment is randomly determined by a d3 roll: 1 = 45 degrees left; 2 = keep going straight; 3 = 45 degrees right.
    4. The casting of spells with even a single S/M/F/DF ingredient has only 60% chance for success. Each additional ingredient reduces success chance by another 20%, to a minimum of 10%.
    The effect may be countered by disjunction, wish or miracle spells.


    Composite Blast
    Evocation
    Level: Mage 6
    This highly versatile damage spell grants the caster 2 combat options:
    1. Generating a fireball-like explosion at a range.
    2. Generating a local explosion with the caster serving as the effect’s focal point (the caster is unharmed by the effect).
    The explosion deals damage according to the caster’s alignment:
    Good: Thunder and Lightning. Electricity and/or sonic damage (100% of chosen type or 50:50).
    Evil: Flame and Corruption. Fire and/or necrotic damage (100% of chosen type or 50:50).
    Neutral: Choose one of the above. The selection is final.


    Cursed Weapon / Fang / Vestment
    These are basically the reverse-effects of the known positive spells (Magic Vestment / Weapon / Fang).
    Any magical examination will register the effect in question as Magic Vestment / Weapon / Fang.


    Diamond Glass (inspired by AD&D's Glassteel spell)
    Transmutation
    Level: Mage 9
    Component: S, V
    Casting Time: standard action
    Range: touch
    Target: the manipulated ingredients and the result object (see below)
    Duration: long
    Saving Throw: no
    SR: no
    This spell is used for transforming coal into diamond-sculpted objects.
    The caster sculpts a single diamond object of high transparency that appears as nothing more than a high quality glass, lacking the beautiful crystalline features of naturally extracted diamonds, thus making it useless as a gem. However, this very quality makes it especially valuable in another way. Natural diamonds contain countless weak points, flaws and impurities. An object created in this manner has a perfectly uniform structure, making it literally the most durable material in existence. A diamond object is almost indestructible. Treat any item created by this spell as Adamantine reinforced by Hardening spell (CL 20).
    Weapons and armors may also be created, provided the caster has the required skills to do so. Weapons and armors created by this spell take the better combat qualities of Mithral and Adamantine.
    You can continue to affect items generated by previous casting of this spell, provided they don't carry magical enhancements. You may also chip away and/or re-position excess mater added due to poor crafting.
    Diamond objects cannot be put to practical use in the creation of items that require flexibility (e.g. bows), since it is also the least flexible material in existence.
    Researching this spell requires 4 ranks in both Craft (alchemy) and Craft (gemcutting).


    Dimensional Grasp
    Conjuration (summoning)
    Level: Mage 2
    Components: S
    Casting Time: standard action
    Range: Close
    Target: 1 object
    Duration: instantaneous
    Saving Throw: No (see text)
    SR: No
    You may "grasp" an object within close range, teleporting it to your hand. If the object is unattended, you need to make an attack roll against an AC 10. Otherwise, you need to make a Disarm or Steal combat maneuver. When attempting a Steal combat maneuver, even if not in combat, the target does not notice the item has been stolen for 1 round. When attempting a Disarm combat maneuver, the item is teleported in a square adjacent to you instead, if successful.


    Druidcraft
    Transmutation
    Level: Druid 1
    Taken from 5e


    Eclipse
    Evocation [Darkness]
    Level: Priest 6, Mage 6, Druid 6
    Components: V, S, M/DP
    Casting Time: 10 minutes
    Range: 240'
    Area: 2-mile-radius sphere
    Duration: 1 hour
    Saving Throw: None
    SR: No
    This spell creates an area of magical darkness in a 1-mile diameter centered on a point chosen by the caster.
    Within the area of the spell the sun is blotted out, creating an area of magical darkness that suppresses natural light sources, creating an area of shadowy illumination. Creatures within an area of shadowy illumination gain concealment (20% miss chance). Even creatures that can normally see in such conditions (such as with darkvision or low-light vision) have the miss chance in an area shrouded in magical darkness.
    Arcane Material Component: A small diamond dipped in black oil.


    Endless Daylight
    Evocation [Light]
    Level: Priest 5, Mage 6
    Duration: Permanent
    This spell creates a permanent Daylight effect.
    Arcane Material Component: 100gp worth of diamond dust, sprinkled on the item that will carry the effect.


    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
    SR: 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.
    Note: The level of the Charm Monster version of this spell is Mage 7, Witch 6.


    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
    SR: 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.


    Eternity of Torments
    Universal
    Level: Priest 9*, Mage 9*, Druid 9*
    Components: V, S
    Casting Time: 10 minutes
    Range: touch
    Target: 1 living creature
    Duration: permanent
    Saving Throw: Fort + Will negate
    SR: Yes
    This terrible spell was devised as the ultimate means of punishment and deterrence.
    To cast this spell, the subject must be held helpless.
    If cast simultaneously by a priest and a mage and a druid, carrying the sentence of a nation's Supreme Court, the target must make 3 consecutive saves (Fort, Ref and Will) or suffer the effect. In any other circumstance, the spell receives the [Evil] descriptor and the target needs to make one of 3 saves to avoid the effect – in which case that caster may no longer affect the target with this spell.
    Once affected, the subject is rendered helpless with pain forever. The subject's body, mind and soul are assaulted in a worse manner than anything imaginable. The subject immediately shrivels to a husk and all of its ability scores are instantly drained and reduced to score 1. This drain overcomes special qualities that would normally render the subject immune to ability drain.
    The subject needs no food, drink or air. The spell keeps the subject from dying and maintains it in stasis. The target can be moved, but not affected.
    It takes Wish or Miracle to break the spell. When the spell ends, the subject is rendered nonresponsive (the subject will die of hunger unless force-fed), insane and sterile.
    A Miracle spell is required to snap the subject out of its catatonic state.
    Greater Restoration spell is required for restoring ability scores drained by this spell – at a rate of 1 / day, and even then, each ability score suffers a permanent loss of 1 point.
    Another Greater Restoration spell is required to cure the subject of insanity. This will work only after all drained ability points are fully restored.
    Curing sterility requires another casting of Wish or Miracle.
    Survivors of Eternity of Torments acquire Vengeful and Violent Flashbacks as flaws. These flaws are not offset by feats.


    Invoke Truename
    Transmutation (Universal)
    Level: Bard 4, Cleric 4, Druid 4, Sorcerer/Wizard 4
    Components: Varies
    Casting Time: Swift / immediate / none action (see below)
    Range: Varies
    Targets: One creature or object, or self (see below)
    Duration: Instantaneous
    Saving Throw: None
    SR: No
    Every creature and object – anywhere in space and time – has a truename, a unique identity that sets it apart from everything else in the multiverse. By tapping onto a target's truename, the caster can make it a lot more susceptible to influence.
    A target's truename is defined by:
    1. Its characteristics
    2. Its location (where)
    3. The given time (when)
    This is why no one can ever obtain a truename beyond the extent of this spell – it is ever changing and incredibly complex.

    Invoke Truename can be used against a given target either as part of casting another spell, consuming no action in and on itself, or as a swift action when using an attack action or a Su/Sp/Ex ability.
    Regardless of the action taken, only a single truename can ever be obtained by a given caster at a given combat round.

    Against whatever attack/action/effect that's augmented by this spell, the target is deprived of its SR and/or DR, and the DC to resist or counter that attack/action/effect is increased by +5.

    A caster may apply this spell to self as an immediate action. In such case, vs. a single attack/action/effect, they gain:
    1. SR 10 + ECL or an increase in existing SR by +5 (whichever's higher).
    2. DR 5/– (stackable with any existing DR).
    3. +5 to the attempt to overcome the DC of an attack/action/effect.

    The use of this spell is a direct interference with the fabric of reality. Spellcasters find it impossible to successfully cast this spell more frequently than once per 6 CLs in a given 24 hour period.


    Life Force Exchange
    (Necromancy) Reversible
    Level: Sor/Wiz 9
    Components: V, S
    Casting Time: standard action
    Range: Medium
    Effect: Switches the life force of 2 creatures
    Duration: Permanent
    Saving Throw: Will negates
    SR: Yes
    This spell permanently switches the life forces of two creatures (one of which may be you) within 30'.
    Both creatures are surrounded by a radiant green aura and must make a Will saving throw to avoid the effect.
    The spell only functions if both recipients fail their saving throws. If only one target of the spell fails the save, then the one who made the saving throw is automatically stunned for 1 round. Meanwhile the other subject (the one who failed the save) is stunned for 2–4 rounds.
    In the event of a successful transfer, both life forces retain all of their original mental abilities and behavioral patterns, although their physical abilities are limited (or possibly enhanced) by their new forms. For instance, a decrepit necromancer uses this spell to exchange life forces with a hale, young warrior in the prime of his health. While the necromancer gains a young and vigorous body (and all of the benefits that go with it), the unfortunate youth finds himself trapped in the withered shell of a dying old man. Creatures unaccustomed to being shifted in this way are stunned for 3-6 rounds.
    The effects of this spell are permanent and can only be undone by casting the spell once again on both subjects. Not even physical obliteration and True Resurrection reverse this sentence.


