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Dienekes
2013-10-24, 10:48 AM
But first, a warning. So I've been working on this for awhile now. And originally I was never intending for this to really be shown. But I then thought, oh what the hell. You guys can look and pick it all apart for what you like or don't like. But on that note I must apologize. The way I have written all of this has been for my purposes only, so some of the wording will probably only make sense to me or the formatting will be terrible. Please feel free to point out anything that's confusing.

Redoing Core Basic Rules

Redoing Core is basically exactly what the title says, my attempt to redo the core rules of D&D to a game that I would like to play. One that offers a good deal of customizability while still allowing for a standard player to be able to pick up with relative ease.

The system that I most drew inspiration from for this rewrite was Star Wars Saga Edition, though D&D 3.5, 4, and Fantasy Craft also gave me a few ideas. Unless stated otherwise it’s generally a safe bet that unless otherwise stated the rules of Saga Edition are in place. For those of you who do not know Saga Edition I’ll write out the important rules changes that I carried over to my rewrite.

Passive Defenses, Will, Fortitude, and Reflex saves have been replaced by Will, Fortitude, and Reflex Defense. This defense is calculated by 10 + your level + your ability modifier. Will Defense uses Wisdom, Fortitude uses Constitution, and Reflex Defense uses Dexterity.

There purposes are largely the same, except, Armor Class has been combined with Reflex Save into Reflex Defense, making Reflex the most used and arguably the most important defense.

And Fortitude Defense serves as a base for a new defense called Damage Threshold. Whenever your character is dealt damage, that damage is compared to your characters Damage Threshold. If the damage surpasses your Damage Threshold then your character moves one step down the Condition Track.

The Condition Track determines how the damage your character has taken effects them. The Condition Track has the following levels:

Level 0: You are effectively unharmed. No damage has surpassed your Damage Threshold.
Level -1: One step down the Condition Track, you take a -1 penalty to all d20 checks and all Defenses
Level -2: Two steps down the Condition Track, you take a -2 penalty to all d20 checks and all Defenses
Level -3: Three steps down the Condition Track, you take a -5 penalty to all d20 checks and all Defenses
Level -4: Four steps down the Condition Track, you take a -10 penalty to all d20 checks and all Defenses. In addition you move at half speed.
Level -5: You are unconscious or otherwise unable to perform any action, depending on the situation.

To move up the Condition Track your character must take 3 swift actions either all on one round or on consecutive rounds.

Which brings us to the next big change; Actions. This system uses roughly the same as the D&D set up, except the swift action is made more integral to the system. On a round your character can either make a single full-round action, or a standard action, move action, and swift action. Of these last three actions you can choose to instead of taking one action choose to take a lower action. So a standard action can be replaced with either a move or a swift action, a move action can be replaced with a swift action, but a swift action cannot replace anything.

Full-attack: There is no basic full-attack action in the game. It exists, but it must be obtained through feats or other abilities.

Classes: Redoing Core has very few but very broad classes. Currently, only four: Warrior, Scholar, Rogue, and Courtier. However the system encourages multiclassing. There are no penalties for doing so, however you do not get all the starting proficiency feats for multiclasses as you did in D&D 3.5. Instead you can gain the benefit of one starting feat or gain proficiency in one skill. In addition, at first level you gain 3x maximum of your classes hit die in hit points. If you multiclass you do not get 3x maximum of your second classes hit die in hit points, but instead act as though you were simply taking an additional level in the second class.

A class is essentially a list of possible feats and talent trees that the player can choose from. For some players it may seem more fun to ignore the talent and feat requirements. This is fine, I know Saga Edition has been turned into a completely classless system by Mark Hall (http://rpgcrank.blogspot.com/2013/07/classless-saga-and-other-alterations.html) And the same can be done here, pretty easily. Talent trees are more for helping create a concept, if someone wants to play a raging barbarian the Berserker Talent Tree is right there laid out for them.

Skills: Skill Points have been removed and replaced with a feat based skill system. This will be explained later.


Some differences between this system and Saga.
Skills: The math behind skills has been rewritten to make them less overpowered at low levels and in line with attack rolls at higher levels. This will be explained further in the skills section. I have also gotten rid of the Class Skill system, as of now any class can pick any skill with the exception of Thaumaturgy (the replacement for Use the Force) which requires the additional feat, Magical Aptitude, to gain.

Magic is a bit different than the Force. Spells can only be learned one at a time and use a spell slot upon their use. But any spell you know can be used as many times per encounter as you would like. The amount of spell slots a character has depends on if they’re an arcane or a divine caster and will be explained further in the Magic section. I am also implementing a ritual system, which are for spells that really do not make sense to be used in combat situations.

Attack types. Things like disarming, tripping, grabbing, and so on have been replaced with the Maneuver System. The reason for this is simple, I have never seen anyone, ever, make a bull rush, or disarm check and eat the attack of opportunity. They only use the ability after they have the feat for it. So I just made the abilities use tied to the feat that improves it. This will be explained further in the maneuver section.

Prestige Classes. Saga had this very odd system in place where essentially the second half every class was in a prestige class that required you to limit the amount of choices available for you in order to get into them. It’s all well and good to have so many talent trees, but if you have to have at least 2 of your first 4 talents be from a specific tree the customizability of the game is needlessly limited. So instead, Advanced Talent Trees are now part of the base classes and prestige classes are reserved for concepts that are not really supported just by the base classes.

Dienekes
2013-10-24, 11:01 AM
Classes

So far in Redoing Core there are four classes. The Warrior, the Scholar, the Courtier, and the Rogue. Hopefully the names of each of the classes make the concept of what the class is supposed to do pretty obvious.

Here are the four.

WARRIOR
Hit points at level 1= 30 + Con mod
Hit points every level beyond the first character level= 1d10 + Con modifier
Trained Skills= 4 + Int modifier
Action Points= 5 + ½ character level any left over each level do not carry over

{table=head]Level|Base Attack Bonus|Special

1st|
+1| Starting Feats, Defense Bonus, Class Talent

2nd|
+2| Class Feat

3rd|
+3| Class Talent

4th|
+4| Class Feat

5th|
+5| Class Talent

6th|
+6| Class Feat

7th|
+7| Class Talent

8th|
+8| Class Feat

9th|
+9| Class Talent

10th|
+10| Class Feat

11th|
+11| Advanced Class Talent

12th|
+12| Class Feat

13th|
+13| Advanced Class Talent

14th|
+14| Class Feat

15th|
+15| Advanced Class Talent

16th|
+16| Class Feat

17th|
+17| Advanced Class Talent

18th|
+18| Class Feat

19th|
+19| Advanced Class Talent

20th|
+20| Class Feat [/table]

Starting Feats: Weapon Proficiency (all), Armor Proficiency (light, medium)

Defense Bonuses: You gain a +2 class bonus to your Fortitude Defense, and a +1 class bonus to your Reflex Defense.

BASIC TALENTS


Defender Talent Tree

Armor Training: You gain +1 Damage Reduction while wearing armor, and your maximum Dexterity bonus increases by +1. In addition, once per encounter you may, as a reaction, double your Damage Reduction gained from armor against a single attack.

Shield Mastery: When calculating your Reflex Defense, you may add your heroic level plus one-half your Shield Bonus, or your Shield Bonus whichever is higher, in addition your Shield Bonus is increased by +1.

Juggernaut: Your armor does not reduce your speed or the distance you can move while running. You must be proficient with the armor you are wearing to gain this benefit. Prerequisite: Armor Training

Indomitable: Once per day as a swift action, you can move +5 steps on the condition track. This does not remove any persistent conditions that may be affecting you. You can select this talent multiple times. Each time you select this talent, you can use it one additional time per day.

Harm’s Way: Once per round, you may spend a swift action to shield a single adjacent ally from attacks, taking the damage and suffering the ill effects in your ally’s stead. Until the start of your next turn, any attack made against the protected ally affects you instead. You may elect not to shield your protected ally against a given attack, provided the decision is made before the attack roll is made. Prerequisite: trained in Initiative skill


Berserker Talent Tree

Rage: Once per encounter you can go into rage. You gain a +2 rage bonus on melee attack rolls, melee damage rolls, but cannot use skills requiring patience or concentrations (ex. Knowledge, Stealth, Thaumaturgy, ect.). Lasts for 1 + Con modifier rounds. At the end of the rage take a -1 on the condition track, this penalty persists until you take a 10 minute recuperation period, during which you can’t do anything strenuous.

Frenzy: While in a rage you, your speed increased by 10 feet and you may add the equivalent of the rage bonus gained to your melee attack rolls to your Fortitude and Will Defenses. To gain the benefits of this talent you cannot be in heavy armor or carrying a heavy load. Prerequisite: Rage

Greater Rage: You gain an additional +2 rage bonus on melee attack rolls and melee damage rolls. This stacks with the bonus granted from the Rage talent. Prerequisite: Rage

Terrifying Wrath: Upon entering a Rage you may make an Intimidation check as a free action against all targets within 6 squares. If your Intimidation check exceeds a target’s Will Defense, that target takes a -2 penalty on attack rolls and their Will Defense for the remainder of the encounter. This talent affects any given target only once per encounter. This is a mind-affecting fear effect. Prerequisite: Rage, trained in Intimidation

Raging Storm: While in a rage, after successfully reducing an opponent to 0 hit points you gain a temporary Action Points that must be spent by the end of the encounter or it is lost.


Soldier Talent Tree

Battle Analysis: As a swift action, you can make a DC 15 Knowledge (warfare) check. If the check succeeds, you know which allies and opponents in your line of sight are reduced to at least half of their maximum total hit points.

Coordinating Strike: When using the Support Ally maneuver, the benefit is given to all allies within 6 squares of you. Prerequisite: Battle Analysis, Support Ally maneuver

Watch Your Back: If you are adjacent to at least one ally, enemies gain no benefit from flanking you or any adjacent allies.

Squad Superiority: Whenever you and at least two allies are adjacent to the same target, that target is considered flat-footed against you.

On Your Feet Soldier: When using the Treat Injury skill you may choose to, instead of healing damage, giving the target of your Treat Injury check temporary hit points equal to double the hit points that would have normally been healed until the end of the encounter.
Prerequisite: Trained in Treat Injury


Duelist Talent Tree

Challenge: Once per encounter as a standard action you can designate a single opponent within line of sight as Challenged until the end of the encounter. Against that opponent you gain a +2 insight bonus on your attack rolls. A creature can only have one Challenge applied to them, any use of this talent after the first is negated.

To the Death: You deal +1 die of damage against the opponent you have Challenged. Prerequisite: Challenge

One By One: If you reduce your Challenged opponent to 0 hit points, on your next turn you can target another within your line of sight as a Swift action, and designate them as Challenged. Prerequisite: Challenge.

Unbreakable Challenge: You gain a +2 insight bonus to all your Defenses against any attacks, spells, or talents made by a Challenged opponent. Prerequisite: Challenge

Perceptive Challenge: You gain a +5 insight bonus to all Perception and Sense Motive checks made against a Challenged opponent. Prerequisite: Challenge



ADVANCED TALENTS
At 11th level and every odd level after a scholar can choose to gain a talent that they qualify for from either an advanced or basic talent tree.


Knight Talent Tree

Unflinching Courage: Once per encounter as a reaction, you can ignore the effect of a single attack, ability, or spell used against you. Prerequisite: Toughened

Toughened: You gain Damage Reduction 2/-. This Damage Reduction is in addition to any Damage Reduction granted by armor.

Knightly Guard: As a reaction, you can interfere with any successful attack, spell, or talent against an adjacent ally. You can choose to take the effect or any or all of the damage and the remainder is dealt to the target as normal. Once you use this talent, you may not use it again until the end of your next turn. Prerequisite: Harm’s Way

Honor: As a knight you cannot be questioned by lesser people. Once per encounter you can replace a single Persuasion or Deception check with an attack roll.

Prepare to Engage: Once per encounter, on your turn, you can move up to your speed as a free action before any other action. This movement does not provoke attacks of opportunity.

Weapon Master Talent Tree

Flurry: Once per encounter you can make a full-round attack as a standard action.

Extend Critical: The critical range with all weapons you are proficient in increases by 1.

Peerless Combatant: You may apply the benefit of two maneuvers at once so long as they require the same action. For example, you cannot apply Whirlwind attack to Parry, however Trip and Push Back both require an attack action and can be used together.
Special: If two maneuvers have effects that cancel each other out then they cannot be used at the same time. In addition, any damage dealt by using two maneuvers together is only dealt once and does not stack, however you can choose which maneuvers damage to use. For example, if using Improved Trip, and Improved Bull Rush both maneuvers deal damage, however since they both just deal normal damage the opponent would only take normal damage. However, if Improved Trip is used with Powerful Strike the opponent would take the effects of Improved Trip, +1 die of damage.
Prerequisite: Extend Critical

Contempt: Once per round, you can make an attack against an opponent that is of lower level than you and within your reach as a free action.

Ferocious: You may add an additional die of damage for every attack that hit’s an opponent until the start of your next turn. Prerequisite: Flurry, Contempt

FEATS
This is the list of feats that a Warrior can choose from for their Warrior Bonus Feats
Skill Training, Skill Focus, Lucky, Action Hero, Martial Training, Weapon Focus, Weapon Specialization, Weapon Proficiency (All), Armor Proficiency (All), Shield Proficiency (All), Point Blank Shot, Combat Reflexes, Double Attack, Triple Attack, Dual Weapon Mastery, Dual Weapon Mastery II, Multi-Attack Mastery, Extra Second Wind, Martial Artist, Martial Artist II, Martial Artist III, Quick Draw, Lightning Draw, Shake It Off, Running Attack, Toughness, Dodge, Mobility, Great Fortitude, Lightning Reflexes, Rapid Reload, Mounted Combatant





SCHOLAR
Hit points at level 1= 18 + Con mod
Hit points every level beyond the first character level= 1d6 + Con modifier
Trained Skills= 3 + Int modifier
Action Points= 5 + ½ character level any left over each level do not carry over

{table=head]Level|Base Attack Bonus|Special

1st|
+0| Starting Feats, Defense Bonus, Class Talent

2nd|
+1| Class Feat

3rd|
+1| Class Talent

4th|
+2| Class Feat

5th|
+2| Class Talent

6th|
+3| Class Feat

7th|
+3| Class Talent

8th|
+4| Class Feat

9th|
+4| Class Talent

10th|
+5| Class Feat

11th|
+5| Advanced Class Talent

12th|
+6| Class Feat

13th|
+6| Advanced Class Talent

14th|
+7| Class Feat

15th|
+7| Advanced Class Talent

16th|
+8| Class Feat

17th|
+8| Advanced Class Talent

18th|
+9| Class Feat

19th|
+9| Advanced Class Talent

20th|
+10| Class Feat [/table]

Starting Feats: Weapon Proficiency (Any 2), Linguist, Magical Aptitude

Defense Bonuses: You gain a +1 class bonus to your Reflex, and a +2 class bonus to your Will Defense.

BASIC TALENTS

Arcane Mysteries Talent Tree

Renewal: If you would spend an Action Point to regain a Spell Slot, you instead gain 3.

Magic Savant: You gain 2 Spell Slots

Magic Recovery: As a full-round action, you may make a DC 15 Thaumaturgy check. If the check is successful you regain one Spell Slot. If you have the Renewal talent you instead regain three.

Metamagic Focus: Once per encounter you can apply a single Metamagic feat to a spell without spending an Action Point. This talent may be taken multiple times, each time it can be used an additional time per encounter. Prerequisite: Magic Savant,

Wild Magic: Whenever you roll a natural 1 on a Thaumaturgy check, you gain an additional Action Point. You must spend this Action Point before the end of the encounter. Prerequisite: Magic Savant

Advisor Talent Tree

Instruction: Once per encounter, as a standard action, you can boost the competence of one of your allies within 6 squares. That individual gains the ability to make a single skill check using your skill modifier (except Thaumaturgy); this skill check must be made before the end of the encounter or the benefit is lost. You can select this talent multiple times. Each time you do so, you gain one additional use of this talent per encounter.

Guidance: You share your considerable knowledge to inform others' actions and decisions. Once per encounter, as a reaction, if you succeed on a DC 25 Knowledge (lore) check, you enable one ally within 6 squares of you and within your line of sight to reroll a failed Intelligence- or Wisdom-based skill check (other than Perception). Prerequisite: Trained in the Knowledge (lore) skill.

Skilled Advisor: You may take a full-round action advising an ally, thereby granting her a +5 insight bonus on her next skill check. If you spend an Action Point the bonus increases to +10. The target must be able and willing to hear and understand your advice. You cannot advise yourself, this is a mind-affecting effect.

Well-honed Mind: Your confidence empowers you, giving you the ability to withstand the harmful influence of others. You can add your Intelligence bonus in place of your Wisdom bonus to your Will Defense. Prereq 1 (Intelligence 13)

Know Weakness: Make an appropriate Knowledge check as a standard action against a target’s Will Defense, if successful all the target’s defenses take a -2 penalty against all allies who can see and hear you until the end of your next turn.


Alchemist Talent Tree

True Health Potion: When you administer a Health Potion that you have created, the tended creature also moves +1 step on the condition track. Prerequisite: Trained in Craft: Alchemy, Recipe: Health Potion

Rapid Alchemy: Make Craf: Alchemy checks in half the time or something.

Explosive Expert: Any explosives you create gain +2d6 damage of whatever type the original explosive dealt.

Long-Lasting: When brewing a potion with the duration of an encounter, you can choose to spend an Action Point. If the Craft: Alchemy check is successful the effects of that potion last the entire day.

Quick Application: Use a potion or grant an alchemical benefit as a swift action.

Priest Talent Tree

Cleansing Prayer: Once per turn as a swift action, you can remove one ongoing mind-affecting effect (such as the effects of Demand Surrender or Weaken Resolve talents, or the ongoing effects of the mind trick spell) from a single allied target within line of sight.