    Lycanbane
    Transmutation
    Level: Druid 4, Priest 5
    Component:: S, V
    Casting Time: standard action
    Range: Touch/personal
    Target: 1 lycanthrope/self
    Duration: Instantaneous/short
    Saving Throw: Yes
    SR: 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.


    Magic Circle
    Abjuration
    Level: Priest 3
    Taken from 5e


    Mask Magical Aura
    Illusion
    Level: Bard 4, Mage 5
    Components: V, S
    Casting Time: standard action
    Range: Touch
    Target: One item carrying magical effects
    Duration: One lunar cycle
    Saving Throw: None
    SR: No
    This spell shields a number of items no greater than the caster’s Int-bonus or Cha-bonus (Bard or Mage respectively) from magical scrutiny of all kinds, except the most potent of divinations.
    Detection spells and SLAs of mid-low levels are completely blind to the objects powers/effects.
    This spell’s deception is penetrated by Greater Arcane Sight, True Seeing and Vision.


    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
    SR: 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.


    Miniature Safe Haven
    Transmutation
    Level: Mage 7
    Components: V, S, F
    Casting Time: standard action
    Range: Touch
    Duration: 24 hours
    Saving Throw: None
    Spell Resistance: No
    Zebulon was a paranoid and recluse mage. Barely surviving the betrayal of a close friend whom he thought he could trust with his life, he lost all faith in others.
    Being an admirer of Leomund’s work for years, he came up with a spell that could assist him in avoiding others on one hand, and provide the liberty of not being confined to a specific location on the other. Eventually, he used this spell so often that he decided to create a magical cube that contained a permanent mobile home.


    This spell transforms a 4” cube-shaped section inside a solid object into a dimensional pocket space.
    The object must contain a representation of a door – either painted or carved. Touching the door and uttering the password chosen by the caster transports you inside. The inside is revealed to be a 20’ high, 30’ x 30’ lodging, divided and furnished as the caster sees fit, but no room can be less than 10’ x 10’.
    Entrance to the pocket space is strictly voluntary and one may only enter alone.
    The dimensional pocket space is isolated from the outside world, so no eavesdropping is possible upon the occupants (visual, auditory, telepathy, scrying etc.). Furthermore, if the object is to be moved or even shaken, those inside feel nothing – as far as they’re concerned, they keep standing on solid ground.
    When the spell effect expires, all the creatures and objects that have entered instantly reappear in front of the object’s door. If something else occupies the space that a traveler would be returning to, then he is displaced the minimum distance to provide the space required for reentry. Until then, an occupant can simply step outside via an inner door.
    The effect lasts for the duration of the spell, or until the object is physically broken to expose the affected section. Dispel Magic and Anti Magic don’t end or suppress the effect, but the latter prevents the possibility of entering or leaving the pocket space.


    Moonlight
    Divination
    Level: Druid 3, Mage 3, Priest 3, Radiant Soul 3
    Components: V, S
    Casting Time: Standard action
    Range: Touch
    Target: Object touched
    Duration: 24 hours (D)
    The object touched sheds dim light in a 60' sphere.
    Lycanthropes that enter the AoE are affected as if it were a night of full moon.
    Darkvision operates normally in an area illuminated exclusively by Moonlight.


    Nemesis
    Illusion (mind affecting)
    Level: Mage 9
    Casting Time: standard action
    Range: touch
    Target: 1 non-mindless creature (Mind Blank spell effect doesn't count)
    Duration: instantaneous
    Saving Throw: None
    SR: yes
    A nemesis exists in one place and one place only – the victim's mind. The confrontation is immediate, where the victim, in its mind, fights a precise duplicate of itself at the instance of being affected.
    All character resources spent in this confrontation are wasted, all damage and conditions taken persist.
    If the victim loses, it dies, but that's not all. This defeat also permanently polarizes the victim's alignment. Only Miracle, Wish or a second casting of this spell can undo this alignment polarization.


    Phase Arrow
    Transmutation
    Level: Druid 4, 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.


    Physical Nullification
    Transmutation
    Level: Priest 9 / Mage 9 / Druid 9
    Components: V, S
    Casting Time: 1 round
    Range: Medium (120')
    Target: 1 creature or item
    Duration: Instantaneous
    Saving Throw: Fortitude negates
    Spell Resistance: Yes
    Remaining utterly still for a moment, you clench your fist and the target you select simply ceases to exist. There's no fire, no flash, no sound and no remains.
    With this powerful spell, you physically erase a subject from existence. Items worn, held, or carried by (or are set into or encompassed by) the target are likewise obliterated.
    If the target makes its save, it and all associated items are individually subject to Disintegrate effect (with normal saves allowed).
    This spell poses a direct interference with the laws of reality and carries a side effect in the form of a powerful backlash. The caster takes 1d6 ability burn to all ability scores (1 point of each ability is actually a permanent loss) and is also Stunned for 1 round, Dazed for 1 round later and then Slowed for another 1d4+1 rounds (no saves). This backlash bypasses any and all immunities and resistances.


    Preemptive Shield
    Evocation
    Level: Mage 2, Bard 2
    Components: S
    Casting Time: immediate action
    Range: personal
    Duration: see below
    Saving Throw: None
    SR: No
    This spell creates a translucent force shield which blocks a single hostile action involving either an attack roll or area of effect that allows a reflex save, somewhat as if the caster had total cover for that brief instant. The spell must be cast after an attack or effect is announced, but before any attacks or saves are rolled. "If used in response to an attack, the initial damage or magical effect (such as spell delivery) of that roll is negated even if the attack hits. The caster still counts as hit by the attack, so other effects which don't care about the initial damage/magic continue as normal (such as combat maneuvers)." If used in response to an area of effect allowing a reflex save, the spell provides a +5 bonus on the save and absorbs energy damage, granting Energy Resistance 20 against all energy types used in the effect.
    Special: Being translucent, the barrier does not block light, and this extends to its protection as well: light-based spells and effects ignore it completely, including but not limited to those with the [light] descriptor.


    Psychic Scream
    Enchantment
    Level: Bard 6, Mage 9
    Taken from 5e
    The number of targets is reduced to 1 per Int-bonus (maximum 10 targets).


    Scatter
    Conjuration
    Level: Mage 6
    Taken from 5e


    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.
    This ability negates Cover 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.


    Sensory Conduits
    Divination
    Level: Bard 3, Mage 4
    Components: V, S, F (see below)
    Casting Time: standard action
    Range: Touch
    Target: See below
    Duration: 24 hours
    Saving Throw: None
    SR: No
    This spell requires two or more (up to the caster’s Int-bonus) amulets – each with a reflective lens-like surface (a precious metal, actual mirror, pearl, gemstone with a uniform texture etc.).
    Anyone who wears one of these amulets may see and hear through the amulet of any person who is wearing another.
    If someone was to place a worn amulet in a bag or under heavy clothing, sight through their amulet becomes impossible and the sounds are transferred muffled.


    Sensory Conduits of the Master Spy
    Divination
    Level: Bard 6, Mage 7
    Duration: One lunar cycle
    This spell is an improved version of Sensory Conduits.
    One of the amulets serves as the master amulet. It can access all the other amulets and none of them can access it.
    Furthermore, the amulets transfer smell as well.


    Spell Bind
    Abjuration
    Level: Mage 5, Priest 5
    Casting Time: standard action
    Components: V, S
    Range: Touch
    Duration: Permanent
    Saving Throw: Will negates
    Spell Resistance: yes
    This spell disconnects the target from any and all external sources for spellcasting (arcane, divine, primal, extraplanar, etc.)
    It does not prevent the use of magic items, SLAs or supernatural abilities.
    The effect is removable via Break Enchantment, Limited Wish, Wish and Miracle spells.


    Starflame
    Evocation [Light]
    Level: Priest 7, Mage 7, Druid 7
    Components: V, S, M
    Casting Time: standard action
    Range: Touch
    Target: Object touched
    Duration: 24 hours
    Saving Throw: None
    SR: No
    An object you touch flares up with a bright white flame. Starflame produces no heat and casts light like a Daylight spell.
    The light produced by Starflame illuminates the true nature of things, functioning like a True Seeing spell. Further, the light reveals objects and creatures on the Ethereal Plane.
    Starflame can be covered and hidden, but not smothered or quenched.
    Arcane Material Component: Powdered starfire gem worth 1,500gp.


    Thaumaturgy
    Transmutation
    Level: Priest 1
    Taken from 5e


    Tiny Servant
    Transmutation
    Level: Mage 3
    Taken from 5e


    Tool of the Worthy
    Divination
    Level: Druid 4, Mage 4, Priest 4
    Range: Touch
    Components: S (touch)
    Casting Time: 1 minute per [enhancement<-->worthiness<-->function] association (see below)
    Duration: 24 hours (see below)
    Target: item touched (see below)
    Saving Throw: Will negates
    SR: Yes
    Some remote cultures possess powerful relics that may only be wielded by those they deem worthy.
    This spell is designed for modifying the behavior of magical items (with an alternative application detailed below).
    It has a double purpose:
    1. A possessor of the item is instantly made aware of each magical enhancement that it is worthy (in the eyes of the caster/crafter) of using/activating, as well as the proper means of using them.
    2. A possessor's worthiness dictates how each enhancement behaves and what sets it off (within its activation limits):
    - Enhancement doesn't function.
    - Enhancement functions partially to match worthiness (Example: Greater Magic Weapon operating at partial strength... e.g. +3 for an 11th level Warrior of the appropriate race).
    - Enhancement automatically goes off (usually to hurt the possessor) in the most/least convenient way.
    Worthiness is assessed according to one or more of the following criteria:
    - Type Category (e.g. aberration)
    - Race (e.g. Naga)
    - HD (Weak:1-4; Decent: 5-8; Exceptional: 9-12; Legendary: 13-16; Primal: 17-20; Epic: 21-30; Cosmic: 31+)
    - Ability Scores (Inferior: 1-5; Low: 6-9; Average: 10-11; High: 12-15; Superior: 16-19; Supreme: 20-25; Godly: 26+)
    - Alignment
    - Highest SLs or spell-effects accessible via spells (arcane/divine/nature) / invocations / omens /... or (Ex) / (Su) / (Sp) abilities, and the type of each (e.g. arcane:6th, Invocations:4th etc).
    - Family bloodline (requires live specimen / tissue sample).
    Each magical enhancement may have its own set of rules (even to the point of rendering the item practically unusable, or hurtful to all users). The caster may set a number of [enhancement<-->worthiness<-->function] associations of up to [CL/2 + primary ability-bonus] when casting this spell (e.g. up to 8 constraints for a 9th level druid with Wis 18).
    A magical item already affected by Tool of the Worthy (either via spell or enhancement) doesn't accept a new set of worthiness criteria/behavior.

    The spell may also be cast as a standard action touch attack vs. a target creature, for the sole purpose of detecting its worthiness criteria (duration: instantaneous).

    Special: The cost of enhancing a magic item with Tool of the Worthy is 1000 gp per [enhancement<-->worthiness<-->function] association.


    X-Ray Vision
    Divination
    Level: Mage 5, Radiant Soul 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



    Modified Monsters
    Spoiler
    Show


    Monster Adaptation in this Overhaul Project:
    Apply the following changes to all monsters:
    1. Give them maxed out HP for all racial HD. Give them average HP for added class-level HD (round fractions up).
    2. Up their saving throws when relevant, according to "Saving-Throws Modifiers – Redefined" spoiler in post #3.
    3. Replace omitted feats (e.g. Power Attack) with feats that will serve them well.
    4. Augment their skills to correspond to post #6.



    Also, apply the specified changes to the following monsters:


    Barghest:
    Spoiler
    Show

    The Barghest is a British folklore creature that haunts the night in search of prey.
    Gaining power by prowling the night in search of victims meets the folklore requisites quite solidly. The implementation, however, means that this creature should quickly become the dominant species wherever it goes, giving it an overwhelming advantage over all other competitors on the material prime.
    The modifications given below are set to correct that ecological problem.

    Solution:
    The proposed Barghest and Greater Barghest actually describes the creature's Juvenile (6 – 8 HD) and Adult (9 HD) age stats.
    Feed: When a barghest consumes the internal organs of a creature slain within the last hour in their entirety and uncooked, they gain the benefit of Inspire Greatness for a number of hours equal to the creature's HD.
    An adult barghest can get more out of feeding. While already benefiting from Inspire Greatness due to feeding, an adult barghest that "feeds" also gains the benefits of Inspire Heroics. This benefit lingers on as long as overlapping feeding periods persist.
    Juvenile barghests have LA +2.
    Adult barghests have LA +3.



    Basilisk:
    Spoiler
    Show

    Petrifaction and Petrifaction Reversal:
    Basilisks, with their strong jaws, are able to consume the stone of petrified victims. The stone returns to organic form in the basilisk's gullet.
    Some sages know how to process the basilisk's gullet and the fluids contained within (Knowledge (arcana) 5, Craft (alchemy) 5). Properly handled, the gullet produces an oil that can return petrified creatures to flesh and life. However, any parts lost in stone form remain absent if the creature revives. Revivification using the oil is impossible if a vital part of the petrified creature, such as its head, is detached.

    Adaptable Predators:
    A basilisk born and raised in captivity by an expert trainer can be domesticated.
    Such a trained basilisk knows how to avoid meeting the eyes of those its master wishes to protect from its gaze, but it makes a daunting guardian beast.
    Because of this use, basilisk eggs are highly prized.


    Beholder:
    Spoiler
    Show

    Replace Charm Person (superseded by Charm Monster) with Dominate Person.
    Central Eye shoots Antimagic Ray (Drac, p.109) on demand.


    Cockatrice:
    Spoiler
    Show

    Temporary Petrifaction:
    Petrified victims remain petrified for 24 hours and then revert back to normal (restrained for 1 round, then freed entirely).


    Demilich:
    Spoiler
    Show

    Demilich is a poorly designed monster.
    - The ability to exploit wearable magical items w/o actually wearing them is both dumb and imbalanced.
    - The rules don't address the creation of a demilich at all.
    - There's also no indication what trapped souls are being used for.

    Here's a redesign of the Demilich for addressing all the above and more.


    Requirements:
    - Template: Lich (see post #29)
    - Alignment: CE
    - CL: Necromancer 20 / Ur-Priest 20
    - Ability Scores: Int 23, Wis 23, Cha 23
    - Domains: Corruption, Darkness, Death, Evil
    - Lich Feats: Extra Phylactery, Eyes of the Soul, Soul’s Gate, Vessel Phylactery
    - Metamagic Feats: Silent Spell, Still Spell, Automatic Metamagic
    - Other Feats: Soul-Fueled Spellcasting
    - Multiclassing Feats: Magical Synthesis, Versatile Spell Practice
    - Skills: Knowledge (arcana, religion, the planes) 30 each
    - Sp: Trap the Soul (3 / day)
    - Su: Magic Vestment, Magic Fang, Resist Energy: acid-fire-Sonic, Mind Blank. (CL 20 all)
    - Special: Must possess a Demilich Vessel Phylactery as specified below.

    This feat grants the lich the secrets for creating a Demilich Vessel Phylactery.
    The skull contains 2 250000gp diamonds in its eye sockets and 32 20000gp diamonds in its tooth sockets.
    Because those diamonds constitute an inseparable part of the demilich's Vessel Phylactery, they're not prone to shattering due to the usage of Soul-Fueled Spellcasting. Demiliches exploit souls to the fullest, leaving nothing to salvage.
    Since the lich most surely has a vast resource of spellcasting capacity, and since such powerful liches are bound to be masters of preserving their resources, souls trapped via Imprison Soul spell and used as spell fuel are likely to be trapped for decades or even centuries before fully consumed.

    While inhabiting one of its Demilich Vessel Phylacteries, the lich gains:
    1. A melee touch attack for [10d6 + Cha-mod + paralysis], with multiple attacks allowed (per the lich's BAB).
    2. Instead of exploiting gear, a demilich gains the lower of its prereq CLs as insight bonus to:
    - Attack rolls (and consequently damage scores)
    - AC (dodge bonus)
    - SR
    - Turn resistance
    - Skill checks of all [Int + Wis] skills checks.


    Displacer Beast:
    Spoiler
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    Replace Resistance to Ranged Attacks with Improved Evasion.


    Dracolich:
    Spoiler
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    No such thing! The Forgotten Realms' suggested template offers more drawbacks than advantages.
    Dragons never die of oldage, thus usually have no reason to pursue Lichdom – except for Great Wyrms, which have no more to gain from age advancement.
    Dragons become liches like any other spellcaster would, following the rules given here for the Lich template (see below) to the letter.