Martyr: Whenever you or an ally within 6 squares of you takes damage that exceeds that character's damage threshold, you and all allies within 6 squares of you gain a +2 morale bonus to attack rolls and damage rolls until the end of your next turn. Prerequisite: Chastise

Chastise: As a standard action you can weaken the resolve of one enemy with your words. The target must have an intelligence of 3 or more, and must be able to see, hear, and understand you. Make a Diplomacy check; if the result equals or exceeds the target’s Will Defense, it moves -1 step along the condition track. The target gets a +5 bonus to its Will Defense if it is higher level than you. If the target reaches the end of the track, it does not fall unconscious, instead, it cannot attack you or your allies for the remainder of the encounter unless you or one of your allies attack it or one of its allies first. This is a mind-affecting effect.

Confession: You can reroll any Sense Motive check, and take the better result. Prerequisite: Trained in Sense Motive

Priestly Guidance: Once per encounter as a swift action, you can choose one ally within your line of sight that can hear and understand you. Until the end of the encounter, that ally adds your Wisdom bonus to its Will Defense against mind-affecting effects. Prerequisite: Confession


ADVANCED TALENTS
At 11th level and every odd level after a scholar can choose to gain a talent that they qualify for from either an advanced or basic talent tree.

Magi Talent Tree

Share Magic: As a standard action, you can spend a Spell Slot and grant one ally within 12 squares that is trained in Thaumaturgy an additional Spell Slot to use for the remainder of the encounter.

Focused Spellcaster: Choose one school of magic to be affected by Focused Spellcaster. Once per encounter when casting a spell from the chosen school you may roll your Thaumaturgy check to cast the spell twice and keep the better result.
This talent may be selected multiple times, each time it must be applied to a different school of magic.

Improved Focused Spellcaster: Choose one school of magic previously chosen by the Focused Spellcaster talent. When casting spells from the chosen school you may choose to apply one metamagic feat to the spell by increases the DC of your Thaumaturgy check by 5 instead of spending an Action Point.
This talent may be selected multiple times, each time it must be applied to a different school of magic. Prerequisite: Focused Spellcaster

Counterspell: As a reaction, you can spend a Spell Slot to negate one spell being cast by an opponent. Make a Thaumaturgy roll, if your roll is higher than your opponents the spell does not have any effect, the opponent still loses the Spell Slot as though the spell had been cast.

Magic Duelist: Whenever a creature uses a spell on you that targets your Fortitude or Will Defense, it must roll their Thaumaturgy check twice, and take the lower result. Prerequisite: Counterspell


Genius Talent Tree

Omni-disciplinary Genius: You gain the benefits of the Skill Focus feat for every Knowledge skill that you are trained in. Prerequisites: Skill Focus in any one Knowledge skill, Scholarly Knowledge

Impart Knowledge: You can aid another on the Knowledge checks of any ally within 6 squares of you as a reaction for Knowledge skills you are trained in. Prerequisite: Skilled Advisor

Master Advisor: When you use the Skilled Advisor talent, the ally you aid gains one temporary Action Point at the end of her next turn. If the Action Point is not spent before the end of the encounter, it is lost. Prerequisite:Skilled Advisor

Master Plan: As a standard action, once per encounter, every allies gains one temporary Action Point. If this Action Point is not used before the end of the encounter it is lost. Prerequisites: Omni-disciplinary Genius, Skilled Advisor, Master Advisor, Impart Knowledge

Alchemical Concoction: When using the Craft: Alchemy skill you can spend an Action Point to apply the benefit of two recipes to the created substance. Creating these concoctions does not take any longer than it takes to create one, however, you roll twice once for each recipe.


FEATS
This is the list of feats that a Scholar can choose from for their Scholar Bonus Feats
Skill Training, Skill Focus, Lucky, Action Hero, Magical Aptitude, Learn Spell, Still Spell, Hidden Spell, Double Spell, Lengthen Spell, Vindictive Spell, Wild Spell, Careful Spell, Lasting Spell, Quicken Spell, Power Spell, Merciful Spell, Assured Spell, Iron Will, Linguist, Magic Resistant, Alchemical Recipe






ROGUE
Hit points at level 1= 24 + Con mod
Hit points every level beyond the first character level= 1d8 + Con modifier
Trained Skills= 6 + Int modifier
Action Points= 5 + ½ character level any left over each level do not carry over

{table=head]Level|Base Attack Bonus|Special

1st|
+0| Starting Feats, Defense Bonus, Class Talent

2nd|
+1| Class Feat

3rd|
+2| Class Talent

4th|
+3| Class Feat

5th|
+3| Class Talent

6th|
+4| Class Feat

7th|
+5| Class Talent

8th|
+6| Class Feat

9th|
+6| Class Talent

10th|
+7| Class Feat

11th|
+8| Advanced Class Talent

12th|
+9| Class Feat

13th|
+9| Advanced Class Talent

14th|
+10| Class Feat

15th|
+11| Advanced Class Talent

16th|
+12| Class Feat

17th|
+12| Advanced Class Talent

18th|
+13| Class Feat

19th|
+14| Advanced Class Talent

20th|
+15| Class Feat [/table]

Starting Feats: Weapon Proficiency (Any 3), Armor Proficiency (light), Weapon Finesse

Defense Bonuses: You gain a +2 class bonus to your Reflex Defense, and a +1 class bonus to your Will Defense.

BASIC TALENTS

Scout Talent Tree

Evasion: If you are hit by an area attack, you take half damage if the attack hit you. If the area attack misses you, you take no damage.

Master Hunter: You take no penalty on Survival checks made to follow tracks while moving your normal speed. In addition once per encounter, as a standard action you can make a single attack against an opponent that ignores that opponent’s Damage Reduction. Prerequisite: trained in Perception, Reconnaissance

Long Strides: When wearing light or no armor and carrying no more than a light load your speed increases by 10.

Hide in Plain Sight: Once per encounter, when you are within 2 squares of cover or concealment, you can move to that cover or concealment and make a Stealth check to hide as a single move action. Prerequisite: Trained in Stealth

Reconnaissance: Make a Perception check as a standard action with a DC equal to 10 + CL of a single target enemy in line of sight. If the check is successful you know the weaknesses of that opponent. You and all allies that can see and understand you gain a +1 insight bonus to all attack rolls and skill checks against that opponent until the end of the encounter. Prerequisite: trained in Perception

Criminal Talent Tree

Tricks of the Trade: When making a Sleight of Hand check to steal or a Stealth check to conceal an item you can roll twice and keep the better result. Additionally, you can conceal an item as a swift action.

Fast Talker: Once per day, you can take 20 on a Deception check as a standard action when attempting to deceive. Prerequisite: Tricks of the Trade, Charisma 13

Hit and Run: Once per encounter, after successfully attacking an opponent unaware of you, you may make a free move action. This movement does not provoke attacks of opportunity. Prerequisite: XXX

Sticky Fingers: Once per encounter as a move action, you can attempt to seize a held, carried, or worn object from an adjacent target by making a basic Disarm maneuver, with a +10 bonus on your attack roll. If the attack succeeds, you are now holding the object. You must have a free hand with which to grab the object, and you cannot use this talent in place of the disarm action. You cannot conceal the use of this talent from the target. Prerequisite: Disarm maneuver, Tricks of the Trade

Wasn't Me!: When using the Taunt maneuver you can have the target instead focus on one ally within 3 squares of you. Prerequisite: Taunt maneuver

Luck Talent Tree

Fool’s Luck: As a reaction, you can spend an Action Point to gain a +5 luck bonus to any one defense until the beginning of your next turn.

Beginner’s Luck: As a move action, you can spend an Action Point to gain the benefit of Skill Training in any one skill until the end of the encounter. If you already have Skill Training in that skill you instead gain the benefit of Skill Focus in that skill until the end of the encounter.
You cannot use this talent on the Thaumaturgy skill.

Gambler: You gain a +5 competence bonus on Wisdom checks when you gamble.

Avert Disaster: Once per encounter, you can turn a critical hit against you into a normal hit. Prerequisite Fool’s Luck

Lucky Shot: Once per encounter, you can reroll a missed attack roll at a -2 penalty. Prerequisite: Fool’s Luck

Outlaw Talent Tree

Improved Sneak Attack: +2d6 sneak attack damage against Flat-footed opponents. Prerequisite: Sneak Attack maneuver

Backstab: Flanked targets are considered Flat-Footed. Prerequisite: Sneak Attack maneuver

Dastardly Strike: Whenever you make a successful attack against an opponent that is denied its Dexterity bonus to Reflex Defense, the target moves -1 step along the condition track. Prerequisite: Sneak Attack maneuver

Master Poisoner: You do not accidentally poison yourself when using poisons, in addition the Treat Injury DC needed to cure a poison you have used against a target increases by 5.

Assassinate: You can make Coup de Grace attempts with a ranged weapon when not adjacent to the target. Prerequisite: Sneak Attack maneuver


ADVANCED TALENT TREES
At 11th level and every odd level after a scholar can choose to gain a talent that they qualify for from either an advanced or basic talent tree.


Assassin Talent Tree

Silent Takedown: You are skilled at quietly knocking out or eliminating guards and others when they are caught unaware. If you damage an opponent that is unaware of you, that opponent cannot speak or make other noises until the end of your next turn. This is a stunning effect. Prerequisite: Trained in the Stealth skill)

Murderous Arts: Your sneak attacks deal an additional +2d6 damage. Prerequisite: Sneak Attack, Improved Sneak Attack

Hit and Run: Once per encounter you can make a move action after a successful attack against an opponent. This movement does not provoke Attacks of Opportunity. Prerequisite: Silent Takedown

Modify Poison: You can modify the delivery method of a poison (contact, ingested, inhaled, injury) to another delivery method by succeeding on a Knowledge (life sciences) check (DC equal to the poison’s Treat Injury DC). The poison’s capabilities and special effects are unchanged. Prerequisite: Master Poisoner

Marked for Death: At the start of the encounter, you can select one target within line of sight. Against this opponent you gain a +5 insight bonus on all attack and damage rolls.

Infiltrator Talent Tree

Creeping Approach: As a swift action, you can designate a single opponent within 12 squares that is unaware of you as the target of this talent. Until the beginning of your next turn, that target may not make Perception checks to notice you, even if you enter the target’s line of sight. If you or any of your allies attack the target, the effect of this talent ends. Prerequisite: Trained in the Stealth skill

Cold Read: As a swift action, you can make a Gather Information or Perception check against a DC equal to 15 + the target’s CL. If the check is successful, you learn a target character’s level, classes, and ability scores, and the target’s available Action Points. Prerequisite: Skill Focus (Gather Information or Perception)

Small Favor: You can call in a small favor from someone who owes you. Once per day, make a DC 25 Gather Information check. If the check is successful, an informant gives you information, granting you a + 10 competence bonus to one Gather Information or Knowledge check made within the next 24 hours.

Lead Infiltrator: You are an effective leader of infiltration teams. You can make a Stealth check for a number of allies within line of sight equal to you 1 + your Wisdom modifier, using your check result in place of their Stealth checks. Allies must stay within line of sight to retain this bonus.

Skill Mastery: You may take 10 on any skill you have Skill Focus in, even when not normally allowed to. In addition, if you were able to take 20 you can take 20 in half the time. Prerequisite: Skill Focus (in at least one skill)


FEATS
This is the list of feats that a Warrior can choose from for their Warrior Bonus Feats
Skill Training, Skill Focus, Lucky, Action Hero, Martial Training, Weapon Proficiency (All), Armor Proficiency (light, medium), Shield Proficiency (All), Point Blank Shot, Combat Reflexes, Double Attack, Dual Weapon Mastery, Dual Weapon Mastery II, Multi-Attack Mastery, Quick Draw, Lightning Draw, Shake It Off, Running Attack, Dodge, Mobility, Iron Will, Linguist, Trap Design, Alchemical Recipe, Track, Lightning Reflexes, Rapid Reload






COURTIER
Hit points at level 1= 24 + Con mod
Hit points every level beyond the first character level= 1d8 + Con modifier
Trained Skills= 5 + Int modifier
Action Points= 5 + ½ character level any left over each level do not carry over

{table=head]Level|Base Attack Bonus|Special

1st|
+0| Starting Feats, Defense Bonus, Class Talent

2nd|
+1| Class Feat

3rd|
+2| Class Talent

4th|
+3| Class Feat

5th|
+3| Class Talent

6th|
+4| Class Feat

7th|
+5| Class Talent

8th|
+6| Class Feat

9th|
+6| Class Talent

10th|
+7| Class Feat

11th|
+8| Advanced Class Talent

12th|
+9| Class Feat

13th|
+9| Advanced Class Talent

14th|
+10| Class Feat

15th|
+11| Advanced Class Talent

16th|
+12| Class Feat

17th|
+12| Advanced Class Talent

18th|
+13| Class Feat

19th|
+14| Advanced Class Talent

20th|
+15| Class Feat [/table]

Starting Feats: Weapon Proficiency (Any 3), Armor Proficiency (light), Speak Languages

Defense Bonuses: You gain a +1 class bonus to your Reflex, Fortitude, and Will Defense.

BASIC TALENTS

Inspiration Talent Tree

Inspire Courage: As a standard action, you can inspire all allies in your line of sight to fight with courage. You grant them a +2 morale bonus on attack rolls and Will Defense for the rest of the encounter or until you’re unconscious or dead. Once inspired, your allies don’t need to remain within line of sight of you. You do not gain the benefits of Inspire Courage on yourself.

Inspire Loyalty: Your allies hold you in high regard and will defend you against any attackers. Once per encounter, if you are damaged by an attack, or targeted by an enemy spell you may select one ally within 6 squares of you. That ally may make an attack or Thaumaturgy check against the opponent that targeted you as a free action. You may take this talent more than once, each time you take it you may use its ability an additional time per encounter. Prerequisites: Bolster Ally, Inspire Courage, Inspire Haste

Inspire Competence: As a standard action, you can inspire all allies in your line of sight to work as effectively as possible. You grant them a +2 morale bonus on skill checks for the rest of the encounter or until you’re unconscious or dead. Once inspired, your allies don’t need to remain within line of sight of you. You can’t inspire Competence in yourself.

Bolster Ally: As a standard action, you can bolster an ally within line of sight, moving him +1 step along the condition track and giving him a number of bonus hit points equal to his character level. Damage is subtracted from the bonus hit points first, and any bonus hit points remaining at the end of the encounter go away. You can’t bolster the same ally more than once in a single encounter, and you can’t bolster yourself.

Inspire Haste: As a swift action, you can encourage one of your allies within line of sight to make haste with a skill check other than Thaumaturgy. On that ally’s next turn, that ally can make a skill check that requires a standard action as a move action instead, or any action that requires a move action as a swift action instead.

Leadership Talent Tree

Rally: Once per encounter, you can rally your allies and bring them back from the edge of defeat. As a swift action, any allies within your line of sight gain a +2 morale bonus to their Fortitude, Reflex, and Will Defenses until the end of the encounter.

Lead From the Front: Once per encounter after successfully making an attack against an opponent you can designate that opponent as a free action. All allies gain a +2 morale bonus to their attack rolls and Thaumaturgy checks against that opponent until the end of the encounter. Prerequisite: Rally, Tactical Savvy, Trained in Knowledge (tactics)

Tactical Savvy: Whenever an ally within line of sight of you uses an Action Point to enhance an attack roll; the ally gains a bonus to the Action roll equal to your Intelligence modifier. Prerequisite: Trained in Knowledge (Tactics)

Coordinate: All allies within your line of sight gain an additional +1 bonus when they use the Support Ally maneuver. In addition, once per encounter as a swift action you can allow any ally within 6 squares of you to move up to their speed as a free action.
You may select this talent multiple times; each time you do, the bonus granted to the use of aid another is increased by an additional +1 and you gain an additional use of this talent per encounter.

Command: You can give up your standard action to give one ally within your line of sight an extra standard action or move action on his next turn, to do with as he pleases. The ally does not lose the action if line of sight is later broken. Prerequisites: Rally, Coordinate

Lineage Talent Tree

Domineering Presence: You can make a Intimidation checks as a standard action (instead of a full-round action).

Demand Surrender: Once per encounter, you can make an Intimidation or Persuasion check as a standard action to demand surrender from an opponent who has been reduced to one-half or less of its hit points. If your check result equals or exceeds the target’s Will Defense, it surrenders to you and your allies, drops any weapons it is holding, and takes no hostile actions. If the target is higher level than you, it gains a +5 bonus to its Will Defense. If you or any of your allies attacks it, it no longer submits to your will and can act normally. You can only use this talent against a particular target once per encounter. This is a mind-affecting effect. Prerequisite (Domineering Presence)

Network of Friends: You have influential contacts within a certain organization, or region who can provide concrete information to you on certain subjects. Once per day, you can have one of those contacts make a skill check on your behalf. The contact always takes 20 on the skill check (even if the skill would normally not allow taking 20) and has a skill modifier equal to 5 + one-half your heroic level. Contacting your influential allies and receiving the benefit of the skill check takes a number of minutes equal to 10 * the skill check result. Prerequisite: Wealth

Noble’s Privilege: Your confidence empowers you, giving you the ability to withstand the harmful influence of others. You can add your Charisma bonus in place of your Wisdom bonus to your Will Defense.

Wealth: Each time you gain a level (including the level at which you select this talent), you receive an amount of gold equal to 100 x your noble level. You can spend this gold as you see fit. The gold appear in a civilized, accessible location of your choice.

Intrigue Talent Tree

Advanced Planning: When you roll Initiative for combat, choose one or two willing allies within your line of sight. If you choose one ally, you and that ally swap Initiative results. If you choose two allies, those two allies swap initiative results.

Manipulator: You can confuse and weaken an enemy with only your words. As a standard action you can make a Deception check against a single opponent. The target takes a -5 penalty to its Will Defense until the end of your next turn. If you spend an Action Point, the duration is extended to the end of the encounter. This is a mind-affecting effect. Prerequisite: trained in the Deception skill

Contingency Plan: You can use this talent once per encounter as a free action after you fail a skill check or miss an attack roll. If you use this talent after you failed a skill check, then the next ally who attempts to use that same skill gains a +5 insight bonus to their skill roll, if the skill was attempted before the end of your next turn. If you use this talent after you missed an attack roll, then the next ally who attempts to attack the same target that you missed gains a +5 insight bonus to their attack roll, if the attack was attempted before the end of your next turn. Prerequisite: Advanced Planning.