    Dryad:
    Spoiler
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    I love dryads, but the traditional limitations imposed on them in D&D makes them all but unusable for anything beyond rigidly narrow 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, the following changes should be applied to the 3.5e Dryad (on top of the given description in MM1):

    • Separation: A dryad may depart from her tree for a period of up to 7 days before the sickness begins to claim her, taking 4d6 days instead of 4d6 hours. She takes 1 hour to fully recover. A dryad that gains levels in the Druid class may venture farther from her tree before she's considered departed from it, and may depart for longer periods of time. She may safely venture 1 mile from her tree and may depart for duration of 1 month for each Druid levels she obtains. Upon attaining 17th Druid level (when One with the Green feature is gained), a dryad becomes her own home tree and is subsequently liberated.
    • Plant Type (Su): Dryad's type is from now on regarded to as Plant, gaining all the associated benefits and drawbacks.
    • Transformation (Sp): 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.
    • Plant Empathy (Su): A dryad continually senses the health of all plants around her, as with a detect animals or plants effect in a 60' sphere emanating from the dryad. She does not need to concentrate on this ability, and receives the third-round information immediately.
    • Forestspeech (Su): A Dryad is continually under speak with plants effect.
    • Path of Druids: Dryads' abilities greatly overlap with those of the Druid class. A dryad gains a –1 LA as long as she has levels in the Druid class and no levels in other classes.



    Lich:
    Spoiler
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    Paralyzing Touch lasts 2d6 minutes.


    Undead and HP:
    Spoiler
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    Undead templates that pose a continuation of a character (e.g. Lich) retain their HD (i.e. HP), but have their Cha replace their Con for determining additional HP.
    Other undead are products of dark rituals that are whipped up from scratch, not species that evolve and adapt. They gain the official Xd12 average for HP.



    Last edited by nonsi; 2020-09-28 at 06:00 AM.

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    Lich Transformation Ritual - Cont. from post #28: Spells
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    Preliminary Note: The Lich is probably the most iconic monster ever to be spawned by D&D. I thought it would be appropriate to tell the story of how to create one. 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, fashion 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, metalworking, jewelry, gemcutting) 4 each, Knowledge (arcana, religion) 7 each, and Profession (astrologer) 5.
    Spells: Chill Blood (see below), Create Undead, Disintegrate, Enervation, Magic Jar, Permanency, Power Leech (BoVD p.101), 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 paralysis 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/gemcutting) checks vs. DC 13 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 - a copy that may now be written with regular ink) and bond with it, with no further need for a lunar eclipse or the sacrifice of 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 while 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 the 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.

    Archlich Powers vary from those of a typical Lich as follows:
    - - An archlich may switch on/off its fear aura and paralyzing touch at will, as a free action.
    - - Turn Undead (Su): An archlich can turn or destroy undead as a priest of a level equal to its HD. If Archlich transformation was achieved via the Priest version of this spell, the archlich's equivalent Priest level counts as its HD +2 for the purpose of turning undead.
    - - Turning Immunity (Ex): An archlich cannot be turned or destroyed by good priests, nor by neutral priests who turn undead. When neutral or evil priests attempt to rebuke or command an archlich, it is turned or destroyed instead, but the archlich may counter the attempt (as detailed in the modified "Turn or Rebuke Undead" Priest class feature) as an immediate action.






    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.





    Lich Feats
    Spoiler
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    Dark Chant (Su)
    Requirements: Able to cast Scrying and Sending w/o preparation, has access to the Enchantment school
    Benefit: You may cast Enchantment and Necromancy spells via any medium through which you can perceive your target(s) (e.g. Scrying spell).
    Only spells that target individuals may be channeled in this manner, not AoE spells of any sort.
    Spells which require your target to perceive you (such as Charm Person or Control Monster) are ineffective when cast in this manner.
    The maximum level of spells you may channel in this manner equals 1/3 your CL.

    Dark Recovery (Su)
    Requirements: Able to cast Regenerate w/o preparation, .
    Benefit: The Lich regenerates 5 hit points per round

    Deny Undead Exception (Su)
    Benefit: Any spell or effect that harms the living (HP or conditions) and is more potent vs. undead (such as sunbeam) does not regard you as an undead.

    Dread Touch (Su)
    Benefits: You gain the ability to kill your foes with a touch, and then reanimate their bodies as your undead servants. Once per day, you may make a touch attack against a living foe. If the attack is successful, that creature must make a Fortitude save, DC 10 + 1/2 char-level + Cha-mod, or die. Creatures killed by your dread touch ability rise 1d6 rounds later as either skeletons or zombies under your control. Undead created animated with this ability do not count against the maximum number of undead you can control.

    Extra Phylactery (Su)
    Benefit: You gain the ability to create a single additional phylactery to serve as a second repository for your soul. To do so, you must perform the normal process for creating a phylactery. Once you have completed this process, you must take the second phylactery to the location of your original phylactery, and then perform an 8 hour ritual to re-bind your soul with your two phylacteries. Only once you have completed this process does your second phylactery become a repository of your life force.
    If you are destroyed, you may reform your body as long as either one of your phylacteries remains intact. If both of your phylacteries are intact, you may choose to reform your body at the location of either one. Only if both of your phylacteries are destroyed can you not reform your body if you are destroyed. If one of your phylacteries is destroyed, you may recreate it, using the normal procedure for creating an additional phylactery, but if both of your phylacteries are destroyed, you cannot recreate either.
    You may take this feat multiple times. Each allows you to create an additional personal phylactery.

    Eyes of the Soul (Sp)
    Benefit: You can always keep a careful eye on your phylactery. You are constantly aware of the location of your phylactery, as the discern location power. In addition, you may scry on your phylactery at will, as the spell scrying, with CL equal to your own

    Heart Phylactery (Su)
    Requirements: Deny Undead Exception, Extra Phylactery, able to cast Animate Object and Polymorphe Any Object w/o preparation, Heal 12
    Benefit: You learn a special ritual of turning one of your phylacteries into a dark red heart-like magical item that pulsates within you and sustains living flesh to hide your true nature.
    Having a Heart Phylactery within you renders you immune to turning, but also suppresses your paralyzing touch and fear aura. You appear as your former living self. Except for True Seeing and other divination effects of equal or greater power, you're detected as living for all intents and purposes.
    You must breath, eat and drink to sustain the flesh that surrounds your undead form. Failure to do so starts showing its marks at the normal rate for your original race (or as much as was normally required of you). However, your disguise also repairs itself – no matter how far it has deteriorated – once you resume "normal activity".
    If you are destroyed, your corpse remains as an empty shell and your Heart Phylactery remains in its place, continuing to pulsate. 1d10 days later (assuming it wasn't destroyed in the meantime), your body reforms around it.
    The ritual of creating a Heart Phylactery involves sacrificing a living specimen of your former race and gender under the light of a full moon.

    Skull Scry (Su)
    Requirements: Able to cast Clairaudience/Clairvoyance, Greater Scrying and Dream Sight (SC, p.74) w/o preparation.
    Benefit: The Lich can see and hear activity through any skull. The skull must not be part of a living being or attached to a skeletal spine, nor can the skull be animated. The Lich Lord is able to see through skulls that are up to 10 times the Lich Lord’s prime requisite score in miles away.

    Spawn Lichling (Su)
    Requirements: Dread Touch
    Benefits: Victims of your Dread Touch that had 6 HD or more when slain acquire the "Lichling" template.
    Lichlings possess the following characteristics:
    1. The animated skeletons/zombies acquire the physical characteristics of the Lich (paralyzing touch, fear aura, turn resistance, DR, immunities, enhanced skills)
    2. Lichlings possess Int, Wis and Cha-score of 10 (or the Lich's scores - whichever's lower).
    3. Lichlings are totally loyal to their master. Nothing can overcome this loyalty.
    4. If the caster is slain, all of its lichlings are instantly destroyed.

    Soul’s Gate (Sp)
    Requirements: Eyes of the Soul
    Benefit: Once per day as a standard action, you gain the ability to instantly transport to the location of your phylactery, or have it transported to you, as the Greater Teleport spell, with CL equal to your HD.

    Vessel Phylactery:
    Requirements: Able to cast Animate Objects w/o preparation, Silent Spell, Still Spell, Automatic Metamagic, able to cast Antimagic Shell w/o preparation.
    Benefit: When slain and trapped in your phylactery, you may use it as vessel. A vessel phylactery serves as an animated object, and you enjoy the full span of your senses from within it.
    While inhabiting your phylactery, you may cast spells. The phylactery is regarded to as your physical body and origin point of your spells. Treat all spells cast while inhabiting your phylactery as if the Still Spell and Silent Spell feat were applied to them.
    While inhabiting your phylactery, antimagic is repelled from it to a distance no closer than 1".
    As a full-round action, you can destroy your current body (as per the Disintegrate spell) and inhabit your object phylactery.






    Missing Archetypes:
    Spoiler
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    The codex' classes and rules cover almost every character archetype and PrC I've ever encountered, however, some might not be easily figured out, and some turn out not to find their place in the expanded "almost every character archetype" engine, because they're too specific (a rare occasion, but evidently it does happen).
    This section of the codex is reserved for those few cases – the complex builds and those that require specialized additions of spells/feats/rules...


    Arcane Whip-Dominator
    Spoiler
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    Writer's Note: For some time now, I've been wrestling with myself how to create an archetypal dominator character: a whip-wielding mage, expert at delivering enchantments and grievous affliction through her whip in combat. It took a bit of work to figure this one out, until I realized that all I needed to do was to use the Gish feats from post #10 and integrate pain resistance and fear resistance (especially if you go for the Dominatrix theme), as well as some maneuvering dominance into the build.

    This is far from a complete build. It's missing skills, skill-tricks, stat-distribution, spells and equipment, but it presents the essential ingredients for creating one mean whip dominator, immune to pain and fear, able to deliver unspeakable punishment through her whip (or even her bare touch), able to make 5 attacks per round (not counting AoOs), display formidable battlefield control and cast 6th level spells.
    The reason I'm presenting this build, is because it's extremely specific. Taking levels in any other order would probably require a lot of feat retraining and would be a headache to track.

    In the build detailed below, feats appear in blue, with the interesting feats that actually define this archetype being also bolded and underlined.

    Code:
    Char-	Class
    Level	Level	BAB	Feat Slots	Feats & Features
    =========================================================================
    1	W1*	+1	H, 1st Lvl, W1	Toughness, Endurance, Imp. Trip, Imp. Disarm, Combat Reflexes, trade Weapon Expertise: take Whip proficiency, trade Warcraft: take Stingray Lash, W1: Combat Edge +1
    2	W2	+2	W2		Third Hand
    3	M1	+2	3rd Lvl		<general feat: whatever>
    4	M2	+3	M2		Touch Spell
    5	M3	+3
    6	M4	+4	6th Lvl		Spellstrike, M4: Minor School Esoterica
    7	M5	+4
    8	M6	+5			M6: Spellpower
    9	M7	+5	9th Lvl		Embrace the Pain (pain immunity)
    10	M8	+6	M8		Spell Channeling (single attack)
    11	W3	+7			trade Warcraft: take Vexing Maneuvering, W3: Combat Focus 
    12	W4	+8	W4, 12th Lvl	Swirling Whip, Greater Spell Channeling (full attack), W4: Combat Adaptation (1), W4: Combat Edge +2
    13	W5	+9			trade Warcraft: take Braveheart, W5: Ever Vigilant 
    14	W6	+10	W6		Stone-Faced Soldier (fear immunity)


    * Unfettered Warrior



    Bone Knight:
    Spoiler
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    Bonecraft Armor (Ex)
    Requirements: Craft (armorsmithing) 6, Rebuke Undead ability
    Benefits: You learn to make and wear the distinctive bonecraft armor used by the order of bone knights.
    A bonecraft armor has the same cost and time to create as normal armor of that type. It is possible to spend additional time and money to produce spiked or masterwork bonecraft armor (which may then be further enhanced through magic).
    Only a character with this ability can effectively wear bonecraft armor.
    The armor grants you a +4 bonus on Intimidate checks made while you wear it.
    In addition, the armor grants you DR 1/bludgeoning if it is medium armor or DR 2/bludgeoning if it is heavy armor.
    Bonecraft armors are not metallic and not subject to spells such as chill metal or to special attacks that target metal, such as a rust monster's touch.

    Improved Bonecraft Armor (Ex)
    Requirements: Bonecraft Armor, able to cast 3rd/4th/5th level divine spells (corresponding to stages 1/2/3), Craft (armorsmithing) 6 / 8 / 10
    Benefits: This is a 3-steps feat, whose potency and benefits depend on the character's access to negative divine magic (3rd/4th/5th SL) and armorcrafting rank (6 / 8 / 10) correspondingly. Each step increases your bonecraft armor's DR by +1.
    Moreover, you gain additional benefits while clad in your bonecraft armor, as described below:
    1st: Your bonecraft armor grants you immunity to stunning attacks and nonlethal damage.
    2nd: Your bonecraft armor has a 50% chance of negating any precision damage made against you. In addition, you fight without penalties even while disabled or dying.
    3rd: Your bonecraft armor grants you immunity to precision damage.

    Exoskeleton of Undeath (Ex)
    Requirements: Improved Bonecraft Armor, able to cast 6th level negative divine spells, Craft (armorsmithing) 13
    Benefits: Your bonecraft armor fuses to your body and cannot be removed without killing you. You gain immunity to poison, sleep effects, paralysis, disease, death effects, fatigue, exhaustion, ability damage to your physical ability scores, ability drain, energy drain, and massive damage.



    Bonecraft Weapon (Ex)
    Requirements: Craft (weaponsmithing) 6, Rebuke Undead ability
    Benefits: You may craft weapons with pieces of bone worked into the design. The bonecraft weapon has the same cost and time to create as a normal weapon of that type.
    Bonecraft weapons are not metallic and not subject to spells such as chill metal or to special attacks that target metal, such as a rust monster's touch.

    Bonecraft Death Strike (Su)
    Requirements: Bonecraft Weapon, Craft (weaponsmithing) 13, able to cast Slay Living spell
    Benefits: Once per day, you may use your bonecraft weapon to strike down a living foe (with the Slay Living effect). You must declare using this ability before the attack roll is made.
    Special: This feat may be taken multiple times, each doubling the number of daily uses (2, then 4, then 8), up to a total maximum of 4 times.



    Skeletal Steed (Sp)
    Requirements: Bonecraft Armor, Bonecraft Weapon, Ride 4, Knowledge (arcana, the planes) 4 each
    Benefits: You may summon a skeletal steed to serve you: a heavy warhorse with the skeleton template applied (or a war pony with the skeleton template applied for Small bone knights). Summoning a skeletal steed is a ritual that takes 8 hours and requires 100gp worth of materials.
    A skeletal steed gains all the benefits that are provided by the Wild Cohort feat.
    A skeletal steed cannot be turned while its bone knight master rides it.
    A skeletal steed may be dismissed at any time as a standard action, from any distance. A skeletal steed vanishes if its master plane-shifts without it.
    If dismissed or slain, you may summon a new skeletal steed 24 hours later. You may not have more than one skeletal steed at a time.



    Master of the White Banner (Su)
    Requirements: Bonecraft Armor, Bonecraft Weapon
    Benefits: While wearing your bonecraft armor and wielding your bonecraft weapon, any undead under your control gains turn resistance equal to your Cha-bonus, as long as they are within 60' of you.



    Gravity Mage:
    Spoiler
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    Inspired by The Gravity Mage PrC, by Overneath.


    Gravity Slam (Su)
    Requirements: Moderate School Esoterica (Transmutation), Able to cast Fly, Telekinesis and Reverse Gravity w/o preparation
    Benefit: You may target an area of up to 60’ cylinder (diameter and height) within long range (240’), by converting tolerance/spellpoints into a spatial distortion.
    Everyone and everything in the AoE is overwhelmed by a drastic mass increase and takes damage equal to 2d6 per SL plus 1d6 per Int-bonus.
    Anything not secured to the ground in some way falls down and creatures must make a Ref save (DC according to the invested SL) or become Prone.
    If an affected creature has a fly speed and is currently in midair, they also lose their fly speeds and fall down, taking additional damage from the fall.
    The mage can designate allies (self-included) in the field – up to 1 / Int-bonus – to remain unaffected as a swift action.

    Gravity Field (Su)
    Requirements: Gravity Slam.
    Benefit: The mage can create a field of hyper-gravity that slows foes down to a crawl.
    This power create a sphere of up to 60' in diameter, up to 60' away from the caster at its focal point.
    Each 5’ from the edges of the AoE (distance fractions are rounded up) reduce 5’ of movement speed (to a minimum speed of 5’), with the maximum reduction occurring at the effect’s center.
    Gravity Field persists 1 round / 2 SLs.
    Each round, the mage can designate allies (self-included) in the field – up to 1 / Int-bonus – to remain unaffected as a swift action. This applies to the derivative feats specified below.