Rant: You know when to monologue to distract your enemies. If you succeed in making a Persuasion check against an enemy that is within 6 squares of you and that can hear, see, and understand you, you deny that enemy the use of a move action on its next turn, instead of gaining the normal Persuasion results. You grant one ally a move action to use immediately (the ally uses the move action as a reaction). Prerequisite: Trained in the Persuasion skill

Fluster: You get under an enemy’s skin. Once per encounter, make a Deception check against one creature within line of sight as a standard action. On a success, instead of the normal benefits of the Deception skill, the affected creature can take only a single swift action on its next turn. If the target is higher level than you, it gains a +5 bonus to its Sense Motive result against the skill check. This is a mind-affecting effect. Prerequisite: Manipulator, trained in Deception


ADVANCED TALENTS
At 11th level and every odd level after a scholar can choose to gain a talent that they qualify for from either an advanced or basic talent tree.

Mastermind Talent Tree

Impel Ally I: You can spend a swift action to grant one ally the ability to move its normal speed. The ally must move immediately on your turn, before you do anything else, or else the opportunity is wasted. You can use this talent up to three times on your turn (spending a swift action each time).

Impel Ally II: You can spend two swift actions to grant one ally the ability to take a standard action or move action. The ally must act immediately on your turn, before you do anything else, or else the opportunity is wasted. Prerequisite: Impel Ally I

Observe Pawn: When you take the time to observe a potential victim, you can gain useful clues and insights about his or her desire and motives. If you spend a full-round action watching a single target, until the end of the encounter you can reroll all Deception checks made against that target, taking the better result.

Protect Your Leader: You can use your allies to shield you from harm. You gain a +2 cover bonus to your Reflex Defense each ally that is adjacent to you.

Puppetmaster: As a move action, make a Deception check and compare it to the Will Defense of a single opponent within line of sight. If the target makes an attack roll or Thaumaturgy check before the beginning of your next turn they move -1 step on the condition track as it is overcome by doubt and remorse. An opponent can only be effected by one use of the Puppetmaster talent per round. This is a mind-affecting effect. Prerequisite: Observe Pawn, Skill Focus (Deception), Impel Ally I

Diplomat Talent Tree

Master Negotiator: When you make a successful Persuasion check, you can immediately make a second Persuasion or Intimidation check against the same target, even if it is not normally allowed. Prerequisites Dedication Diplomat, Skill Focus (Persuasion)' trained in the Persuasion skill)

Flip Enemy: Once per encounter, if you or an ally would kill an opponent you may make a Persuasion check against the target’s Will Defense as a reaction; if your result equals or exceeds the target’s Will Defense, instead of dealing full damage the target moves -1 step on the condition track. In addition, the target becomes your ally, and its attitude toward you immediately shifts to friendly. The target fights on your side until the end of the encounter, at which point it departs (or, if the GM wishes, the target might become your ally permanently and join your party). Anyone hostile to you becomes hostile to the target. This is a mind-affecting effect. If the target is of a higher level than you, it gains a +5 bonus to its Will Defense. Enemies that cannot be bribed, blackmailed, or seduces are immune to this effect. Prerequisite: Beyond Repute, Dedicated Diplomat

Beyond Repute: Any opponent that attempts to attack you, cast a spell against you, or use a skill on you takes a -2 penalty on all attack rolls, and skill checks for that roll. Prerequiste: Dedicated Diplomat)

Dedicated Diplomat: You are driven to compete and succeed. Once per encounter, you can reroll any Wisdom-, Intelligence-, or Charisma-based skill check (except Use the Force) and take better result.

Just a Misunderstanding: You are adept at making deals that make enemies question which side they should be on. Once per encounter, as a standard action, you can make a Persuasion check against the Will Defense of an enemy within line of sight. If your check equals or exceeds the target’s Will Defense, the target cannot attack you for the remainder of the encounter. If your check exceeds the Will Defense by 5 or more, the target will not attack you or your allies for the remainder of the encounter, and retreats from the encounter. If your check exceeds the Will Defense by 10 or more, the target’s attitude toward you is now Friendly, and the target becomes your ally for the remainder of the encounter, remaining under the control of the Gamemaster. If you or one of your allies attacks the target, the target once again becomes hostile.
If the target is higher level than you, it gains a +5 bonus to its Will Defense. This is a mind-affecting effect. Prerequisite: Dedicated Diplomat, Master Negotiator

FEATS
This is the list of feats that a Warrior can choose from for their Warrior Bonus Feats
Skill Training, Skill Focus, Lucky, Action Hero, Martial Training, Weapon Proficiency (All), Armor Proficiency (light, medium, heavy), Shield Proficiency (All), Point Blank Shot, Combat Reflexes, Double Attack, Dual Weapon Mastery, Dual Weapon Mastery II, Multi-Attack Mastery, Quick Draw, Shake It Off, Running Attack, Dodge, Mobility, Iron Will, Linguist, Alchemical Recipe, Lightning Reflexes, Rapid Reload, Linguist

Dienekes
2013-10-24, 11:02 AM
Prestige Classes

So far there are only 4; The Swordmage, The Bard, The Commander, and The Ranger

SWORDMAGE

Prerequisites:
Minimum Heroic Level:7th
Minimum base attack bonus: +5
Talents: At least two from the Defender, Priest, or Magic Secret talent trees
Feats: Magical Aptitude, Learn Spell
Skills: Trained in Thaumaturgy

HP every level: 1d12 + Con modifier
Action Points: 5 + ½ character level any left over each level do not carry over

{table=head]Level|Base Attack Bonus|Special

1st|
+1| Class Talent

2nd|
+2| Class Feat

3rd|
+3| Class Talent

4th|
+4| Class Feat

5th|
+5| Class Talent

6th|
+6| Class Feat

7th|
+7| Class Talent

8th|
+8| Class Feat

9th|
+9| Class Talent

10th|
+10| Class Feat [/table]


TALENTS
A Swordmage can pick any talent from the Magic Secret Talent Tree or the Defender Talent Tree as well as any Talents below

Battle Mage Talent Tree

Perfect Positioning: Once per encounter, after casting a spell you can make a move action as a free action. This movement does not provoke attacks of opportunity. This is a magic effect.

Improved Battle Strike: When using the Battle Strike spell you gain the power’s bonus on attack rolls on your first melee attack made each round until the end of the encounter. This is a magic effect. Prerequisite: Battle Strike spell

Perfect Opening: When acting in the surprise round, you and your allies can take an extra move action. Any character can gain only one extra move action during the surprise round regardless of the number of allies with this talent in your group. This is a magic effect. Prerequisite: Battle Meditation

Battle Mediation: As a full-round action you can spend an Action Point to give you and all allies a +2 magic bonus to their attack rolls and Thaumaturgy checks until the end of the encounter as long as those allies remain within 6 squares of you. This is a magic effect.

Battle Mage Gambit: If an opponent misses you with an attack or fails to surpass your defenses with a spell you gain a +2 bonus to your next attack or Thaumaturgy check against that opponent until the end of your next turn. This is a magic effect.


Paladin Talent Tree

Battlecaster: You can cast spells without provoking an attack of opportunity. In addition, you do not suffer a penalty to your Thaumaturgy checks when wearing armor, and may choose to use a specific weapon or shield to channel your magic instead of using a free hand as is normal.

Smite: Once per encounter, as a free action you can add your Charisma modifier to your next attack roll, and deals additional damage equal to your character level, as opposed to half your character level. This is a magic effect.

Magic Strike: As a full-round action you can choose to make an attack that takes no longer than a standard action and cast a spell. The spell must be against the same target as the attack. Prerequisite: Battlecaster

Improved Magic Strike: Once per encounter you can gain the benefit of the Magic Strike talent as a standard action. You can take this talent multiple times, each time you gain the benefit an additional time per encounter. Prerequisite: Magic Strike, Battlecaster

Aura of Courage: You are immune to Fear effects, and all allies within 6 squares of you may add your Charisma modifier to their Will Defense to resist Fear effects. This is a magic effect.



FEATS
This is the list of feats that a Swordmage can choose from for their Swordmage Class Feats
Skill Training, Skill Focus, Lucky, Action Hero, Martial Training, Weapon Focus, Weapon Specialization, Weapon Proficiency (All), Armor Proficiency (All), Shield Proficiency (All), Combat Reflexes, Double Attack, Triple Attack, Dual Weapon Mastery, Dual Weapon Mastery II, Multi-Attack Mastery, Extra Second Wind, Quick Draw, Shake It Off, Running Attack, Toughness, Dodge, Mobility, Great Fortitude, Lightning Reflexes, Iron Will, Mounted Combatant, Learn Spell, Still Spell, Hidden Spell, Double Spell, Lengthen Spell, Vindictive Spell, Careful Spell, Lasting Spell, Quicken Spell, Power Spell, Merciful Spell, Assured Spell, Magic Resistant





RANGER

Prerequisites:
Minimum Heroic Level:7th
Minimum base attack bonus: +6
Talents: At least two from the Scout or Duelist talent tree


HP every level: 1d10 + Con modifier
Action Points: 5 + ½ character level any left over each level do not carry over


{table=head]Level|Base Attack Bonus|Special

1st|
+1| Class Talent

2nd|
+2| Class Feat

3rd|
+3| Class Talent

4th|
+4| Class Feat

5th|
+5| Class Talent

6th|
+6| Class Feat

7th|
+7| Class Talent

8th|
+8| Class Feat

9th|
+9| Class Talent

10th|
+10| Class Feat [/table]

TALENTS
A Ranger can pick any talent from the Scout Talent Tree or the Duelist Talent Tree as well as any Talents below


Trapper Talent Tree

Trapsmith: You can make traps in half the time. Prerequisite: Trained in Craft (Traps)

Quick Trapper: You can deploy a trap as a swift action instead of a standard action. In addition, traps are still hidden against opponents even if they see you deploy it.

Master Trapper: When making a trap you can apply 2 different trap designs with the same trap. Roll your Craft check to make the trap twice, each check applies to a different design, these traps do not take any longer to make. Prerequisite: Trapsmith, Ingenious Traps, trained in Craft (Traps)

Ingenious Traps: Traps you make deal an additional +2 die of damage, or gain a +5 bonus to the DC of any skill checks the trap forces the opponent to make. Prerequisite: Trapsmith

Always Prepared: You can create traps from your surroundings. Once per encounter, as a full-round action you can make a trap in an open square adjacent t you, you must know the design of the trap. Prerequisite: Trained in Craft (Traps), Trapsmith, Quick Trapper

Hunter Talent Tree

Quarry: You can choose to gain the benefits of the Challenge talent by instead making a Perception check DC equal to your opponents Reflex Defense as a move action. If a Challenge is done in this way you gain a +2 insight bonus to all skills except Thaumaturgy that are used against this opponent. Prerequisite: Challenge

Hit Your Mark: If you aim before making a ranged attack against a Challenged opponent, you move the target -1 step along the Condition Track on a successful hit. Prerequisite: Challenge, Quarry

Relentless: Once per round, if the target of your Challenge would move you down the Condition Track with an attack or effect it does not move you down the Condition Track. Prerequisite: Challenge, Quarry

Hunter of Man: Once per day you can you gain the benefits of Challenge against an opponent not within your line of sight. This benefit does not end at the end of an encounter. In addition the +2 insight bonus to your skills granted by Quarry can be applied to any skill needed to locate the target (Ex. Investigation checks to find it, or Persuasion checks to have someone give your target up). Prerequisite: Quarry, Challenge

Animal Companion: Pick one basic non-magical, non-intelligent animal that has hit dice at least 3 lower than your own. This animal becomes your animal companion and loyally follows your orders, and automatically gains hit dice and abilities as you increase in level. The animal companion always remains 3 hit die lower than yours. To determine the stats and abilities of the animal companion use the chart below.

{table=head]Bonus Hit Die|Base Attack Bonus|Special

1st|
+0| Animal Talent

2nd|
+1| Animal Feat

3rd|
+2| +1 to any two attributes (other than Intelligence)

4th|
+3| Animal Talent

5th|
+3| Animal Feat

6th|
+4|

7th|
+5| Animal Talent

8th|
+6| Animal Feat

9th|
+6| +1 to any two attributes (other than Intelligence)

10th|
+7| Animal Talent

11th|
+8| Animal Feat

12th|
+9|

13th|
+9| Animal Talent

14th|
+10| Animal Feat

15th|
+11| +1 to any two attributes (other than Intelligence)

16th|
+12| Animal Talent
[/table]

An animals Defenses increase equal to their hit die.

This talent can be taken multiple times. Each time it is taken you can choose a different animal companion at an additional -3 hit die compared to your level. For example if you pick this feat three times you will have three animal companions, the first at three lower hit die than you, the second at six lower hit die than you, and the third at nine lower hit die than you.

If an animal companion dies you can gain a new one after 24 hours. This new animal companion does not need to be the same type of creature as the original.

Or an animal companion can be released back into the wild and a new animal companion can be acquired after 24 hours.



FEATS
This is the list of feats that a Ranger can choose from for their Ranger Class Feats
Skill Training, Skill Focus, Lucky, Action Hero, Martial Training, Weapon Focus, Weapon Proficiency (All), Armor Proficiency (light, medium), Point Blank Shot, Combat Reflexes, Double Attack, Triple Attack, Dual Weapon Mastery, Dual Weapon Mastery II, Multi-Attack Mastery, Extra Second Wind, Quick Draw, Lightning Draw, Shake It Off, Running Attack, Toughness, Dodge, Mobility, Great Fortitude, Lightning Reflexes, Rapid Reload, Mounted Combatant, Linguist, Trap Design, Track




COMMANDER

Prerequisites:
Minimum Heroic Level:7th
Minimum base attack bonus: +6
Talents: At least two from the Soldier or Leadership talent tree
Skills: Trained in Knowledge (Tactics)


HP every level: 1d10 + Con modifier
Action Points: 5 + ½ character level any left over each level do not carry over

{table=head]Level|Base Attack Bonus|Special

1st|
+1| Class Talent

2nd|
+2| Class Feat

3rd|
+3| Class Talent

4th|
+4| Class Feat

5th|
+5| Class Talent

6th|
+6| Class Feat

7th|
+7| Class Talent

8th|
+8| Class Feat

9th|
+9| Class Talent

10th|
+10| Class Feat [/table]

TALENTS
A Commander can pick any talent from the Soldier Talent Tree or the Leadership Talent Tree as well as any Talents below


Military Tactics Talent Tree

Assault Tactics: As a move action, you may designate a single creature or object as the target of an assault. If you succeed on a DC 15 Knowledge (tactics) check, you and all allies able to hear and understand you deal +1 die of damage to the target with each successful melee or ranged attack, until the start of your next turn. This is a mind-affecting effect.

Deployment Tactics: You can use your tactical knowledge to direct allies in battle. As a full-round action you can make a DC 15 Knowledge (tactics) check. If the check succeeds, a number of allies up to your Intelligence modifier (minimum 1) that can see, hear, and understand you may make an immediate move action. Prerequisite: Assault Tactics

Send in the Reserves: As a full-round action, you can make a DC 15 Knowledge (tactics) check. If the check succeeds, a number of allies up to your Intelligence modifier (minimum 1) that can see, hear, and understand you may make a free standard action. Prerequisites: Assault Tactics, Deployment Tactics, Outmanever

Outmaneuver: An officer learns to counter the tactics of his enemies. As a standard action, you can make a DC 15 Knowledge (tactics) check. If the check succeeds, enemies in your line of sight lose all insight and morale bonuses on attack rolls, as well as any dodge bonuses to Reflex Defense, until the start of your next turn.
If one or more enemy commanders are within your line of sight, the highest-level commander among them can attempt to oppose your Knowledge (tactics) check as a reaction. If her skill check result is higher than yours, your attempt to outmaneuver your enemies fails. Prerequisite: Assault Tactics, Deployment Tactics

Tactical Edge: You can use the Assault Tactics talent as a swift action instead of a move action, the Outmaneuver talent as a move action instead of a standard action, the Deployment Tactics and Send in the Reserves as a standard action instead of a full-round action. Prerequisite: Assault Tactics

Warlord Talent Tree

Call to Arms: Once per encounter, as a standard action you can make a Persuasion or Intimidation check DC 15 to give all your allies within line of sight who can see and hear you bonus hit points equal to 10 + your level + your Charisma modifier.

Leader’s Strike: Once per round after successfully attacking an opponent you can designate that opponent to be a target. All allies within 12 squares of you deal +1 die of damage against that opponent until the start of your next turn. Prerequisite: Call to Arms

Opening Strike: After successfully attacking an opponent you can choose one ally within 12 squares of you. This ally may make an immediate move action so long as the ally ends their movement adjacent to the target of your attack. Prerequisite: Call to Arms

Unchallenged Leader: When any ally within 12 squares of you and in your line of sight is targeted by a skill check against its Will Defense, the source of that skill check (whether a hazard, a creature, a droid, or whatever) must roll the skill check twice and take the lowers result. This talent occurs after any reroll ability that the opponent might have.

Plan Ambush: Once per turn as a reaction, you allow one ally within 12 squares of you and in your line of sight to reroll one Deception or Stealth check, but the ally must keep the second result, even if it is worse. In addition, any ally of yours that can act during the surprise round gains a +2 competence bonus to their attack roll.



FEATS
This is the list of feats that a Commander can choose from for their Commander Class Feats
Skill Training, Skill Focus, Lucky, Action Hero, Martial Training, Weapon Focus, Weapon Proficiency (All), Armor Proficiency (All), Shield Proficiency (All), Combat Reflexes, Double Attack, Triple Attack, Dual Weapon Mastery, Dual Weapon Mastery II, Multi-Attack Mastery, Quick Draw, Shake It Off, Running Attack, Toughness, Dodge, Mobility, Great Fortitude, Lightning Reflexes, Iron Will, Mounted Combatant, Linguist




BARD

Prerequisites:
Minimum Heroic Level:7th
Talents: At least two from the Inspiration, Arcane Mysteries, or Advisor talent tree
Skills: Trained in Perform (Any), and Persuasion

HP every level: 1d6 + Con modifier
Action Points: 5 + ½ character level any left over each level do not carry over

{table=head]Level|Base Attack Bonus|Special

1st|
+0| Class Talent

2nd|
+1| Class Feat

3rd|
+2| Class Talent

4th|
+3| Class Feat

5th|
+3| Class Talent

6th|
+4| Class Feat

7th|
+5| Class Talent

8th|
+6| Class Feat

9th|
+6| Class Talent

10th|
+7| Class Feat [/table]

TALENTS
A Bard can pick any talent from the Inspiration Talent Tree or the Arcane Mysteries Talent Tree as well as any Talents below


Mystic Bard Talent Tree

Bardic Training: You can choose to use Perform (Any) in place of Thaumaturgy to cast spells. In addition you can choose to use your Charisma modifier in place of your Intelligence or Wisdom modifier when determining your Spell Slots.