    Singularity (Su)
    Requirements: Gravity Field, able to cast Dimensional Lock w/o preparation
    Benefit: When generating a Gravity Field, the mage can expend another 8 SLs to create a 10’ radius field of singularity in its center that pulls nearby enemies closer to it.
    Enemies within the Gravity Field can make a saving throw (DC 25 Fort or Ref at their discretion) to resist being pulled 20’ towards the Singularity every round they are within the AoE.
    Enemies within the Singularity are Restrained (see post #5)

    Crushing Singularity (Sp)
    Requirements: Singularity, able to cast 9th level Evocation spells
    Benefit: When activating Singularity, the mage may further expend tolerance/spellpoints of two 9th-level spells and attach Implosion effect to the Singularity (repeating each round anew for each victim inside the Singularity).
    This variant of Implosion lasts as long as the Gravity Field does.

    Wormhole (Sp)
    Requirements: Singularity, able to cast Gate w/o preparation
    Benefit: When activating Singularity, the mage may further expend another 9th-level spell and attach Gate effect to the Singularity. Creatures that reach the Singularity area are gated to a location predetermined upon activation of this effect.
    This variant of Gate lasts as long as the Gravity Field lingers.
    Special: Wormhole and Crushing Singularity are mutually exclusive.



    Green Star Adept:
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    Writer's Note: PrCs have one significant advantage – they allow you to invent classes and the acquisition of abilities without the need to explain how you got them (secret spells, experiments, rituals, materials etc.).
    Now, given that in this codex PrCs don't exist (due to all the headache that PrCs bring to the equation, and given my preference to explain how everything functions and its origins), no matter how hard I tried, I couldn't come up with any combination of class/racial features or abilities that could somehow explain acquiring the GSA's evolution. The only conceivable scenario I could think of, is if one was to be permanently transformed by a series of spells, upon which s/he will depend for a sizeable length of their career.
    Q: Why get your hands dirty? Why not just make it a class?
    A: There's nothing in this archetype's features that spells out class abilities. All its features amount to inherent traits, not acquired knowledge, skill or training. Furthermore, you could theoretically take all GSA progression steps within less than two years (provided you take the required downtime, make some serious feat retraining and have the rare materials at hand).


    Design Changes: I find the GSA relatively close (a bit under) in balance to what I consider the power-level-sweat-spot, but having your spellcasting progression reduced by half seems a bit too punishing to me.
    My assessment is that a total accumulation of LA +3 spread over 10 progression steps (an average of 2-levels delay), along with the investment of 4 feats (see below) is more than enough to guarantee reasonable balance in character power.






    Background:
    Eons ago, the Faerûnian god Gond (FrCS, p.241; god of artifice, craft, construction and smithwork) was intrigued by a possibility none had contemplated before – turning a living being into a machine that possesses a soul.
    For this purpose he devised a series of spells, which in the hands of powerful spellcasters could enable one to achieve that goal, handing them down to a handful of mages and granting them to any of his priests who wishes to walk the path of GSA, along with several copies of a tome named "Greenstar Transformation: A Journey to Immortality (the secrets of a stone that is alive)" that contains all the information to unlock the secrets of GSA transformation.






    The Greenstar Transformation involves 10 steps of transformation.
    Each of the GSA transformation steps requires two or more of the spells given below, with the requirements/benefits/drawbacks shown in the table that follows.
    Steps 1/4/7/10 also require a feat investment each (see the Starmetal Assimilation feat below).




    Starmetal Assimilation
    Requirements: Con 15, Cha 13, CL 9th (see below), Knowledge (religion) 6, Spellcaraft 6
    Benefit: This feat is essential for allowing the character's body to absorb Starmetal and survive. Each time you take it, your body can withstand a total of 3 Starmetal doses. A complete GSA transformation thus requires taking this feat 4 times.
    Special: This feat may not be retrained - you take it when you receive the first out of 3 doses. This changes you in a manner that's irreversible.
    Note: Priests of a deity other from Gond may petition their deity to grant them access to the transformation spells, provided their deity offers access to the Craft domain (the official deities being: Dugmaren Brightmantle, Dumathion, Garl Glittergold, Hephaestus, Imhotep, Laduguer, Moradin, Ptah, Thoth). In such cases, the existence of the path of GSA would probably be a lot less trivial to come across.



    The Transformation Spells:
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    All the below spells are transmutation spells with:
    1. Casting Time: 8 hours, and casting must start under the light of a full moon.
    2. Range: personal, and may not be cast upon you by another (via Magic Jar or similar means of possession).
    3. Duration: instantaneous, and a permanent impact.

    Each of them requires 1 pound of Starmetal (2 pounds if you're Large-size, 1/2 pound if you're small), and other arcane reagents and materials (mostly Jade, Emerald and Diamond) costing 1000gp per progression step. (meaning that by the time you've completed the transformation, your body contains 22 pounds of Starmetal... and then some).



    Starmetal Metabolism
    Level: Mage 5, Priest 5
    Your body changes internally, to adapt itself to drifting from a living breathing being into a living construct.

    Starmetal Rigor
    Level: Mage 5, Priest 5
    Your body changes internally and externally, becoming tougher, harder and more rigid.

    Starmetal Slam
    Level: Mage 5, Priest 5
    Your limbs gain unnatural hardness and toughness, enabling them to strike like sledgehammers.

    Starmetal Fortification
    Level: Mage 6, Priest 6
    Your body changes internally and externally, making it less susceptible to precision damage.

    Emerald Perfection
    Level: Mage 8, Priest 7
    Your transformation into a living construct is complete.





    Table: GSA Progression Steps
    Step
    Changes & Features
    DR [X]/adamantine
    LA
    Required Spells
    1
    +1 Nat. AC, +1 Str, -1 Dex, Toughness
    X = 1
    Starmetal Metabolism, Starmetal Rigor
    2
    Slam (1d6 + Str-mod), Unnatural Metabolism +2, Self-Repair (1/hour)
    X = 2
    Starmetal Metabolism, Starmetal Slam
    3
    Fortification (25%), Repairable Body
    X = 3
    +1
    Starmetal Metabolism, Starmetal Fortification
    4
    +2 Nat. AC, +2 Str, Unnatural Metabolism +4
    X = 4
    Starmetal Metabolism, Starmetal Rigor
    5
    Slam (1d8 + Str-mod, Multiattack = 2-Attaks), Enduring Essence (+1 HP / HD)
    X = 5
    Starmetal Metabolism, Starmetal Slam
    6
    Fortification (50%), Unnatural Metabolism +6, Self-Repair (1/30min)
    X = 6
    +2
    Starmetal Metabolism, Starmetal Fortification
    7
    +4 Nat. AC, +4 Str, -2 Dex, Null Metabilism (no healing spells, full repair)
    X = 7
    Starmetal Metabolism, Starmetal Rigor
    8
    Slam (2d6 + Str-mod, Multiattack = 2-Attaks) , Unnatural Metabolism +8
    X = 8
    Starmetal Metabolism, Starmetal Slam
    9
    Fortification (75%)
    X = 9
    +3
    Starmetal Metabolism, Starmetal Fortification
    10
    +6 Nat. AC, +6 Str, -3 Dex, Construct Apotheosis, Self-Repair (1/10min), Enduring Essence (+2 HP / HD)
    X = 10
    Starmetal Metabolism, Starmetal Rigor, Starmetal Fortification, Emerald Perfection


    GSA Characteristics:
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    Toughness
    When 1st Greenstar Transformation step is gained, you gain Toughness as a bonus feat.
    This bonus feat exceeds the normal limit on toughness (see the modified feat).


    Slam (Ex)
    When 2nd Greenstar Transformation step is gained, you gain the Slam attack appropriate to your size (1d6 + Str-mod for Medium size). Your Slam attack bypasses hardness as if it was an adamantine weapon.
    At 5th progression step, your slam attack deals damage as if you were 1-size larger than your actual size (1d8 + Str-mod for Medium size). Furthermore, you may now make a Slam attack with each arm, granting you 2 primary Slam attacks.
    At 8th step, your slam attack deals damage as if you were 2-sizes larger than your actual size, and each counts as a 2-handed weapon (2d6 + 2*Str-bonus for Medium size).


    Unnatural Metabolism (Ex)
    When 2nd Greenstar Transformation step is gained, your Starmetal infusion begins to radically alter your metabolism.
    You gain a +2 bonus on saving throws against poison, disease, sleep effects, paralysis, stunning, death effects, and necromancy effects.
    With each 2 additional steps, this bonus increases by a cumulative +2 (culminating at +8 at 8th progression step.


    Self-Repair (Ex)
    When 2nd Greenstar Transformation step is gained, your strange physiology allows your body to mend itself even without resting. For each hour that passes, you recover 1 HP.
    At 6th progression step, your self-repair rate doubles (1 HP / 30-min).
    At 10th progression step, your self-repair rate improves for the last time and accelerates x3 (1 HP / 10-min).