Bardic Knowledge: You may choose to use your Perform (Any) skill in place of any Knowledge check, you may make any knowledge check untrained.

Song of Courage: When using the Inspire Courage talent all allies gain a +5 moral bonus on attack rolls and Will Defense for the rest of the encounter. This is a magic effect. Prerequisite: Inspire Courage

Dirge: You may make a Perform (Any) check against the Will Defense of all enemies who can see and understand you as a full-round action. If the check is successful all opponents are considered frightened. Opponents of higher level than you gain a +5 bonus to their Will Defense to determine if they are frightened. This is a magic mind-affecting fear effect. Prerequisite: Bardic Training

Soothing Melody: You may make a Perform (Any) check DC 30 as a full-round action, if the check is successful you can remove the fatigued, sickened, and shaken conditions from all allies that can see and hear you. This is a magic effect. Prerequisite: Bardic Training

Entertainer Talent Tree

Compose Epic: Currently being reworked

Rumormonger: Once per day you can spend an Action Point and make a DC 25 Perform check to spend one hour spreading rumors either for or against one individual in a specific area or among a specific group of people. You must be able within the target area or in communication with the specific group of people for this talent to work. Upon succeeding your Perform check you may choose for the rumors to be either positive or negative and for the rumors to affect the targets Persuasion, Deception, or Intimidation checks. If the rumors are positive the target may reroll their chosen check and take the better result when used against people in the chosen area or within the chosen group for the remainder of the day. If the rumors are negative the target must reroll their chosen check and take the lower result when used against people in the chosen area or within the chosen group for the remainder of the day. Prerequisite: Skill Focus (Perform), Skill Focus (Persuasion), Skill Focus (Deception), Comedian, Fascinating Tune

Comedian: Making people happy and laughing comes easy to you. When using Persuasion to increase someone’s opinion of you, you may roll twice and keep the better result.

Perform March: Once per encounter you can make a Perform check as a full-round action DC 15. If the check is successful all allies that can see and understand you increase their speed by 10 feet.

Fascinating Tune: You can make a Perform (Any) check as a standard action against the Will Defense of any opponent that can see and understand you. If the check is successful that opponent is distracted by your music and cannot make an standard or full-round action during their next turn. Opponents of higher level than you gain a +5 bonus to their Will Defense to determine if they are frightened. This is a mind-affecting effect.


FEATS
This is the list of feats that a Bard can choose from for their Bard Bonus Feats
Skill Training, Skill Focus, Lucky, Action Hero, Weapon Proficiency (All), Combat Reflexes, Double Attack, Dual Weapon Mastery, Quick Draw, Running Attack, Dodge, Mobility, Iron Will, Linguist, Lightning Reflexes, Magical Aptitude, Learn Spell, Still Spell, Double Spell, Lengthen Spell, Vindictive Spell, Wild Spell, Careful Spell, Lasting Spell, Quicken Spell, Power Spell, Merciful Spell, Assured Spell, Magic Resistant

Dienekes
2013-10-24, 11:05 AM
Feats

Magic Feats


Magic Aptitude
Benefit: You can make Thaumaturgy checks and may select the Thaumaturgy skill to be trained n with the Skill Training feat.
You gain a number of Spell Slots equal to either your Intelligence modifier (minimum 1) or Wisdom modifier (minimum 1). These Spell Slots refresh at the end of every encounter.

Learn Spell
Prerequisites: Magical Aptitude, trained in the Thaumaturgy skill
Benefit: You gain the use of one Spell from the Spell List that you meet the prerequisites for.
Special: You can take this feat more than once. Each time you gain the use of an additional Spell from the Spell List. You cannot take the same Spell more than once.

Still Spell
Prerequisite: Magical Aptitude, trained in the Thaumaturgy skill, Learn Spell
Benefit: When casting a spell, but before the Thaumaturgy check is rolled you may choose to spend an Action Point, if you do your spell no longer requires you to move or speak.

Hidden Spell
Prerequisite: Magical Aptitude, trained in the Thaumaturgy skill, Learn Spell x3, must have at least 1 illusion spell known
Benefit: When casting a non-illusion spell, but before the Thaumaturgy check is rolled, you may choose to spend an Action Point, if you do your spell can no longer be seen though the effects will still be noticed. (Ex. If using Hidden Spell on Elemental Weapons the weapons will no longer look like they’re covered in flames)

Double Spell
Prerequisite: Magical Aptitude, trained in the Thaumaturgy skill, Learn Spell x6
Benefit: When casting a single-target spell that takes a standard action or less to cast, but before the Thaumaturgy check is rolled you may choose to spend an Action Point, if you do you may instead cast the spell twice as a full-round action that targets two different opponents.

Lengthen Spell
Prerequisite: Magical Aptitude, trained in the Thaumaturgy skill, Learn Spell
Benefit: When casting a spell with a range other than Personal or Touch you may spend an Action Point before making the Thaumaturgy check to double the spell’s range.

Vindictive Spell
Prerequisite: Magical Aptitude, trained in the Thaumaturgy skill, Learn Spell x6
Benefit: When casting a spell that deals damage you may choose to spend an Action Point before the Thaumaturgy check is rolled. If the spell is successful it deals additional damage equal to 50% of the original total.

Wild Spell
Prerequisite: Magical Aptitude, trained in the Thaumaturgy skill, Learn Spell x6
Benefit: When casting a spell you may choose to spend an Action Point before the Thaumaturgy check is rolled. If you do so your Thaumaturgy check is considered +5 higher than it would have been, however you take 1d6 points of damage for every 5 your new total surpasses a DC of 15. Ex. The mage Warren casts Elemental Weapon and decides to apply the Wild Spell metamagic feat to the spell. Warren has a normal Thaumaturgy bonus of +11, which becomes +16 with Wild Spell. He then rolls a 13 meaning his final total was 29. He would then take 2d6 points of damage.

Careful Spell
Prerequisite: Magical Aptitude, trained in the Thaumaturgy skill, Learn Spell x6
Benefit: When casting a spell with an area of effect you can choose to spend an Action Point before the Thaumaturgy check is rolled. If the spell is successful any number of squares with the area to not be affected by the effects of the spell

Lasting Spell
Prerequisite: Magical Aptitude, trained in the Thaumaturgy skill, Learn Spell
Benefit: When casting a spell with a duration other than Instant or Concentration you can choose to spend an Action Point before the Thaumaturgy check is rolled, if the spell is successful the duration of the spell’s effect is doubled.

Quicken Spell
Prerequisite: Magical Aptitude, trained in the Thaumaturgy skill, Learn Spell x6
Benefit: When casting a spell with a casting time of a standard action or more you can choose to spend an Action Point before the Thaumaturgy check is rolled, the spell can then be cast as a move action.

Power Spell
Prerequisite: Magical Aptitude, trained in the Thaumaturgy skill, Learn Spell x6
Benefit: When casting a spell you can choose to spend an Action Point before the Thaumaturgy check is rolled, if the spell is successful then the effect of the spell is calculated as though you rolled +5 higher on your Thaumaturgy check than you actually did.

Merciful Spell
Prerequisite: Magical Aptitude, trained in the Thaumaturgy skill, Learn Spell x3
Benefit: When casting a spell that deals damage you can choose to spend an Action Point before the Thaumaturgy check is rolled, if the spell is successful the spell deals non-lethal damage instead of lethal damage.

Assured Spell
Prerequisite: Magical Aptitude, trained in the Thaumaturgy skill, Learn Spell x6
Benefit: When casting a spell you can choose to spend an Action Point before the Thaumaturgy check is rolled. You can roll your Thaumaturgy check twice and take the better result.


General Feats

Skill Training
Benefit: Choose one untrained skill; you become trained in this skill.
Special: this feat can be taken multiple times. Each time you take this feat, it applies to a different skill.
You cannot pick Thaumaturgy as your untrained skill for this feat unless you have the Magical Aptitude feat.

Skill Focus
Prerequisite: Skill Training (in chosen skill)
Benefit: Pick one skill you are trained in, you gain a +1 bonus when using this skill. This bonus increases by +1 every odd level to a maximum of +5 at level 9.
Special: This feat can be taken multiple times. Each time you take this feat, it applies to a different trained skill.

Lucky
Benefit: When you spend an Action Point to adjust the result of an attack roll, skill check, or ability check you roll d8s instead of d6s.

Action Hero
Benefit: You gain 3 additional Action Points at the start of each level.

Iron Will
Benefit: You gain a +1 bonus to your Will Defense, this bonus increases by +1 every odd level to a maximum of +5 at level 9.

Linguist
Benefit: You learn a number of languages equal to 1+your Intelligence modifier.

Magic Resistant
Benefit: You gain a +5 bonus to your Will and Fortitude Defense against Thaumaturgy checks.

Beautiful
Prerequisite: Cha 13
Benefit: You may reroll Deception and Persuasion checks against individuals that would find you attractive. Generally speaking, this would be someone physically attracted to whichever gender your character is, and of a race with similar views on appearance. So a human may find an elf attractive, but an orc would not.

Trap Design
Prerequisite: trained in Craft (Trap)
Benefit: Learn how to build one trap from the Trap List for which you meet the prerequisites
Special: You can take this feat multiple times, each time you choose to do so you must choose to learn a different recipe from the Trap List.

Alchemical Recipe
Prerequisite: trained in Craft (Alchemy)
Benefit: Learn how to create one substance from the Alchemist Recipe List for which you meet the prerequisites.
Special: You can take this feat multiple times, each time you choose to do so you must choose to learn a different recipe from the Alchemist Recipe List.




Combat Feats

Martial Training
Prerequisite: Base Attack Bonus +1
Benefit: You gain the use of any one Martial Maneuver from the Martial Maneuver list for which you meet the prerequisites.
Special: You can select this feat multiple times; each time you select this feat you must choose a different Martial Maneuver for which you meet the prerequisites.

Weapon Focus
Prerequisite: Weapon Training (in chosen weapon type), base attack bonus +1
Benefit: Choose one weapon group for which you are proficient; you gain a +1 to your attack bonus when making attack rolls with weapons from that weapon group. This bonus increases by +1 at every odd level to a maximum of +5 at level 9.
Special: You can pick this feat multiple times, each time you select this feat you must choose a different weapon group to gain the benefits.

Weapon Specialization
Prerequisite: Base attack bonus +6, Weapon Focus (chosen Weapon Group)
Benefit: Choose a weapon group for which you have the Weapon Focus feat, when using a weapon from the chosen weapon group you deal an additional +5 damage.

Weapon Proficiency (Simple)
Benefit: You become proficient with all weapons of the Simple weapon group, and do not suffer a -5 penalty on attack rolls when using those weapons.

Weapon Proficiency (Heavy Blade)
Benefit: You become proficient with all weapons of the Heavy Blade weapon group, and do not suffer a -5 penalty on attack rolls when using those weapons.

Weapon Proficiency (Light Blade)
Benefit: You become proficient with all weapons of the Light Blade weapon group, and do not suffer a -5 penalty on attack rolls when using those weapons.

Weapon Proficiency (Mass Weapon)
Benefit: You become proficient with all weapons of the Mass Weapon weapon group, and do not suffer a -5 penalty on attack rolls when using those weapons.

Weapon Proficiency (Polearm)
Benefit: You become proficient with all weapons of the Polearm weapon group, and do not suffer a -5 penalty on attack rolls when using those weapons.

Weapon Proficiency (Bows)
Benefit: You become proficient with all weapons of the Bow weapon group, and do not suffer a -5 penalty on attack rolls when using those weapons.

Weapon Proficiency (Crossbows)
Benefit: You become proficient with all weapons of the Crossbow weapon group, and do not suffer a -5 penalty on attack rolls when using those weapons.

Armor Proficiency (Light)
Benefit: When you wear light armor, you take no armor check penalty on attack rolls or skill checks.

Armor Proficiency (Medium)
Prerequisite: Armor Proficiency (light)
Benefit: When you wear medium armor, you take no armor check penalty on attack rolls or skill checks.

Armor Proficiency (Heavy)
Prerequisite: Armor Proficiency (light), Armor Proficiency (Medium)
Benefit: When you wear heavy armor, you take no armor check penalty on attack rolls or skill checks.

Shield Proficiency (Light)
Shield Proficiency (Heavy)

Point Blank Shot
Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons within close range.

Precise Shot
Prerequisite: Point Blank Shot
Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll.

Combat Reflexes
Benefit: You may make an addition number of attacks of opportunity per round equal to your Dexterity modifier. You may also make attacks of opportunity while flat-footed.

Double Attack
Prerequisite: base attack bonus +6
Benefit: You can choose to make a full attack action to attack with the same weapon twice, however you take a -2 penalty on all attack rolls until your next turn.

Triple Attack
Prerequisite: base attack bonus +11, Double Attack
Benefit: You can choose to make a full attack action to attack with the same weapon three times, however, you take a -5 penalty on all attack rolls until your next turn.

Dual Weapon Mastery
Prerequisite: Dexterity 13, base attack bonus +1
Benefit: You can choose to attack with two weapons or both ends of a double weapon as a full attack action, you take a -2 penalty on all attack rolls until the start of your next turn. You only gain this reduced penalty if you are wielding a weapon with which you are proficient.

Dual Weapon Mastery II
Prerequisite: Dexterity 15, base attack bonus +6, Dual Weapon Mastery
Benefit: When you wield two weapons or attack with both ends of a double weapon as part of a full attack action, you take no penalty on your attack rolls. You only gain this benefit if you are wielding an weapon with which you are proficient.

Multi-Attack Mastery
Prerequisite: Double Attack, base attack bonus +11
Benefit: Any penalty to your attack roll caused by using the Double Attack or Triple Attack threat is reduced by 2.

Extra Second Wind
Prerequisite: trained in the Endurance skill
Benefit: You can catch an additional second wind once per day.
Special: You can select this feat multiple times; each time you take this feat, you can catch a second wind one additional time per day.

Martial Artist
Benefit: Damage dealt by your unarmed attacks increases by one die step; d3s become d4s, d4s become d6s, d6s become d8s, and so on.
In addition, you gain a +1 bonus to your Reflex Defense.

Martial Artist II
Prerequisite: Martial Artist, base attack bonus +3
Benefit: Damage dealt by your unarmed attacks increases by an additional die step.
In addition, you gain a +1 bonus to your Fortitude Defense

Martial Artists III
Prerequisite: Martial Artist, Martial Artist II, base attack bonus +6
Benefit: Damage dealt by your unarmed attacks increases by an additional die step.
In addition, you gain a +1 bonus to your Will Defense

Quick Draw
Prerequisite: base attack bonus +1
Benefit: You can draw or holster your weapon as a swift action instead of a move action

Lightning Draw
Prerequisite: base attack bonus +6, Quick Draw
Benefit: You can draw or holster your weapon as part of a standard or full-action to attack.

Shake It Off
Prerequisite: Constitution 13, trained in Endurance skill
Benefit: You can spend two swift actions instead of three actions to move +1 step along the condition track.

Running Attack
Prerequisite: Dex 13
Benefit: When making an attack with a melee or ranged weapon, you can move both before and after the attack, provided that your total distance moved was not greater than your speed.

Toughness
Benefit: You gain +3 hit points, plus an additional +1 hit point per hit die. In addition you increase your Damage Threshold by +5.

Great Fortitude
Benefit: You gain a +1 bonus to your Fortitude Defense, this bonus increases by +1 every odd level to a maximum of +5 at level 9.

Lightning Reflexes
Benefit: You gain a +1 bonus to your Reflex Defense, this bonus increases by +1 every odd level to a maximum of +5 at level 9.

Mobility
Prerequisite: Lightning Reflexes
Benefit: You gain a +5 dodge bonus to your Reflex Defense against attacks of opportunity caused when you move out of or into a threatened area.
A situation that makes you lose your Dexterity bonus to Reflex Defense also makes you lose dodge bonuses.

Mounted Combatant
Prerequisite: trained in Ride
Benefit: You do not take any penalty to your attack roll from fighting on horseback.

Rapid Reload
Prerequisite: Proficient in crossbows
Benefit: The time it takes to reload a crossbow moves down one step, from a standard action to a move action, or from a move action to a swift action.

Dienekes
2013-10-24, 11:10 AM
Skills

Current Skill List

Acrobatics
Athletics
Craft
Deception
Endurance
Gather Information
Initiative
Intimidation
Knowledge (Lore, Sciences, Tactics)
Perception
Persuasion
Ride
Sense Motive
Stealth
Survival
Thaumaturgy
Treat Injury

Dienekes
2013-10-24, 11:15 AM
Martial Maneuvers
Maneuvers are my answer to giving mundane characters interesting and fun things to do. While I have stolen the terminology from Tome of Battle, they are actually pretty similar to Fantasy Craft's attack tricks, and hopefully will allow the warriors to do many amazing things that keep them on equal footing to casters.

Maneuvers are gained through the Martial Training Feat, so long as you meet the prerequisites of the individual maneuver being learned. Every attack roll you make can apply a single maneuver to it, unless otherwise stated.

Stances are a subset of maneuvers that provide a passive bonus, you can only be in one stance at a time. To enter or switch stances costs the use of a swift action.

Current Maneuver List

Melee Maneuvers

Powerful Strike
Prerequisite: Strength 13
Time: Attack Action
Benefit: Take a -2 penalty to your melee attack roll and deal an additional +1 die of weapon damage if the attack is successful.

Cleave
Prerequisite: Strength 13, base attack bonus +3, Powerful Strike
Time: Free Action
Benefit: After successfully disabling or killing an opponent with a melee attack you can make a basic attack against an additional opponent within reach.

Great Cleave
Prerequisite: Strength 13, base attack bonus +6, Powerful Strike, Cleave
Time: Free Action
Benefit: As Cleave, except the attack does not need to be a basic attack

Whirlwind Attack
Prerequisite: Strength 13, base attack bonus +3, Powerful Strike, Cleave
Time: Full-round action
Benefit: Make a melee attack roll, this attack becomes an area attack that affects all opponents within your reach. You make one attack roll and apply the results to everything within range.

Whirling Death
Prerequisite: Strength 13, base attack bonus +6, Powerful Strike, Cleave, Whirlwind Attack
Time: Full-round action
Benefit: As Whirlwind Attack, except one target in the area chosen before the attack is rolled is dealt an additional 5 damage.

Charge
Prerequisite: base attack bonus +1
Time: Standard Action
Benefit: As a standard action you can move in a straight line up to your speed, this movement suffers attacks of opportunity as normal. At the end of this movement you can make an attack action against any target within reach. You gain a +2 bonus to your attack roll against the target, and suffer a -2 penalty to your Reflex Defense until the start of your next turn.

Improved Charge [Upgrade]
Prerequisite: base attack bonus +1, Charge, trained in Acrobatics or Athletics
Benefit: When using the Charge or Pounce maneuver you do not have to move in a straight line.

Great Charge [Upgrade]
Prerequisite: base attack bonus +6, Charge
Benefit: When using the Charge maneuver, you do not have to move in a straight line.

Pounce
Prerequisite: base attack bonus +9, Charge, Great Charge
Time: Full-round action
Benefit: As a full-round action you can move in a straight line up to your speed, this movement suffers attacks of opportunity as normal. At the end of this movement you can make any full-round attack maneuver against any targets within reach. You gain a +2 bonus to all attack rolls made to perform this maneuver, but suffer a -2 penalty to your Reflex Defense until the start of your next turn.

Leap Attack [Upgrade]
Prerequisite: base attack bonus +9, Charge, Great Charge, trained in Athletics
Benefit: When using the Charge or Pounce maneuver you can make an Athletics check to jump during the movement, if the jump check is greater than DC 15 you deal an additional +1 die of damage on the first damaged opponent.

Bull Rush
Prerequisite: Strength 13
Time: Attack Action
Benefit: Make a melee attack opposed by the targets Reflex and Fortitude Defenses, so long as the target is no larger than one size category larger than you. If the attack is successful the target is moved back 5 feet instead of taking damage. For every 5 points your attack roll surpasses the targets Fortitude Defense the target moves back an additional 5 feet. You can move into the squares the target had recently occupied, so long as you do not move further than your Speed. This movement does not provoke attacks of opportunity.

Improved Bull Rush [Upgrade]
Prerequisite: Strength 13, base attack bonus +6, Bull Rush
Benefit: When using the Bull Rush maneuver the attack also deals damage.

Raging Bull
Prerequisite: Strength 15, base attack bonus +11, Bull Rush or Knock Around, Improved Bull Rush or Improved Knock Around, Charge
Time: Full-round action
Benefit: Make a single melee attack roll and move in a straight line up to your Move Speed, this movement does not provoke attacks of opportunity. Compare the attack roll against the Reflex and Fortitude Defenses of all opponents in your path. If your attack roll surpasses their Fortitude Defense then they are forced to move one square in any direction so long as they are moved out of your path. If your attack roll surpasses their Reflex Defense then they take damage equal to a basic attack. If your attack roll does not surpass the Fortitude Defense of any opponent on your path your movement ends in the previous square. If a target on your path is larger than one size category larger than you, then that target automatically succeeds in its Fortitude Defense.

Shield Slam [Upgrade]
Prerequisite: Strength 13, Bull Rush, proficient with shield, base attack bonus +6
Time: Attack Action
Benefit: When using the Bull Rush maneuver and attacking with a shield you can apply a single additional maneuver to the attack roll, so long as all other conditions are met and the two maneuvers do not contradict each other.

Tackle [Upgrade]
Prerequisite: Strength 13, Bull Rush, Charge, base attack bonus +1, unarmed combatant
Time: Standard Action
Benefit: When using the Charge maneuver you can choose to deal unarmed damage instead of normal weapon damage. If the unarmed damage surpasses the opponents Damage Threshold that opponent is knocked prone so long as the target is no more than one size category larger than you.

Knock Around
Prerequisite: Strength 13
Time: Attack Action
Benefit: Make a single melee attack roll against the targets Reflex and Fortitude Defense, so long as the target is no larger than one size category larger than you. If the check is successful the target is pushed into any unoccupied adjacent square. You cannot use Knock Around against an opponent that is grappled.

Improved Knock Around [Upgrade]
Prerequisite: Strength 13, Knock Around, base attack bonus +6
Benefit: When using the Knock Around maneuver the attack roll also deals damage equal to a basic attack.

Sweep the Leg
Prerequisite: base attack bonus +11, Hamstring, Improved Hamstring, Powerful Blow, Cleave, Whirlwind Attack
Time: Full-round action
Benefit: Make a melee attack roll, this attack becomes an area attack that affects all opponents within your reach. You make one attack roll and apply the results to everything within range. In addition, if your attack roll surpasses the Fortitude Defense of every target whose Reflex Defense was surpassed by your attack roll that target can only move at half its speed, until it receives a Treat Injury surgery check with a DC equal to the attack roll -5, or is the target of the Restoration spell.

Feint
Prerequisite: base attack bonus +1
Time: Attack Action
Benefit: Make a melee attack roll opposed by your target’s Will Defense. If the attack is successful that opponent becomes Flat-footed against your next attack made before the end of your next round.

Parry
Prerequisite: Base attack bonus +1
Time: Reaction
Benefit: You may negate a single attack by making an opposed melee attack roll. If your attack roll is equal or greater than the result of the attack roll you wish to negate, and you take a cumulative -5 penalty on your attack rolls for every time you use Parry since the beginning of your last turn. You must be aware of the attack and not flat-footed.

Riposte [Upgrade]
Prerequisite: base attack bonus +6, Parry
Benefit: After successfully using the Parry maneuver you can make an attack of opportunity against that opponent whose attack you just parried.

Arrow Block [Upgrade]
Prerequisite: base attack bonus +6, Parry
Benefit: Your Parry maneuver can now be used to negate ranged attacks, so long as you are aware of the attack and not flat-footed.

Deflect Spell [Upgrade]
Prerequisite: base attack bonus +11, Parry, Arrow Block
Benefit: Your Parry maneuver can now be used to negate single target spells that target your Reflex Defense

Trip
Prerequisite: base attack bonus +1
Time: Attack Action
Benefit: As an attack action you can make a melee attack roll opposed by your targets Reflex and Fortitude Defense. If the attack is successful the opponent is knocked prone.

Improved Trip [Upgrade]
Prerequisite: base attack bonus +6, Trip
Benefit: When using the Trip maneuver the attack roll also deals damage equal to a basic attack.

Whirling Trip
Prerequisite: base attack bonus +11, Trip, Improved Trip, Powerful Blow, Cleave, Whirlwind Attack
Time: Full-round action
Benefit: Make a melee attack roll, this attack becomes an area attack that affects all opponents within your reach. You make one attack roll and apply the results to everything within range. In addition, if your attack roll surpasses the Fortitude Defense of every target whose Reflex Defense was surpassed by your attack roll that target is knocked prone.

Smash Through [Upgrade]
Prerequisite: base attack bonus +6, Sunder, Improved Sunder, Proficient with Mass Weapons
Benefit: When wielding a mass weapon you may apply the Sunder maneuver along with an additional maneuver.

Half-handing [Upgrade]
Prerequisite: base attack bonus +6, Target Weakness, Proficient in Heavy Blades
Benefit: When wielding a heavy blade in two hands you can apply the Target Weakness maneuver along with an additional maneuver.

Water Dance [Upgrade]
Prerequisite: base attack bonus +6, Bleeding Cut, Proficient in Light Blades
Benefit: When wielding a light blade you can apply the Bleeding Cut maneuver along with an additional maneuver to your attack action.

Half-Spear
Prerequisite: base attack bonus +1, Proficient in Polearms
Time: Attack Action
Benefit: When wielding a polearms (other than pikes) you can attack adjacent opponents. The area in which you threaten is increased to fill this area, though any attacks of opportunity which are made in this area must apply this maneuver to their use.

Improved Half-Spear [Upgrade]
Prerequisite: base attack bonus +6, Half-Spear, Proficient in Polearms
Benefit: When using the Half-Spear maneuver you can apply an additional maneuver to the attack roll.

Thrust
Prerequisite: base attack bonus +3
Time: Attack Action
Benefit: For the purposes of using this maneuver your reach is increased by 5 feet. Any attacks of opportunity which are made in this expanded area must apply this maneuver to their use.

Improved Thrust [Upgrade]
Prerequisite: base attack bonus +9, Thrust
Benefit: When using the Thrust maneuver you can apply an additional maneuver to the attack roll.

Stunning Strike
Prerequisite: base attack bonus +6
Time: Attack Action
Benefit: Make a melee attack this attack damages as normal, if the attack roll surpass the opponents Reflex and Fortitude Defense the opponent also moves a step down the Condition Track

Quivering Palm [Upgrade]
Prerequisite: base attack bonus +9, Proficient in Unarmed Attacks
Benefit: When using the Stunning Strike maneuver when using Unarmed Attacks you can apply an additional maneuver to the attack action.

Sneak Attack
Time: Attack Action
Benefit: You can use this maneuver when attacking a flat-footed opponent. Make a melee attack roll, if the attack, you deal +2d6 damage.

Draw Cut
Prerequisite: Dex 13, Quick Draw, Sneak Attack
Time: Attack Action
Benefit: Once per encounter, you can draw your weapon and attack, this attack deals Sneak Attack damage even if the opponent is not flat-footed.

Assured Strike
Prerequisite: Strength 13, base attack bonus +3
Time: Attack Action
Benefit: Make a melee attack, if this attack misses you still deal damage equal to your Strength modifier if wielding a one-handed weapon, or double your Strength modifier if wielding a two-handed weapon.

Perfect Strike
Prerequisite: Base attack bonus +11, Assured Strike
Time: Attack Action
Benefit: Make a melee attack action, you may choose to reroll the attack, you must take the second result even if it is worse.

Mark
Proficient: base attack bonus +1
Time: Attack Action
Benefit: Make a melee attack, in addition to the normal effects of the attack, if your attack roll surpasses the opponents Will Defense that opponent is marked. Marked opponents take a -2 penalty to all attacks and Thaumaturgy checks made against any of your allies until the start of your next turn.
Targets can only be under the influence of one mark at a time. Any use of the Mark maneuver after the first overrides the previous use.

Terrifying Strike
Prerequisite: Trained in Intimidation, base attack bonus +6
Time: Attack Action
Benefit: Make a melee attack, if the attack is successful you can make an Intimidation check against the opponent as a free action.

Terrifying Howl [Upgrade]
Prerequisite: Trained in Intimidation, base attack bonus +9, Terrifying Strike
Benefit: If the target of your Terrifying Strike is disabled or killed by your attack you can still make a free Intimidation check, however the targets become all opponents within 6 squares of you who can see and hear you.

Stand Still
Prerequisite: base attack bonus +3
Time: Attack Action
Benefit: You can only use this maneuver when an opponent provokes an attack of opportunity do to moving out of a square you threaten. Make an attack roll, if the damage from the attack surpasses the opponent Damage Threshold that opponent’s movement is stopped.

Barring Strike
Prerequisite: base attack bonus +3
Time: Attack Action
Benefit: Make a melee attack roll opposed by the target’s Reflex and Fortitude Defense. If the attack is successful, instead of dealing damage the opponent is unable to move more than 5 feet on its next turn.

Improved Barring Strike
Prerequisite: base attack bonus +6, Barring Strike
Benefit: When using the Barring Strike maneuver your attack deals damage equal to a basic attack.

Barring Assault
Prerequisite: base attack bonus +6, Barring Strike
Time: Attack Action
Benefit: Make a melee attack roll against the target’s Reflex and Fortitude Defenses, if the attack is successful opponent loses a move action on their next turn instead of taking damage.

Improved Barring Assault [Upgrade]
Prerequisite: base attack bonus +9, Barring Strike, Barring Assault
Benefit: When using the Barring Assault maneuver you deal damage equal to a basic attack.

Masterful Barring Assault [Upgrade]
Prerequisite: base attack bonus +15, Barring Strike, Barring Assault, Improved Barring Assault
Benefit: When using the Barring Assault maneuver you may choose to have your target lose a standard action on their next turn instead of a move action.

Bind Item
Prerequisite: base attack bonus +1
Time: Attack Action
Benefit: Make a melee attack roll against a target’s Reflex Defense +5. If the attack is successful you may pick one item being held in the target’s hand, the target cannot use that item or gain any passive benefits from that item until they move away from you, or if they take a move action to break free from the bind.

Improved Bind Item [Upgrade]
Prerequisite: base attack bonus +6, Bind Item
Benefit: When using the Bind Item maneuver you deal damage to the target as though it was a basic attack.

Hold Item [Upgrade]
Prerequisite: base attack bonus +11, Bind Item, Improved Bind Item
Benefit: When using the Bind Item maneuver the target cannot use the item until they move away from you, though they can only move at half their speed, or take a standard action to break free from the bind.

Grab
Prerequisite: base attack bonus +1
Time: Attack Action
Benefit: Make an unarmed attack roll against one target’s Reflex Defense. The target can be no more than one size category larger than you. If successful that opponent is grabbed. A grabbed opponent cannot move, cannot make skill checks that require movement, and suffers a -5 penalty on all attacks with weapons and Thaumaturgy checks to cast spells. You can only have on target grabbed at a time.
The target can try to break out of the grapple by making an unarmed attack check opposed by your own unarmed attack check. If they succeed they can choose to break the grapple, if they succeed by more than five and have the Grab maneuver they have put you in a grapple.

Multi-Grab [Upgrade]
Prerequisite: base attack bonus +6, Grab
Benefit: You can grab as many targets as you have arms.

Pin
Prerequisite: base attack bonus +1, Grab
Time: Attack Action
Benefit: Make an unarmed attack roll opposed by an unarmed attack roll from one opponent you have grabbed. If the check is successful the opponent becomes pinned. A pinned opponent cannot move, cannot make skill checks or attack rolls (except for unarmed checks to break out of the pin), and is flat-footed. You can only have on target pinned at a time.
The target can try to break out of the pin by making an unarmed attack check opposed by your own unarmed attack check. If they succeed they are considered grabbed instead of pinned, if they succeed by more than 5 they can break completely out of the grab, and if they succeed by more than 10 and have the Grab maneuver they have put you in a grapple.
.
Crush
Prerequisite: base attack bonus +1, Grab
Time: Attack Action
Benefit: Make an unarmed attack roll against one opponent you have grabbed, you gain a +5 bonus to your attack roll.

Constrictor [Upgrade]
Prerequisite: base attack bonus +6, Grab, Crush
Benefit: When using the Crush maneuver you deal +1 die of damage.

Throw
Prerequisite: base attack bonus +1, Grab
Time: Attack Action
Benefit: Make an attack roll against the Fortitude Defense of a grabbed opponent. If successful that opponent is no longer grappled but is prone, 1 square outside your reach and the target takes damage equal to your unarmed attacks.

Chokehold
Prerequisite: Base attack bonus +6, Grab, Crush, Pin
Time: Attack Action
Benefit: Make an unarmed attack roll against the Fortitude Defense of one target you have pinned. If the attack is successful the target takes damage equal to your unarmed attacks and moves -1 step down the Condition Track.

Improved Chokehold [Upgrade]
Prerequisite: Base attack bonus +11, Grab, Crush, Pin, Chokehold
Benefit: When using the Chokehold maneuver the target moves -2 steps down the Condition Track

Closeline
Prerequisite: Base attack bonus +6
Time: Attack Action
Benefit: When making an attack of opportunity against an opponent moving out of a square you threaten you can use this maneuver. If the damage from the unarmed attack surpasses the opponent’s Damage Threshold that opponent is knocked prone and the movement is lost.

Flurry of Blows
Prerequisite: Base attack bonus +6
Time: Attack Action
Benefit: Make two unarmed basic attacks at a -2 penalty.

Swap Positions
Prerequisite: trained in Acrobatics
Time: Attack Action
Benefit: Make a melee attack roll against an adjacent target’s Reflex and Fortitude Defense. If the attack is successful you and your target change places instead of dealing damage. This movement does not provoke attacks of opportunity. You can only use this maneuver on opponent’s no more than one size category larger than you.

Improved Swap Positions [Upgrade]
Prerequisite: base attack bonus +6, trained in Acrobatics, Swap Positions
Benefit: When using the Swap Positions maneuver you deal damage equal to a basic attack.

Masterful Swap Positions [Upgrade]
Prerequisite: base attack bonus +11, trained in Acrobatics, Swap Positions, Improved Swap Positions
Benefit: When using the Swap Positions maneuver the target’s forced movement provokes attacks of opportunity.

Acrobatic Strike
Prerequisite: trained in Acrobatics
Time: Attack Action
Benefit: You can only use this maneuver after having tumbled past your target, or having used an Acrobatics check to get into position for the attack in some way (ex. Riding down on a chandelier). You gain a +5 bonus on your melee attack roll.


Mounted Maneuvers

Mounted Charge
Prerequisite: trained in Ride, base attack bonus +3
Time: Standard Action
Benefit: As a standard action you can move in a straight line up to your mount’s speed, this movement suffers attacks of opportunity as normal. At the end of this movement you can make an attack action against any target within reach. You deal +1 die of damage if this attack is successful, however, you and your mount suffer a -2 penalty to your Reflex Defenses until the start of your next turn.

-Trample
-Overrun
-Ride-By Attack
-Unhorse
-Attack as One


General Maneuvers

Dodge
Prerequisite: Trained in Acrobatics
Benefit: As a reaction, you may negate a single attack by making a successful Acrobatics check. The DC of the skill check is equal to the result of the attack roll you wish to negate, and you take a cumulative -5 penalty on your Acrobatics check for every time you use Dodge since the beginning of your last turn. You must be aware of the attack and not flat-footed.

Improved Dodge [Upgrade]
Prerequisite: Trained in Acrobatics, Dodge
Benefit: After successfully using the Dodge maneuver to negate an attack you can move one square without provoking an attack of opportunity.