    Repairable Body
    When 2nd Greenstar Transformation step is gained, you gain 1/2 the effect from the following spells (see CArc, p.120).
    - Repair Minor Damage: Repairs 1 point of damage to any construct.
    - Repair Light Damage: Repairs 1d8 +1/level damage (max +5) to any construct.
    - Repair Moderate Damage: Repairs 2d8 +1/level damage (max +10) to any construct.
    - Repair Serious Damage: Repairs 3d8 +1/level damage (max +15) to any construct.
    - Repair Critical Damage: Repairs 4d8 +1/level damage (max +20) to any construct.
    The downside is that from now on you only gain 1/2 the effect from healing spells.
    Special: When you attain 10th GSA progression step, you gain full benefit from Repair spells and no benefit from Cure spells.
    Special: Priests of Gond, upon taking GSA progression steps, may cast the corresponding Cure spells as Repair spells. Modified or not, they provide you with only 1/2 the benefit until 7th step is gained.


    Enduring Essence (Ex)
    Your reinforced body and your relentless and adamant strive to attain immortality make you a much tougher opponent to take down.
    When 5th Greenstar Transformation step is gained, you retroactively receive 1 HP per HD you have gained and any HD you gain in the future.
    At 10th progression step, this bonus is doubled.
    Writer's Note: While this seems like a radical bonus, this feature is offset by you losing your Con-score at 10th step.


    Null Metabolism (Ex)
    When a GSA reaches his 7th transformation step, his transformation approaches completion.
    - He no longer needs to breathe, eat, or sleep.
    - He has immunity to inhaled poisons, drowning, suffocation, and sleep effects.
    - He's no longer subject to Fatigue or Exhaustion and ignores the effects of these conditions. 


    Construct Apotheosis
    At 10th progression step, a GSA completes his transformation. He resembles a perfectly sculpted statue of himself, forged from green Starmetal.
    His type changes to Living Construct, which brings about the following alterations to his basic nature:
    * He loses his Con-score and any consequent HP adjustment.
    * He gains immunity to poison, disease, paralysis, stunning, massive-damage, sickened, nauseated, death effects, and necromancy effects.
    * He no longer receives benefit from spells or effects that heal living creatures. However, he can repair himself by means of repair damage spells or his rapid repair ability.
    * He is no longer subject to precision damage, nonlethal damage, ability damage/drain/burn/loss, or energy drain.
    * He gains immunity to any effect that requires a Fort save, unless it also works on objects, or is harmless.
    * He no longer takes ability score penalties for aging and cannot be magically aged. He cannot die of oldage and might exist in this form for eons.
    * Unlike other constructs, a GSA has no special immunity to mind-affecting effects. He is essentially a human mind in an animated body.
    * Contrary to other constructs, which are destroyed at 0-HP, a GSA may drop below 0-HP – as far down as his HD in negative HP (which renders him Disabled, but self-repair continues to function at neg. HP). A GSA is destroyed (and rendered dead) if he takes any further damage.
    * Unlike other constructs, a GSA can be returned from the dead by any means that would have worked on him before his final transformation.



    An Interesting Observation: The characters that have the most to gain from such transformation in terms of combat benefits are clerics (war priests), because of their elevated BAB and them being overall more martially inclined.






    Disciplines – Trading Spells-Known for special abilities:
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    In 2008, Malhavoc Press published a book named: The Book of Experimental Might (Malhavoc Press).
    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 priests/mages/druids 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.
    Spellthieves draw from Wizard disciplines. You trade a single known spell the first time you trade a known spell from a given SL.
    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.


    Last edited by nonsi; 2021-10-15 at 11:38 PM.

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    Flying Castles:
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    I've seen quite a few debates started by people (self included) who weren't satisfied with the awkward Reverse Gravity hulahoops done by the writers of "Stronghold Builder's Guidebook" to explain flying castles.
    Nothing about Reverse Gravity has anything to do with continual floating or movement and the AoE doesn't even come close for what's required to lift a small island. As for the speed related cascading prices - that was just too much. Also, the book doesn't say anything about the construction process.


    For many years I tried to find a formula for flying castle that would uphold the following criteria:
    1. Access at a reasonably practical level.
    2. Creation must be long, tedious and pricy.
    3. The creation process must uphold a reasonable level of verisimilitude.

    It is not until I encountered Tiny Coffee Golem's suggestion that I've finally found the baseline for a formula that could actually uphold all 3 requirements.
    So, here's my (hopefully decent) attempt to do a bit better job than they did in "Stronghold Builder's Guidebook".


    The idea is to make it with two-spells - one for the creation of the island to hold the castle and the other for giving it a reasonable degree of lasting power.
    A handful of utility spells are added, to make your flying castle functional for long term use at high levels.


    Floating Stone
    Transmutation
    Level: Mage 7, Priest 7
    Casting Time: 1 standard action
    Components: V, S, M (500gp worth of powdered onyx, 1 pound of coal)
    Range: Touch
    Target: a 5-foot cube of rock
    Duration: Permanent
    Saving Throw: none
    SR: no
    You permanently levitate a 5' cube of rock, which you can move up to 20' vertically or horizontally as a move action. The spell affects rock in its natural form as well as manufactured stone.
    Each 5' levitating cube can support its own mass and an addition of 1,000 pounds of weight, allowing you to use it as a portion of the foundations for a bridge, floating castle, or similar construction project. Smaller portions may be enchanted, with reduced effects, but the material components do not decrease as a result.

    You may enchant multiple cubes with the Floating Stone property in one of two ways:
    1. You can make a portion of a larger mass gain this trait. You may even cause the effect to seep through rock mass that's already carrying the spell's effect, directing it to an otherwise unreachable desired location. You can direct a Floating Stone mass with a single move action, regardless of the number of affected cubes it's comprised of.
    2. You may enchant multiple cubes with the Floating Stone property. When enchanting separate non-continuous rock masses, you possess control only over the last enchanted cube. Alternatively, you may grant control over a Floating Stone object to a willing recipient, maintaining control over a previously enchanted mass of Floating Stone.

    Uncontrolled Floating Stone is considered to weigh 100 pounds per 5' cube and may be moved by physical force at a speed of 5'. A strong enough creature that can actually handle the object's original weight ignores this 5' speed restriction.
    Floating Stone acts as a kind of Roly Poly, in a sense that if enough force is applied to tilt it, it will continue to exert force to regain its original vertical direction it had upon enchantment.

    If the original owner of a given mass of Floating Stone dies (or while the owner is no longer present within the object's plane of existence), another spellcaster may cast this spell to assume control over it, or grant control to a willing recipient.
    This spell may also be used for the purpose of relinquishing control over Floating Stone to a willing recipient w/o creating a new mass of Floating Stone.
    If and when a mass of Floating Stone breaks apart, control is maintained over the largest portion and is lost in regards to whatever smaller portions remain.

    Floating Stone counts as an untyped material. Once enchanted, floating Stone is unaffected by spells and effects that are specifically designed to manipulate or bypass stone or rock (or any other substance for that matter).

    Once disconnected from the ground, a landmass of floating stone doesn't constitute a location, thus it is beyond the reach of teleportation spells and location-associated divination spells.
    Special: The owner of a landmass of floating stone regards it as a location when casting teleportation spells and location-associated divination spells, but only while control over the landmass is maintained.


    Synergistic Magic Persistency
    Transmutation
    Level: Mage 8
    Casting Time: 1 minute
    Components: V, S, M
    Range: close (30')
    Target: a single continuous permanent magical effect/object
    Duration: Permanent
    Saving Throw: none
    SR: no
    One area of continuous permanent magical effect becomes unusually resistant to dispelling.
    The entire area or object to be affected by this spell must possess a single permanent magical effect in its entirety.
    The size of the object or area to be affected may not exceed a radius of 10' per CL.
    In order to dispel magical effects within the affected area (or have them subjected to the influence of antimagic), the entire area must be completely engulfed by the dispelling effect simultaneously.
    Material Components: 1500gp worth of diamond dust, plus 1 oz of adamantine/starmetal per 10' radius to be affected.
    Special: If additional effects on the entire area are made permanent later on, they also benefit from Synergistic Magic Persistency.


    Cloak Skycasle
    Illusion
    Level: Mage 8
    Casting Time: standard action
    Components: V, S
    Range: short (60')
    Target: A floating landmass
    Duration: 24 hours
    Saving Throw: none
    Spell Resistance: No
    You may cloak a landmass (and whatever construction it supports) that's entirely affected by both Floating Stone and Synergistic Magic Persistency from the outside world.
    The affected area is shielded from sight and divination effects to anyone on the outside.
    Anyone from within sees the outside as though through a semi-transparent glass.
    Special: This spell can be made permanent via Permanency spell.
    Special: The owner of a landmass may regard is as a location and use teleportation and divination effects/powers to reach it.