Hamstring
Prerequisite: base attack bonus +1
Time: Attack Action
Benefit: Make an attack roll and compare the result against the targets Reflex and Fortitude Defense. If the attack is successful the target can only move at half its speed, until it receives a Treat Injury surgery check with a DC equal to the attack roll -5, or is the target of the Restoration spell.

Improved Hamstring [Upgrade]
Prerequisite: base attack bonus +6, Hamstring
Benefit: When using the Hamstring maneuver the attack roll also deals damage equal to a basic attack.

Severing Hamstring [Upgrade]
Prerequisite: base attack bonus +11, Hamstring
Benefit: When using the Hamstring maneuver, if the maneuver is successful the target cannot move for 1 round plus an additional round for every 5 points your attack roll surpasses the opponents Fortitude Defense.

Trip
Prerequisite: base attack bonus +1
Time: Attack Action
Benefit: As an attack action you can make a melee attack roll opposed by your targets Reflex and Fortitude Defense. If the attack is successful the opponent is knocked prone.

Improved Trip [Upgrade]
Prerequisite: base attack bonus +6, Trip
Benefit: When using the Trip maneuver the attack roll also deals damage equal to a basic attack.

Whirling Trip
Prerequisite: base attack bonus +11, Trip, Improved Trip, Powerful Blow, Cleave, Whirlwind Attack
Time: Full-round action
Benefit: Make a melee attack roll, this attack becomes an area attack that affects all opponents within your reach. You make one attack roll and apply the results to everything within range. In addition, if your attack roll surpasses the Fortitude Defense of every target whose Reflex Defense was surpassed by your attack roll that target is knocked prone.

Bash to Bits [Upgrade]
Prerequisite: base attack bonus +11, Sunder, Improved Sunder
Benefit: When using the Sunder maneuver you ignore half of the damaged items hardness

Sunder Enchantment
Prerequisite: base attack bonus +11, Sunder, Improved Sunder
Benefit: When using the Sunder maneuver you can choose to damage an enchantment on the target. An enchantment is considered to have hit points equal to 10 + the DC of the Thaumaturgy check and hardness equal to 5 + the enchanters Charisma modifier.

Target Weakness
Prerequisite: base attack bonus +6
Time: Attack Action
Benefit: Make an attack roll, you can choose to take a penalty to this attack roll equal to your base attack bonus, if you do you ignore an equal number of Damage Reduction.

Improved Target Weakness [Upgrade]
Prerequisite: base attack bonus +11, Target Weakness
Benefit: When using the Target Weakness maneuver you can ignore Damage Reduction equal to twice the penalty you take to your attack roll.

Bleeding Cut
Prerequisite: base attack bonus +3
Time: Attack Action
Benefit: Make an attack roll opposed by the targets Reflex and Fortitude Defense. If the attack is successful the target takes 1d6 damage at the beginning of its turn for each round until the end of the encounter.

Vicious Attack
Prerequisite: base attack bonus +3
Time: Attack Action
Benefit: Make an attack; you can consider your opponents Damage Threshold as 5 points lower when determining the results of this attack.

Improved Vicious Attack [Upgrade]
Prerequisite: base attack bonus +9, Vicious Attack
Benefit: When using the Vicious Attack maneuver your attack considers the opponents Damage Threshold as 10 points lower when determining the results of the attack.

Armor Catch
Prerequisite: Proficient in Armor, trained in Initiative
Time: Reaction
Benefit: You can double the Damage Reduction granted by your armor against a single attack.

Improved Armor Catch [Upgrade]
Prerequisite: Base attack bonus +6, Proficient in Armor, trained in Initiative, Armor Catch
Benefit: When using the Armor Catch maneuver the bonus Damage Reduction lasts until the start of your next turn.

Taunt
Prerequisite: Trained in Deception or Intimidate
Time: Attack Action
Benefit: Make a Deception or Intimidation check against the Will Defense of one target within 12 squares of you, who can see and understand you. If the check is successful that opponent cannot attack or cast a spell against any ally within 6 squares of you until the start of your next turn. Provided that you do not have cover against that opponent.

Improved Taunt [Upgrade]
Prerequisite: Trained in Deception or Intimidate, Taunt
Benefit: When using the Taunt maneuver it affects all opponents within 12 squares of you who can see and understand you.

Shield Ally
Proficient: Proficient in shield
Time: Reaction
Benefit: If an adjacent ally is the target of an attack or any spell that targets its Reflex Defense you can use this maneuver. That ally adds your Shield bonus to their Reflex Defense against that attack or spell.

Guarding Shield [Upgrade]
Proficient: Proficient in shield, base attack bonus +6, Shield Ally
Benefit: When using the Shield Ally maneuver the Shield bonus lasts until the start of your next turn or until you and your target are no longer adjacent.

Shield Block
Prerequisite: base attack bonus +9, Shield Ally, proficient in shields.
Time: Reaction
Benefit: You can use this maneuver when an opponent you threaten declares an attack or casts a spell against an ally, but before the results of that attack or spell are determined. Make an attack roll with your shield, if the attack roll surpasses the opponent’s Reflex and Will Defense their attack or spell is considered to have failed in addition to taking damage as normal.

Shield Barrier
Prerequisite: base attack bonus +6, proficient in shields
Time: Reaction
Benefit: You can use this maneuver when you are attacked or are the target of a spell that targets your Reflex Defense. You gain 5 Damage Reduction against any damage taken from the attack or spell that triggered the use of this maneuver, however, you lose your shield bonus to your Reflex Defense until the start of your next turn.

Suppress Enemy
Time: Attack Action
Benefit: Make an attack roll against one target’s Reflex and Will Defense. If the attack is successful the opponent takes a -5 on its next attack or Thaumaturgy check made before the start of your next turn.

Improved Suppress Enemy [Upgrade]
Prerequisite: Base attack bonus +6, Suppress Enemy
Benefit: When using the Suppress Enemy maneuver you deal damage with your attack as though it was a normal attack.

Master Suppress Enemy [Upgrade]
Prerequisite: base attack bonus +11, Suppress Enemy, Improved Suppress Enemy
Benefit: When using the Suppress Enemy maneuver the target suffers the -5 penalty on all attacks and Thaumaturgy checks made before the start of your next turn.

Support Ally
Time: Attack Action
Benefit: Make an attack roll DC 15. If the attack is successful one ally within 6 squares of you gains a +5 insight bonus on their next attack roll.

Improved Support Ally [Upgrade]
Prerequisite: base attack bonus +6, Support Ally
Benefit: When using the Support Ally maneuver your ally deals +1 die of damage on their next attack.

Retaliation Attack
Prerequisite: Base attack bonus +6
Time: Attack Action
Benefit: You can only use this maneuver when attacking an opponent that has successfully damaged or cast a spell upon you between your last turn and your current turn. Make an attack roll, you deal +1 die of damage.

Guardian Attack
Prerequisite: Base attack bonus +6
Time: Attack Action
Benefit: You can only use this maneuver when attacking an opponent that has successfully damaged or cast a spell upon one ally between your last turn and your current turn. Make an attack roll, you deal +1 die of damage.

Adrenaline Surge
Prerequisite: base attack bonus +6, trained in Endurance
Time: Attack Action
Benefit: Make an attack, if you successfully damage your opponent you gain temporary hit points equal to 10 + your class level.

Rallying Strike
Prerequisite: base attack bonus +11, trained in Endurance, Adrenaline Surge
Time: Full-round Action
Benefit: Make an attack roll, if you successfully damage your opponent you gain temporary hit points equal to 10 + your class level + your Constitution modifier, and every ally within 6 squares of you gains temporary hit points equal to 10 + their class level + their Constitution modifier.

Opportunist
Prerequisite: base attack bonus +3
Time: Reaction
Benefit: You can use this maneuver directly after an opponent misses you. You can make a basic attack against that opponent.

Improved Opportunist [Upgrade]
Prerequisite: base attack bonus +9, Opportunist
Benefit: When using the Opportunist maneuver the attack does not need to be a basic attack.

Weakening Attack
Prerequisite: base attack bonus +1
Time: Attack Action
Benefit: Make an attack roll opposed by the targets Reflex and Fortitude Defense. If the attack roll surpasses both defense the opponent suffers a -2 penalty to its defenses until the end of your next turn.

Improved Weakening Attack
Prerequisite: base attack bonus +6, Weakening Attack
Benefit: When using the Weakening Attack maneuver you deal damage equal to a basic attack.

Masterful Weakening Attack
Prerequisite: base attack bonus +11, Weakening Attack, Improved Weakening Attack
Benefit: When using the Weakening Attack maneuver, you may pick one of the targets defenses. If the maneuver is successful that defense suffers a -5 penalty instead of the normal -2.

Force Opening
Prerequisite: base attack bonus +3
Time: Attack Action
Benefit: Make an attack roll against the target’s Reflex and Fortitude Defenses, if successful instead of dealing damage that opponent cannot make attacks of opportunity until the end of your next turn.

Improved Force Opening
Prerequisite: base attack bonus +6, Force Opening
Time: Attack Action
Benefit: When using the Force Opening maneuver you deal damage equal to a basic attack

Dirt in the Eyes
Prerequisite: base attack bonus +6
Time: Attack Action
Benefit: Make a thrown attack roll, against the Reflex and Will Defenses of a target within 10 squares of you. If the attack is successful the opponent is blinded until the end of your next turn or until they take a move action to clean the dirt from their eyes, whichever comes first.

Improved Dirt in the Eyes [Upgrade]
Prerequisite: base attack bonus +11, Dirt in the Eyes
Benefit: When using the Dirt in the Eyes maneuver the blindness lasts until the end of the encounter or until the target takes a standard action to clean the dirt from their eyes, instead of until the end of your next turn or until they take a move action.

Impressive Display
Prerequisite: base attack bonus +1
Time: Attack Action
Benefit: Make an attack roll opposed by the target’s Will Defense. If the attack roll surpasses the opponents Will Defense that opponent takes a -2 penalty to their Will Defense until the end of the encounter.

Improved Impressive Display [Upgrade]
Prerequisite: base attack bonus +6, Impressive Display
Benefit: When using the Impressive Display maneuver, if the attack roll surpasses the target’s Reflex Defense the target takes damage equal to a basic attack.

Showboat
Prerequisite: base attack bonus +11, Impressive Display, Improved Impressive Display
Time: Full-round action
Benefit: Make an attack roll, compare this attack roll to the Will Defense of every opponent that can see you. If the attack roll surpasses their Will Defense they take a -2 penalty to their Will Defense for the remainder of the encounter.

Disrupting Strike
Prerequisite: base attack bonus +15, Stunning Strike
Time: Full-round action
Benefit: Make an attack roll, opposed by the target’s Reflex, Fortitude, and Will Defense. If the attack is successful in addition to dealing damage the target cannot make any actions on its next turn. This is a particularly difficult maneuver to pull off, and opponent’s can see it coming. If the same target would be the subject of this maneuver more than once in a single encounter they gain a +5 insight bonus to their Reflex and Fortitude Defenses for the purposes of resisting this maneuver.

Knock Head
Prerequisite: base attack bonus +6
Time: Attack action
Benefit: Make an attack roll, if the damage from the attack surpasses the target’s Damage Threshold that target suffers a -5 penalty to use any skills until the start of your next turn.

Steal Advantage
Prerequisite: base attack bonus +9
Time: Attack Action
Benefit: Make an attack roll, against the target’s Reflex and Will Defenses. If the attack is successful you increase your Initiative count for the next and all subsequent rounds by 5, and your target decreases their Initiative count for the next and all subsequent rounds by 5.

Precise Strike
Prerequisite: base attack bonus +6
Time: Attack action
Benefit: Make a melee attack, you treat your opponent’s Reflex Defense as 4 points lower for the purposes of determining if this attack was successful.

Shifting Defense
Prerequisite: base attack bonus +6, trained in Acrobatics
Time: Attack Action
Benefit: You can only use this maneuver when making an attack of opportunity. Instead of making an attack roll against an opponent that provokes an attack of opportunity from you, you can move 5 feet. This movement consumes one of your attacks of opportunity and does not provoke attacks of opportunity. You cannot move more than your speed using this maneuver per round.

Improved Shifting Defense [Upgrade]
Prerequisite: base attack bonus +11, trained in Acrobatics, Shifting Defense
Benefit: When using the Shifting Defense maneuver you can still make the attack roll and deal basic attack damage.



Ranged Maneuvers

Piercing Shot
Prerequisite: Proficient with Crossbows
Time: Attack Action
Benefit: Make an attack roll with a crossbow, you ignore 5 Damage Reduction with this attack.

Improved Piercing Shot [Upgrade]
Prerequisite: Proficient with Crossbows
Benefit: When using the Piercing Shot maneuver you can apply an addition maneuver to that attack.

Shoot Through
Prerequisite: base attack bonus +3
Time: Attack Action
Benefit: Make a basic ranged attack roll against one target within range, if the attack is successful you can use the same attack roll against an additional opponent directly behind and within 15 feet of the first.

Far Shot
Prerequisite: base attack bonus +6
Time: Attack Action
Benefit: Halve all distance penalties to your attack roll.

Improved Far Shot [Upgrade]
Prerequisite: base attack bonus +11, Far Shot
Benefit: Ignore all distance penalties to your attack roll.

Ranged Flank
Prerequisite: base attack bonus +1
Time: Attack Action
Benefit: Make a ranged attack against a target's Reflex and Will Defense if the attack surpasses both defenses that target is considered flanked to all allies engaging with that opponent in melee instead of being dealt damage.

Improved Ranged Flank [Upgrade]
Prerequisite: base attack bonus +6, Ranged Flank
Benefit: When using the Ranged Flank maneuver your attack deals damage equal to a basic attack.

Distracting Shot
Prerequisite: base attack bonus +6, Ranged Flank
Time: Attack Action
Benefit: Make a ranged attack against a target's Reflex and Will Defense, if the attack surpasses both defenses that target is considered flat-footed against the next attack made against it instead of taking damage.

Improved Distracting Shot [Upgrade]
Prerequisite: base attack bonus +11, Distracting Shot, Ranged Flank
Benefit: When using the Distracting shot maneuver your attack deals damage equal to a basic attack.

Shot in the Wind
Prerequisite: base attack bonus +6
Time: Attack Action
Benefit: Halve all weather penalties to your attack roll.

Improved Shot in the Wind [Upgrade]
Prerequisite: base attack bonus +11, Shot in the Wind
Benefit: Ignore all weather penalties to your attack roll.

Volley
Prerequisite: base attack bonus +9
Time: Full-round Action
Benefit: Make a single basic attack roll with a bow. You can compare this attack against the Reflex Defenses of all creatures and objects within a 2 square radius circle within your range. You lose 10 arrows.

Improved Volley [Upgrade]
Prerequisite: base attack bonus +15, Volley
Benefit: When using the Volley maneuver you can make two attack rolls and damage every creature and object in the area twice. You lose 20 arrows.

Snipe
Prerequisite: base attack bonus +9
Time: Full-round action
Benefit: Make a single ranged attack against one target within range, at a -5 penalty. If the attack is successful the attack counts as a critical hit.

Rain of Arrows
Prerequisite: base attack bonus +15, proficient with bows
Time: Full-round action
Benefit: When wielding a bow you can make a basic ranged attack, if that attack is successful you can make an additional basic attack at a -2 penalty against the same target. If that attack is successful, you can make an additional basic attack at a -4 penalty. You continue to make basic attacks, each with an additional -2 penalty to the attack roll until either you miss, or the target is killed.

Wing Shot
Prerequisite: base attack bonus +9
Time: Standard Action
Benefit: Make a ranged attack roll against target flying opponent’s Reflex and Fortitude Defenses. If the attack is successful the target falls to the ground and is unable to fly for the remainder of the encounter.

Split the Arrow
Prerequisite: base attack bonus +6
Time: Attack Action
Benefit: Make a ranged attack roll against a target you have successfully hit with a ranged attack previously in this encounter. You gain a +2 bonus to your attack roll for each consecutive successful hit with a ranged weapon you have made against that target.


Stances
Stances are generally more passive abilities. You enter a stance through the use of a swift action. You can only be in one stance at a time.

Defensive Stance [Stance]
Prerequisite: base attack bonus +1
Benefit: Upon entering this stance, or at the start of every turn you are in this stance, you can choose to take a penalty to your attack roll and add the absolute value of that number to your Reflex Defense until the start of your next turn. The penalty to your attack roll can be no larger than 10 or your base attack bonus, whichever is lower.

Aggressive Stance [Stance]
Prerequisite: base attack bonus +1
Benefit: Upon entering this stance, or at the start of every turn you are in this stance, you can choose to take a penalty to your Reflex Defense and add the absolute value of that number to your attack rolls until the start of your next turn. The penalty to your Reflex Defense can be no larger than 10 or your base attack bonus, whichever is lower.

Forward Guard [Stance]
Prerequisite: base attack bonus +6
Benefit: While in this stance, the area you threaten is considered rough terrain.

Fool’s Guard [Stance]
Prerequisite: base attack bonus +6, Feint maneuver
Prerequisite: While in this stance, once per turn if an opponent misses you with a melee attack you can use the Feint maneuver against that opponent as a free action.

Giantslayer Stance [Stance]
Prerequisite: base attack bonus +6
Benefit: While in this stance you act as though you are one size category larger when determining whether you can or cannot use a maneuver against a target.

Wrestler’s Stance [Stance]
Prerequisite: base attack bonus +6, Grab maneuver
Benefit: While in this stance, all melee attacks made against grappled opponents gain 5 Armor Penetration.

Open Stance [Stance]
Prerequisite: trained in Athletics
Benefit: While in this stance, and not wearing heavy armor, or carrying anything more than a medium load your speed increases by 10 feet.

Rooted Stance [Stance]
Prerequisite: base attack bonus +3, Con 13
Benefit: While in this stance you gain a +5 bonus to your Fortitude Defense to resist all attempts to forcibly move you; such as through the Bull Rush maneuver or Gust of Wind spell.

Slayer’s Stance [Stance]
Prerequisite: base attack bonus +3
Benefit: While in this stance, your critical range increases by 1.

Crown Guard [Stance]
Prerequisite: base attack bonus +6, trained in Knowledge (Tactics) or trained in Persuasion
Benefit: While in this stance, once per turn you can declare the target of one of your attacks as the focus of the round. All allies who make an attack against that target deals an additional +1d6 damage until the start of your next turn.

Duelist’s Stance [Stance]
Prerequisite: base attack bonus +6
Benefit: Upon entering this stance, or at the start of every turn you are in this stance, you can choose one target within 6 squares of you. If this opponent would withdraw away from you, or makes an attack that target an ally, you may make an attack of opportunity against that opponent. However, if any opponent other than your target attacks you, you suffer a -2 penalty to your Reflex Defense.

Mob Guard [Stance]
Prerequisite: base attack bonus +3
Benefit: You gain a +1 bonus to your attack rolls for every opponent within your reach.

Opportunist’s Stance [Stance]
Prerequisite: base attack bonus +6
Benefit: While in this stance, if an opponent misses you with an attack, they provoke an attack of opportunity from you.

Pain-fueled Stance [Stance]
Prerequisite: base attack bonus +6, Con 13
Benefit: While in this stance you suffer a -2 penalty to your Reflex Defense. Each time you are damaged in a round while in this stance you deal an additional +1d6 damage on all attacks until the end of your next turn.

Momentum Stance [Stance]
Prerequisite: base attack bonus +3
Benefit: While in this stance, wearing no more than medium armor, and carrying no heavier than a medium load, you gain a +1 dodge bonus to your Reflex Defense and a +1 bonus to your melee attack rolls for every square you move.

Attuned Stance [Stance]
Prerequisite: base attack bonus +12
Benefit: While in this stance you gain the use of an additional swift action or reaction each round.

Quick-draw Stance [Stance]
Prerequisite: base attack bonus +6
Benefit: While in this stance and using a bow, you can make an additional attack action when attacking with a standard action or full-round action. All attacks suffer a -2 penalty to their attack roll.

Readied Shot Stance [Stance]
Prerequisite: base attack bonus +9
Benefit: Upon entering this stance, or at the start of every turn while in this stance you can pick one target within 6 squares of you. This target provokes attacks of opportunities from you as though your reach extended out 6 squares.

Aim [Stance]
Prerequisite: base attack bonus +1
Benefit: While in this stance you can only move at half your speed, however, you ignore all cover bonuses to your target’s Reflex Defense when you attack so long as you have line of sight.

Quickshot Stance [Stance]
Prerequisite: base attack bonus +6
Benefit: While in this stance your ranged attacks do not provoke attacks of opportunity.

Racer’s Stance [Upgrade]
Prerequisite: trained in Ride
Benefit: While in this stance your mount increases its speed by 15 feet.

Unhindered Charger’s Stance [Upgrade]
Prerequisite: trained in Ride, base attack bonus +6
Benefit: While in this stance your mount can charge over rough terrain unhindered.

Lancer’s Stance [Stance]
Prerequisite: base attack bonus +6, trained in Ride
Benefit: While in this stance, if you would use the Mounted Charge maneuver, or any maneuver that has Mounted Charge as a prerequisite, you can add your mount’s Strength to your damage roll.

Dienekes
2013-10-24, 11:25 AM
MAGIC
My goal in magic is to drastically reduce the power of spells when compared to D&D 3.5, while still allowing the casters to do fantastic and interesting things. My goal is to also do away with the generalist wizard that can just cherry pick the best spells and has a spell that works perfectly for every situation. To accomplish this I have drastically decreased the amount of spells a focused spellcaster can have. Since spells are feats, and you gain a feat every level the maximum amount a spellcaster can have is 20 (21 if human) spells. Which is quite a lot, but they are fighting for space with metamagic feats, or any other that the mage might find interesting. And of those spells you can't just pick the most powerful, you have to work up the various school in a prerequisite style stolen from Tome of Battle. You have to have the earlier spells mastered to learn the later spells.

The rules to spells and spellcasting:
Spells are gained through the Learn Spell feat, so long as you meet the prerequisites of the individual spell being learned.

Each spell is either normal or a ritual.

A Normal spell requires one Spell Slot to use, unless the spell in question has an at-will application.

An At-Will application of a spell is generally weaker than a normal use of the spell and does not require a Spell Slot to use.

Rituals are generally more powerful spells that don't make sense to be used in combat. They take longer and most of the move powerful rituals all have some cost to use, usually an Action Point.

The Current Magic Schools
Necromancy: Contains spells about manipulating the energies of death to serve your ill
Life: The school for healers and aiding others
Conjuration: The spells in this school are focused on movement or teleportation; including creatures to do your will.
Elemental: Contains spells that harness the elements to do your bidding, generally the most damage focused school
Enchantment: This school is about spells that enhance or manipulate the target, such as making items stronger or even controlling the minds of lesser men
Divination: This school is about the senses, and using magic to see things more clearly, including the future, if strong enough.
Illusion: This school is about manipulating the senses of others to confuse or mask your own actions.
Transmutation: The Transmutation school is about physically altering things


Current Spell List

NecromancyDeath Knell
Time: Standard Action
Target: Any one opponent within 6 squares with 0 hit points or otherwise disabled.
Normal Benefit: You can make a Thaumaturgy check opposed by your target’s Damage Threshold. If your roll succeeds that opponent is dead.
At-Will: You can instead target any opponent within 6 squares. Make a DC 15 Thaumaturgy check, if your check surpasses the target’s Fortitude Defense you deal 1d6 + ½ you level damage against that opponent.

Speak With Dead [Ritual]
Time: 1 hour
Target: One corpse that still has useable lungs, ears, mouth, and tongue.
Benefit: You can force a corpse to become possessed by the former soul that inhabited it. Make a Thaumaturgy check opposed by your target’s Will Defense, as though the target was still alive and had no non-permanent penalties to its Will Defense. If the check is successful the target must answer one question you ask it. The target is not forced to tell the truth when answering these questions, but it does suffer a -5 penalty on all Deception checks. For every 5 your Thaumaturgy check surpasses the target’s Will Defense you may ask of the corpse another question.
Special: You suffer a cumulative -5 penalty on Thaumaturgy checks to speak with the target corpse each additional time you use Speak with Dead on it.

Darkness
Time: Full-round action
Target: Radius centered on self
Benefit: Make a Thaumaturgy check, the result determines the effect
DC 15: A 3 square radius circle centered on you is filled with darkness that allows in no light, everything within the darkness gains concealment against all outside the area while within the darkness. This area does not move with you, and lasts for the remainder of the encounter.
DC 20: A 6 square radius circle centered on you is filled with darkness that allows in no light, everything within the darkness gains concealment against all outside the area while within the darkness. This area does not move with you, and lasts for the remainder of the encounter.
DC 25: A 9 square radius circle centered on you is filled with darkness that allows in no light, everything within the darkness gains concealment against all outside the area while within the darkness. This area does not move with you, and lasts for the remainder of the encounter.

Vampiric Touch
Prerequisite: one spell from the Necromancy school
Time: Standard Action
Target: Any one opponent within touch range
Benefit: Make a Thaumaturgy check opposed by your opponents Reflex Defense, if the check is successful you deal damage to the opponent and gain hit points, based upon the numbers below.
DC 15: The target takes 2d6 damage and you gain 2d6 hit points
DC 20: The target takes 4d6 damage and you gain 4d6 hit points
DC 25: The target takes 6d6 damage and you gain 6d6 hit points

Sap Strength
Prerequisite: one spell from the Necromancy school, character level 5
Time: Standard Action
Target: Any one opponent within 6 squares
Benefit: Make a Thaumaturgy check opposed by your opponents Fortitude Defense, if the check is successful the opponent moves -1 step down the Condition Track. For every 5 points your Thaumaturgy check surpasses your opponents Fortitude Defense that opponent moves and additional -1 step down the Condition Track, to a maximum of 3 steps.

Spectral Minion
Prerequisite: two spells from the Necromancy school, character level 5
Time: Standard Action
Target: Any one adjacent free square
Benefit:
DC 15: You create one Ghost that obeys all your commands until the end of the encounter.
DC 20: Your Ghost gains +2 hit dice
DC 25: Your Ghost gains +4 hit dice

Ghoul Touch
Prerequisite: two spells from the Necromancy school, character level 5
Time: Standard Action
Target: Any one opponent within touch range
Benefit: Make a Thaumaturgy check opposed by your target’s Fortitude Defense. If the check is successful that opponent loses its next turn.

Skeleton
Prerequisite: two spells from the Necromancy school, character level 5
Time: Standard Action
Target: Any one corpse
Benefit:
DC 15: You create one Skeleton that obeys all your commands until the end of the encounter.
DC 20: Your Skeleton gains +2 hit dice
DC 25: Your Skeleton gains +4 hit dice

Screams of the Damned
Prerequisite: three spells from the Necromancy school, character level 10
Time: Full-round Action
Target: All opponents within 6 squares of you
Benefit: Make a Thaumaturgy check against the Will Defense of all opponents within 6 squares of you. If your check is successful that opponent moves one step down the Condition Track. This is a mind-affecting fear effect. Opponents that are higher level than you gain a +5 bonus to their Will Defense

Steal Breathe
Prerequisites: three spells from the Necromancy school, character level 10
Time: standard action
Target: One creature within 6 squares of you
DC 15 If your Thaumaturgy check surpasses the opponents Fortitude Defense that opponent takes 2d6 damage and can only make a single swift action on their next turn.
DC 20 as DC 15 except the target takes 4d6 damage
DC 25 as DC 20 except the target takes 6d6 damage
Special: You can sustain this ability as a standard action each round, though another Thaumaturgy check is required.

Zombify
Prerequisites: three spells from the Necromancy school, character level 10
Time: standard action
Target: One corpse within 6 squares of you
Benefit: Make a Thaumaturgy check opposed by your target’s Will Defense, as though the target was still alive and had no non-permanent penalties to its Will Defense. If the check is successful the target gains the Zombie template and becomes under your control until the end of the encounter. Targets that were of higher level than you gain a +5 bonus to their Will Defense.

Lich [Ritual]
Prerequisite: four spells from the Necromancy school, character level 15
Time: one hour
Cost: One Action Point
Target: Self or one adjacent ally willing to transform
Benefit: Make a DC 35 Thaumaturgy check, if successful your target gains the Lich template.


LifeTransfer Health
Time: Standard Action
Target: Any ally within touch range.
Normal Benefit: You can make a Thaumaturgy check its result determines the effect
DC 15: The target heals 2d6 hit points
DC 20: The target heals 4d6 hit points
DC 25: The target heals 6d6 hit points
Each time you use Transfer Health you take half as much damage as you heal (rounded down)
At-Will: Make a DC 15 Thaumaturgy check, the target heals 1d6 hit points. You take half as much damage as you heal.

Restore the Spirit
Time: Standard Action
Target: One ally within 6 squares of you
Benefit: Make a Thaumaturgy check its result determines the effect
DC 15: The target gains a +1 magic bonus on all defenses until the end of the encounter
DC 20: The target gains a +2 magic bonus on all defenses until the end of the encounter
DC 25: The target gains a +3 magic bonus on all defenses until the end of the encounter

Rejuvenation
Time: Standard Action
Target: One ally within touch range of you
Normal Benefit: Make a Thaumaturgy check its result determines the effect
DC 15: The target gains temporary hit points equal to 5 + its character level until the end of the encounter
DC 20: The target gains temporary hit points equal to 5 + 2x its character level until the end of the encounter.
DC 25: The target gains temporary hit points equal to 5 + 3x its character level until the end of the encounter.
At-Will: The target gains 5 temporary hit points until the end of the encounter

Soothe
Prerequisite: One spell from the Life school
Time: full-round action
Target: One ally within touch range
Benefit: Make a Thaumaturgy check its result determines the effect
DC 20: The target moves one step up the Condition Track
DC 25: The target moves two steps up the Condition Track
DC 30: The target moves three steps up the Condition Track

Blessing
Prerequisite: One spell from the Life school
Time: Standard Action
Target: One ally within touch range
Benefit: Make a Thaumaturgy check its result determines the effect
DC 20: The target deals +1d6 damage on attacks and gains a +2 magic bonus to its Will Defense to resist fear effects until the end of the encounter
DC 25: The target deals +2d6 damage on attacks and gains a +4 magic bonus to its Will Defense to resist fear effects until the end of the encounter
DC 30: The target deals +3d6 damage on attacks and gains a +6 magic bonus to its Will Defense to resist fear effects until the end of the encounter

Revivify
Prerequisite: Two spells from the Life school, character level 5
Time: Full-round action
Target: One corpse within touch range, the corpse cannot have been dead for longer than its Constitution modifier
Benefit: Make DC 20 Thaumaturgy check, if the check is successful the target is alive, at -5 steps down the Condition Track and has hit points equal to its level.

Regeneration
Prerequisite: Two spells from the Life school, character level 5
Time: Standard action
Target: One ally within touch range of you
Benefit: Make a Thaumaturgy check its results determine the effect
DC 20: Target heals 2 hit points per round until the end of the encounter
DC 25: Target heals 4 hit points per round until the end of the encounter
DC 30: Target heals 6 hit points per round until the end of the encounter
Special: This spell can only heal as many hit points per day as would be gained through the use of a Second Wind, no matter how many times it is cast.

Restoration [Ritual]
Prerequisite: Three spells from the Life school, character level 10
Time: One hour
Cost: One Action Point
Target: One ally within touch range of you
Benefit: Make a DC 25 Thaumaturgy check, if the check is successful one permanent non-fatal injury is negated; such as loss of a limb.

Cure Mass Wounds
Prerequisite: Three spells from the Life school, character level 10
Time: Full-round action
Target: All allies within 6 squares of you
Benefit: Make a Thaumaturgy check its results determine the effect
DC 25: All targets heal 2d6 hit points
DC 30: All targets heal 4d6 hit points
DC 35: All targets heal 6d6 hit points
Each time you use Cure Mass Wounds you take half as much damage as you heal (rounded down) to one target.

Mass Rejuvenation
Prerequisite: Three spells from the Life school, character level 10
Time: Full-round action
Target: All allies within 6 squares of you
Benefit: Make a Thaumaturgy check its results determine the effect
DC 25: All targets gain temporary hit points equal to 5 + its character level until the end of the encounter
DC 30: All targets gain temporary hit points equal to 5 + 2 x its character level until the end of the encounter
DC 35: All targets gain temporary hit points equal to 5 + 3 x its character level until the end of the encounter

Resurrect [Ritual]
Prerequisite: Four spells from the Life school, character level 15
Time: One hour
Cost: One Action Point
Target: One corpse within touch range
Benefit: Make a DC 35 Thaumaturgy check, if the check is successful the target is brought back to life, completely healed.


Conjuration
Telekinesis
Time: Standard action
Target: One character or object within 6 squares of you, and if used to attack a second opponent within 12 squares of you
Benefit: Make a Thaumaturgy check the result of the check determines the maximum size of the target you can lift. You can move the target 6 squares. If the target is a creature that resists your attempt, your Thaumaturgy check must also exceed the target’s Fortitude Defense. You can hurl the target at (or drop it on) another target in range if your Thaumaturgy check exceeds the second target’s Reflex Defense. Both targets take damage determined by your Thaumaturgy result
DC 15: You can move an object of Medium size (deals 2d6 damage)
DC 20: You can move an object of Large size (deals 4d6 damage)
DC 25: You can move an object of Huge size (deals 6d6 damage)
Special: You can maintain your concentration on the target object to continue to move it from round to round. Maintaining the Telekinesis spell is a standard action.
At-Will benefit: Make a DC 15 check, you can move an object of Small size (deals 1d6 damage)

Summon Vermin
Time: Standard Action
Target: One empty square adjacent to you
Special: Upon gaining this spell you may pick one non-magical animal of intelligence less than 3 of small size or smaller with 1 hit die. You can pick this spell multiple times, each time you may pick a different creature.
Benefit: Make a Thaumaturgy check its result determines the effect
DC 15: The chosen creature appears under your control in the open square.
DC 20: The chosen creature appears with 2 additional hit die
DC 25: The chosen creature appears with 4 additional hit die

Blink
Prerequisite: One spell from the Conjuration school
Time: Standard Action
Target: Self
Benefit: Make a Thaumaturgy check its result determines the effect
DC 15: You disappear and reappear 6 squares away. This movement does not provoke attacks of opportunity, however casting the spell still provokes attacks of opportunity,
DC 20: As above except you can reappear 12 squares away
DC 25: As above except you can reappear 18 squares away

Abrupt Jaunt
Prerequisite: Two spells from the Conjuration school, level 5
Time: Reaction
Target: Self
Benefit: If you would be damaged or affected by any attack or skill check that targets your Reflex Defense you can spend a reaction to make a Thaumaturgy check. If the check surpasses the attack roll, or skill check then you can negate the damage and effects and move to an empty square up to 2 squares away. If you are not aware of the attack or skill check then you cannot use Abrupt Jaunt. If you use Abrupt Jaunt against an area attack, yet cannot move out of the area of effect then you do move, but take damage and the effects as though Abrupt Jaunt was not cast.

Summon Item
Prerequisite: Two spells from the Conjuration school, level 5
Time: Standard Action
Target: One item you are familiar with and no the location of
Benefit: Make a Thaumaturgy check, you can teleport a single item into your open hand, the size depending on the DC rolled.
DC: 20: the item cannot weigh more than 1 lb and cannot cost more than 1 gold.
DC: 25: the item cannot weigh more than 5 lbs and cannot cost more than 10 gold
DC: 30: The item cannot weigh more than 10 lbs and cannot cost more than 100 gold

Summon Animal
Prerequisite: Two spells from the Conjuration school, level 5
Time: Standard Action
Target: One empty square adjacent to you
Special: Upon gaining this spell you may pick one non-magical animal of intelligence less than 3 with a hit die no larger than half your own. You can pick this spell multiple times, each time you may pick a different creature.
Benefit: Make a Thaumaturgy check its result determines the effect
DC 20: The chosen creature appears under your control in the open square.
DC 25: The chosen creature appears with 2 additional hit die in the open square.
DC 30: The chosen creature appears with 4 additional hit die in the open square.

Teleport [Ritual]
Prerequisite: three spells from the Conjuration school, level 10
Time: one hour
Target: Self
Benefit: Make a Thaumaturgy check DC 30, if the check is successful than you can move to any open square anywhere in the world, so long as you can see or are familiar with the location. You can bring one willing adjacent ally with you when you Teleport. For every 5 points you exceed the Thaumaturgy check you can bring an additional adjacent willing ally.