    Teleport Skycasle
    Transmutation
    Level: Mage 8
    Component: S, V
    Casting Time: 1-round action
    Range: Short (60')
    Target: A floating landmass
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No
    You may teleport without error a landmass (and whatever construction it supports) that's entirely affected by both Floating Stone and Synergistic Magic Persistency.


    Planeshift Skycasle
    Transmutation
    Level: Mage 9
    This spell follows all the details specified for Teleport Skycasle spell, with the exception that the landmass is plane-shifted instead of teleported.



    Long-Term Magical Enslavement (inspired by Wheel of Time)
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    Long term magical enslavement is implemented by 2 intrinsically linked items:
    1. An Implement of Captivity - the item that binds its wearer (usually a specially prepared collar, bracelet, girdle, chastity belt, a set of manacles or other durable worn item).
    2. A Token of Domination (usually a ring, bracelet, bracer, medallion etc.) - basically, a sort of "Remote Control" of (an) Implement(s) of Captivity.

    The Implement of Captivity is bound to a Token of Domination with a secret password.
    The slave must remain within range of the token or take 1 HP necrotic damage per round. The range can be set by the owner of the token touching the Implement of Captivity and stating the range (which can be anything the owner desires).
    Ownership of the Token of Domination can only be transferred by physical possession and usage of the secret password. The Implement of Captivity can only be safely removed by touching it with the Token of Domination and using the secret password. Several Implements of Captivity can be linked to one Token of Domination, and each can have the same or different secret password.

    An intended victim must be helpless, pinned or willing for the Implement of Captivity to be properly placed – a full round action at least (sometimes longer than that – DM's call, according to the item's mechanism).
    Donning the Implement of Captivity results in psychic shock: 3d6 nonlethal damage + Paralysis for 1 round, then Stunned for 1d2 rounds, then Nauseated for 1d3 rounds, then Sickened for 1d4 rounds.
    Psychic shock affects even creatures who would otherwise be immune to paralysis and nonlethal damage, unless they're mindless. Nevertheless, this is not considered a mind-affecting effect.

    While bound, any of the following actions results in psychic shock to the wearer:
    - Disobey the bearer of the Token of Domination.
    - Attempt to harm-self *.
    - Attempt to perform a hostile action vs. the bearer of the Token of Domination *.
    - Touch the Implement of Captivity **.
    - Touch the Token of Domination **.

    * Actually carrying out the action before taking psychic shock requires a successful Will save vs. DC 20 and a successful Ref save vs. DC 25.
    ** Touching the item requires a successful Will save vs. DC 20. Tampering with the item also requires 2 consecutive successful Ref saves vs. DC 25. If someone other than the barer of the Token of Domination touches / tampers with the item, they too are subject to psychic shock – along with the wearer (in case of Implement of Captivity), and must make the same saves in order to attempt tampering.

    Until successfully removed, an Implement of Captivity is treated as part of the victim's body when it comes to polymorph, teleportation gaseous form etc.




    The means required for creating this sort of enslavement are the following spells:



    Empower Token of Domination
    Transmutation
    Level: Priest 6, Mage 6
    Component: S, V, M
    Casting Time: 8 hours
    Range: Touch
    Target: The prepared item
    Duration: Permanent
    Saving Throw: None
    Spell Resistance: No
    This spell empowers a Token of Domination - the focal point of domination.
    A token of domination must be a highly crafted wearable metal item, made of precious metals and gemstones, adorned with runes of empowerment.
    The preparation of a token of domination requires Craft (jeweler) 8 and either Spellcraft 13 (if you're a mage) or Knowledge (religion) 13 (if you're a priest). The crafting DCs are 20 and 25 respectively.
    A functional token of domination costs a total of 5000gp to prepare. For this spell to succeed, the caster must be the one to craft the token of domination.
    A token of domination can have as many as 1 implement of captivity bound to it for each 6 CLs the caster possesses at the time of preparation.


    Empower Implement of Captivity
    Transmutation
    Level: Priest 6, Mage 6
    Component: S, V, M, F
    Casting Time: 8 hours
    Range: Touch
    Target: The prepared item
    Duration: Permanent
    Saving Throw: None
    Spell Resistance: No
    This spell empowers an Implement of Captivity - the item that will bind its wearer(s).
    An implement of captivity can be any wearable item that's difficult to remove and adorned with runes of empowerment.
    The more durable an implement of captivity is, the better chances it has of fulfilling its purpose – not being removed that is.
    During the casting of this spell, the implement of captivity is bound to a specific token of domination. Successfully casting Dispel Magic on either token or implement suppresses their functionality for 1d4 rounds. A successful Disjunction can destroy them.
    The process of crafting an Implement of Captivity costs 3500gp, on top of the item's normal value. For this spell to succeed, the caster must be the one to craft the implement of captivity.
    Focus: The Token of Domination


    Silenced Slave
    Necromancy
    Level: Priest 4, Mage 4
    Component: S, V
    Casting Time: an attack action
    Range: Touch
    Target: An implement of captivity
    Duration: 24 hours
    Saving Throw: None
    Spell Resistance: No
    Once applied, by merely waving his hand and uttering the word "Silence", the caster can render the wearer of the implement of captivity deaf and/or mute.
    By uttering the word "Speak", the caster can remove both afflictions.
    At any time during the spell's effect, the caster can speak (with the emphasis on "speak") directly into the mind of the wearer of the implement of captivity.


    Transfix Implement of Captivity
    Transmutation
    Level: Priest 7, Mage 7
    Component: S, V, D (dismissible by touch)
    Casting Time: standard action
    Range: Touch
    Target: both Token of Domination and Implement of Captivity
    Duration: Permanent
    Saving Throw: None
    Spell Resistance: no
    The Implement of Captivity denies any means of teleportation, plane-shifting or polymorph – even if the power happens to be an extraordinary ability.
    If the bearer of the Token of Domination plane-shifts, the wearer of the Implement of Captivity also plane-shifts with the owner – as if they were a single creature.



    Magical Crossbreeding
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    Magical crossbreeding is just too large a subject to be compressed into a handful of spoiler blocks. It's actually one of the few issues that do deserve a book-scale set of rules. It's probably not perfect, but Jonathan Richard's "Encyclopedia Arcana - Crossbreeding" does the best job I know of in covering this issue.




    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:
    Challenge Rating: Same as the base creature. Immortals are no harder to defeat than non-immortals.
    LA: +1 before immortality kicks in. +2 afterwards.



    Becoming an Immortal
    Spoiler
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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 oldage 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
    Spoiler
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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.
    Even though Quickening is labeled "magical", it is not susceptible to dispelling, anti-magic or disjunction.

    Quickening Points:
    Immortals receive 1 Quickening Point at first death.
    1 year later, an immortal gains 1 additional Quickening Point.
    10 years later, an immortal gains 2 additional Quickening Points.
    100 year later, an immortal gains 3 additional Quickening Points.
    And so on...
    The faster means of increasing one’s Quickening pool however 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 least 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 minute.
    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.

    Revival
    After the death of an immortal, provided that whatever remains of his/her body allows the application of Raise Dead spell, the character will return to life within the next 24 hours.
    The actual time that it takes to revive equals 24 hours minus 1 minute per accumulated quickening points.
    While in practice this means a 24 hour period for novice immortals, an ancient immortal with a staggering amount of immortal body count (see "the game" spoiler below) could potentially revive 1 round after being slain.



    The Game
    Spoiler
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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 (or any other form of bodily destruction that renders Raise Dead spell ineffective).
    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 1 HP 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 becomes Stunned for 1 round, then Sickened for 1d4 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 fallen Immortal's memories and experiences. The claiming Immortal can replace or fill skills and feats with those of the fallen Immortal's. The receiver may only gain skill points from skills that the deceased had higher ranks than himself and may only take feats for which he qualifies. He may not however discard of 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
    Spoiler
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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
    Spoiler
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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 (x4)
    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 1d10+5 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
    Spoiler
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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
    Spoiler
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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
    Spoiler
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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 feature and Track feat.

    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
    Spoiler
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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
    Spoiler
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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.




    Optional Rules & Brews and useful stuff From External Sources



    DM-ing Tips , Ideas & Thumb Rules
    Spoiler
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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.
    - Despite all the effort that went into this project, no finite set of rules can cover infinite situations: Don't get bogged down in the minutia of the rules. If a player wants his PC to leap from the back of their wagon and tackle the riding horseman, just roll with it. Don't kill your player's creativity because they don't have a feat or there are no rules for what they want to do.


    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


    Last edited by nonsi; 2021-10-15 at 11:42 PM.

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