Summon Monster
Prerequisite: three spells from the Conjuration school, level 10
Target: One empty square adjacent to you
Special: Upon gaining this spell you may pick one creature of intelligence less than 3 with a hit die no larger than your own. You can pick this spell multiple times, each time you may pick a different creature.
Benefit: Make a Thaumaturgy check its result determines the effect
DC 25: The chosen creature appears under your control in the open square.
DC 30: The chosen creature appears with 2 additional hit die in the open square.
DC 35: The chosen creature appears with 4 additional hit die in the open square.

Gate [Ritual]
Prerequisite: four spells from the Conjuration school, level 15
Time: one hour
Cost: One Action Point
Target: Self
Benefit: Make a Thaumaturgy check DC 35, if the check is successful then you can create a portal between any two places in the entire world. You must either be able to see or be very familiar with both positions. The portal is 3 squares by 1 square in size and lasts until the caster decides to end it as a swift action, or until it is dispelled.


Enchantment
Charm Person
Time: Full-round action
Target: One opponent within 6 squares of you
Normal Benefit: Make a Thaumaturgy check opposed by your targets Will Defense, if the check is successful you can make an otherwise unpalatable suggestion seem completely reasonable to the target. You must be able to communicate with the target, and the suggestion can’t obvious threaten the target’s life (such as dropping their weapon in the middle of combat, or walking into a fire). You can use this benefit to make the equivalent of a distraction so that your next attack against the target ignores its Dexterity bonus to Reflex Defense.
This is a mind-affecting effect. Targets of equal or higher level than you gain a +5 bonus to their Will Defense to resist the effects of this spell.
At-Will: You may use your Thaumaturgy skill in place of your Persuasion skill

Enrage
Time: Standard Action
Target: One ally or opponent within 6 squares of you
Benefit: Make a Thaumaturgy check the results of the check determines the effect, if any. If the target is an enemy actively opposing your spell your check result must also surpass their Will Defense.
DC 15: The target gains a +1 rage bonus on melee attack and melee damage rolls until the end of the targets next round, but takes a -2 penalty on all attribute and skill checks that require concentration such as Persuasion and Thaumaturgy.
DC 20: The target gains a +2 rage bonus on melee attack and melee damage rolls until the end of the targets next round, but takes a -4 penalty on all attribute and skill checks that require concentration such as Persuasion and Thaumaturgy.
Dc 25: The target gains a +3 rage bonus on melee attack and melee damage rolls until the end of the targets next round, but takes a -6 penalty on all attribute and skill checks that require concentration such as Persuasion and Thaumaturgy.
This is a mind-affecting effect. Targets of equal or higher level than you gain a +5 bonus to their Will Defense to resist the effects of this spell.

Daze
Time: Standard Action
Target: One opponent within 6 squares of you
Benefit: Make a Thaumaturgy check opposed by the targets Will Defense. If the check is successful the opponent is only able to make a standard action and a swift action on their next turn. If the check surpasses your opponents Will Defense by over 5 they are instead only able to make a move action and a swift action. If the check surpasses your opponents Will Defense by 10 or more they are only able to make a swift action.
This is a mind-affecting effect. Targets of equal or higher level than you gain a +5 bonus to their Will Defense to resist the effects of this spell.

Calm Emotions
Prerequisite: one spell from the Enchantment school
Time: Standard Action
Target: One ally or opponent within 6 squares of you
Benefit: Make a Thaumaturgy check the results of the check determines the effect, if any. If the target is an enemy actively opposing your spell your check result must also surpass their Will Defense.
DC 15: The target loses all rage bonuses and penalties tied with rage. If the target is not in a rage they suffer a -1 penalty on all attack rolls and Thaumaturgy checks to take an aggressive action.
DC 20: The target loses all rage bonuses and penalties tied with rage. If the target is not in a rage they suffer a -2 penalty on all attack rolls and Thaumaturgy checks to take an aggressive action.
DC 25: The target loses all rage bonuses and penalties tied with rage. If the target is not in a rage they suffer a -1 penalty on all attack rolls and Thaumaturgy checks to take an aggressive action.
This is a mind-affecting effect. Targets of equal or higher level than you gain a +5 bonus to their Will Defense to resist the effects of this spell.

Enhance Weapon
Prerequisite: one spell from the Enchantment school
Time: Standard Action
Target: One weapon within 6 squares of you that you can see
Benefit: Make a Thaumaturgy check the results of check determines the effect.
DC 15: The user of the target weapon gains +2 magic bonus on all attack and damage rolls for the remainder of the encounter
DC 20: The user of the target weapon gains +4 magic bonus on all attack and damage rolls for the remainder of the encounter
DC 25: The user of the target weapon gains +6 magic bonus on all attack and damage rolls for the remainder of the encounter

Enhance Armor
Prerequisite: one spell from the Enchantment school
Time: Standard Action
Target: One suit of armor within 6 squares of you that you can see
Benefit: Make a Thaumaturgy check the results of the check determines the effect.
DC 15: The armor increases its Damage Reduction by +1
DC 20: The armor increases its Damage Reduction by +2
DC 25: The armor increases its Damage Reduction by +3

Haste
Prerequisite: two spells from the Enchantment school, level 5
Time: Swift Action
Target: One ally within 6 squares
Benefit: Make a Thaumaturgy check, the result of the check determines the effect, if any.
DC 20: The target gains a +5 magic bonus on Athletics and Initiative checks, a +2 magic bonus to their Reflex Defense, and their speed increases by 2 squares until the start of your next turn.
DC 25: The target gains a +10 magic bonus on Athletics and Initiative checks, a +4 magic bonus to their Reflex Defense, and their speed increases by 2 squares until the start of your next turn.
DC 30: The target gains a +15 magic bonus on Athletics and Initiative checks, a +6 magic bonus to their Reflex Defense, and their speed increases by 2 squares until the start of your next turn.

Sleep
Prerequisite: two spells from the Enchantment school, level 5
Time: Standard Action
Target: One opponent within 6 squares of you
Benefit: Make a Thaumaturgy check opposed by the target’s Will Defense. If the check is successful the opponent falls asleep for 2 round. For every 5 points by which your Thaumaturgy check surpasses their Will Defense the target sleeps for another round. If the target is moved or attacked then the target wakes up. This is a mind-affecting effect. Targets of equal or higher level than you gain a +5 bonus to their Will Defense to resist the effects of this spell.

Enchant Item [Ritual]
Prerequisite: three spells from the Enchantment school, level 10
Time: one hour
Cost: One Action Point
Target: One item
Benefit: Make a Thaumaturgy check, the targeted item can permanently gain the benefits of the spells Enhance Armor, Enhance Weapon, Fire Weapon as long as you have the spell. The strength of the permanent spell is equivalent to the DC + 10 listed in the spell that is enchanting the item. For example if you roll a DC 32 to use Enchant Item on a sword by granting it Enhance Weapon the sword would grant a +4 magic bonus on all attack and damage rolls since 32-10 is 22 and therefore surpasses the DC 20 to gain this effect normally.
[There will be a secondary effect to allow the creation of wands or other items to store spells as soon as I figure out a way to not make it game breaking]

Binding Circle
Prerequisite: three spells from the Enchantment school, level 10
Time: Full-round action
Target: 2 square radius circle within 12 squares of you that you can see
Benefit: Make a Thaumaturgy check. Compare the results against the Fortitude Defense of anything that tries to move or teleport out of a targeted square, if the check is greater than their Fortitude Defense then they lose their move action and cannot move for the remainder of the round. Every consecutive turn they attempt to move out of a targeted square the Thaumaturgy check result decreases by 5. Once a creature successfully moves or teleports out of a targeted square they are no longer effected by any other targeted square and can move freely.

Dominate [Ritual]
Prerequisite: four spells from the Enchantment school, level 15
Time: One hour
Cost: One Action Point
Target: One specific creature that you are familiar with and own something that was once part of the target’s body; such as hair, fingernails, or blood.
Benefit: Make a Thaumaturgy check and compare the results to the target’s Will Defense. If the check is successful the target is now completely under your control and will obey any command you give it until the Dominate ritual is dispelled. However, dominated individuals are incredibly effected by the process which can make it obvious that they are under a spell; they receive a -5 penalty to all Deception and Persuasion checks.


Elemental
Control Element
Time: Standard Action
Target: A source of fire, water, earth, or air that is within 6 squares and you can see
Normal Benefit: Make a Thaumaturgy check, the result determines the effect.
DC 15: You can move 5 lb of earth, or water, or a small amount of fire
DC 20: You can move 10 lbs of earth, or water, or a torch worth of fire [how to measure fire?]
DC 25: You can move 20 lbs of earth or water, or a large amount of fire
At-Will: You can move 1 lb of earth, or water, or a spark of fire

Rock Armor
Time: Reaction
Target: Self
Benefit: If you are being attacked or are the target of a spell you can cast this spell as a reaction, make a Thaumaturgy check, the result determines the effect.
DC 15: You gain Damage Reduction +2 until the start of your next turn
DC 20: You gain Damage Reduction +4 until the start of your next turn
DC 25: You gain Damage Reduction +6 until the start of your next turn

Gust of Wind
Time: Standard Action
Target: One opponent within 6 squares of you
Benefit: Make a Thaumaturgy check, the result determines the effect so long as the check surpasses the target’s Reflex Defense.
DC 15: The target is pushed back 5 feet
DC 20: The target is pushed back 10 feet
DC 25: The target is pushed back 15 feet

Fire Weapon
Prerequisite: One Elemental spell
Time: Standard Action
Target: One weapon within 6 squares of you, within line of sight
Benefit: Make a Thaumaturgy check, the result determines the effect
DC 15: Attacks using the target weapon deal +1d6 fire damage for the remainder of the encounter
DC 20: Attacks using the target weapon deal +2d6 fire damage for the remainder of the encounter
DC 25: Attacks using the target weapon deal +3d6 fire damage for the remainder of the encounter

Flame Skin
Prerequisite: one spell from the Elemental school
Time: Standard Action
Target: Self, or one ally within 6 squares within line of sight
Benefit: Make a Thaumaturgy check, the results determine the effect.
DC 15: All opponents that start their turn adjacent to the target take 1d6 Fire damage until the end of the encounter
DC 20: All opponents that start their turn adjacent to the target take 2d6 Fire damage until the end of the encounter
DC 25: All opponents that start their turn adjacent to the target take 3d6 Fire damage until the end of the encounter

Ice Wall
Prerequisite: one spell from the Elemental school
Time: Full-round action
Target: Empty squares within 6 squares of you
Benefit: Make a Thaumaturgy check the result determines the effect.
DC 15: Three adjacent empty squares are filled with a 10 foot high wall of ice that cannot be crossed unless jumped or flown over until the end of the encounter.
DC 20: Six adjacent empty squares are filled with a 10 foot high wall of ice that cannot be crossed unless jumped or flown over until the end of the encounter.
DC 25: Nine adjacent empty squares are filled with a 10 foot high wall of ice that cannot be crossed unless jumped or flown over until the end of the encounter.

Wind Walk
Prerequisite: two spells from the Elemental school, level 5
Time: Standard action
Target: Self, or one ally within 6 squares
Benefit: Make a DC 20 Thaumaturgy check, if the check is successful the target can walk on air as though it were ground. To travel vertical in the air the target moves at half their normal movement speed.

Chain Lightning
Prerequisite: two spells from the Elemental school, level 5
Time: Full-round action
Target: One opponent within 6 squares of you.
Benefit: Make a Thaumaturgy check, the result determines the effect, as long as the result surpasses the target’s Reflex Defense
DC 20: The target takes 3d6 damage and pick an additional target within 6 squares of the initial target, if the Thaumaturgy check surpasses that targets Reflex Defense they take 2d6 damage
DC 25: The target takes 5d6 damage and pick 2 additional targets within 6 squares of the initial target, if the Thaumaturgy check surpasses their Reflex Defenses they take 3d6 damage
DC 30: The target takes 7d6 damage and pick three additional targets within 6 squares of the initial target, if the Thaumaturgy check surpasses their Reflex Defenses they take 4d6 damage

Cone of Cold
Prerequisite: two spells from the Elemental school, level 5
Target: Everyone within a cone that extends from you up to 6 squares
Benefit: Make a Thaumaturgy check, the result determines the effect, as long as the result surpasses the target’s Reflex Defense.
DC 20: The target takes 2d6 damage, if the damage surpasses the opponent’s Damage Threshold that opponent is Frozen and is unable to move on their next turn, and can only move at half speed for the remainder of the encounter.
DC 25: The target takes 4d6 damage, if the damage surpasses the opponent’s Damage Threshold that opponent is Frozen and is unable to move on their next turn, and can only move at half speed for the remainder of the encounter.
DC 30: The target takes 6d6 damage, if the damage surpasses the opponent’s Damage Threshold that opponent is Frozen and is unable to move on their next turn, and can only move at half speed for the remainder of the encounter.

Fireball
Prerequisite: three spells from the Elemental school, level 10
Time: Standard Action
Target: 2 square radius circle within 12 squares of you for which you have line of sight
Benefit: Make a Thaumaturgy check the result determines the effect
DC 25: All creatures and objects within the target area take 6d6 fire damage, so long as the Thaumaturgy check surpasses their Reflex Defense, half damage if it does not
DC 30: All creatures and objects within the target area take 8d6 fire damage, so long as the Thaumaturgy check surpasses their Reflex Defense, half damage if it does not
Dc 35: All creatures and objects within the target area takes 10d6 fire damage, so long as the Thaumaturgy check surpasses their Reflex Defense, half damage if it does not

Earthquake
Prerequisite: three spells from the Elemental school, level 10
Time: Full-round action
Target: Six square radius circle with the center point within 12 squares of you and within line of sight
Benefit: Make a DC 35 Thaumaturgy check, if the check is successful everything within the area takes 8d6 damage, this damage is halved if a creature within the radius has a Reflex Defense that surpasses the Thaumaturgy result. If the damage surpasses any creature within the radius’ Damage Threshold that creature is knocked prone.

Control Weather [Ritual]
Prerequisite: four spells from the Elemental school, level 15
Time: One hour
Cost: One Action Point
Benefit: Make a DC 35 Thaumaturgy check. If the check is successful you can change the weather of one city sized area for the remainder of the day.


Divination
Detect Magic
Time: Standard Action
Target: Everything within a 12 square radius circle centered on you.
Normal Benefit: Make a DC 15 Thaumaturgy check, if the check is successful you can determine the object or individual in the radius that has the strongest magical aura. For every 5 by which your Thaumaturgy check surpasses DC 15 you determine the next strongest magic aura. You know the order of strength of the magical auras.
The strength of a magical aura is determined by the following: Does the target have the Magical Aptitude feat? If no, then they do not have a magical aura. If yes, then their aura is determined by this formula: ½ level + number of Magical feats.
Certain items or spells also have a magical aura. For example, spells that last for a duration longer than a single round would have an aura for their duration: example. Illusory terrain, and Enchant Item. The aura is considered equal to the magical aura of the caster upon the time of casting.
At-Will Benefit: You can target one creature or object within Touch range with a Thaumaturgy check DC 15, if successful you determine whether or not the target has a magical aura.

Detect Lies
Time: Standard Action
Target: One creature within touch range
Benefit: Make a Thaumaturgy check DC equal to the targets Will Defense, if successful you know whether or not the opponent is using the Deception skill for the remainder of the encounter.

Speak Language
Time: Full-round action
Target: Self or one ally within Touch range
Benefit: Make a DC 15 Thaumaturgy check, if the check is successful the target can speak 1 language for the remainder of the encounter. For every 5 you surpass DC 15 an additional target can speak the same language.

Foresight
Prerequisite: one spell from the Divination school
Time: Reaction
Target: Self
Benefit: If you would ever roll an Initiative check you can cast this spell, even if surprised. Make a Thaumaturgy check, the results of that check take the place of your Initiative check.

Augury [Ritual]
Prerequisite: one spell from the Divination school
Time: one hour
Target: Self
Cost: one Action Point
Benefit: Make a DC 15 Thaumaturgy check, if the check is successful you may ask one in character yes or no question to the Game Master and he must answer honestly. If the question is about a specific characters intentions or goals the check must surpass their Will Defense instead, opponents of equal or higher level to you gain a +5 bonus to their Will Defense

Forewarn
Prerequisite: one spell from the Divination school
Time: Standard action
Target: Self or one ally within 6 squares of you
Benefit: Make a DC 15 Thaumaturgy check, if successful the target gains a +2 insight bonus to the defense of your choice. For every 5 you surpass DC 15 an additional target can gain the bonus to the defense of your choice.

Scry [Ritual]
Prerequisite: two spells from the Divination school, level 5
Time: one hour
Target: one individual you either know or have a personal item of theirs
Cost: One Action Point
Benefit: Make a Thaumaturgy check opposed by the targets Will Defense (if the target does not want you to see them). If the check is successful you can see the target along with everything within 6 squares of the target for one minute.

Clairvoyance
Prerequisite: two spells from the Divination school, level 5
Time: One Standard Action
Target: Self or one ally within Touch range
Benefit: Make a DC 20 Thaumaturgy check, if the check is successful the target halves all penalties to Perception checks do to distance for the remainder of the encounter. For every 5 you surpass the DC 15 an additional target gains the benefit of this spell.

See Invisibility
Prerequisite: two spells from the Divination school, level 5
Time: One Standard Action
Target: Self or one ally within Touch range
Benefit: Make a Thaumaturgy check, compare the results of the check to the Thaumaturgy check used to turn Invisible of everything within line of sight. If your Thaumaturgy check surpasses the opponents Thaumaturgy check your target can see them normally for the remainder of the encounter.
Special: Certain creatures are naturally Invisible without the use of a Thaumaturgy check, in that case each individual creature has listed the result needed to see them with this spell.

Moment of Prescience
Prerequisite: three spells from the Divination school, level 10
Time: One standard action
Target: Self or one ally within Touch range
Benefit: Make a Thaumaturgy check, the result determines the effect
DC 25: The target gains a +3 insight bonus on their next attack roll
DC 30: The target gains a +6 insight bonus on their next attack roll
DC 35: The target gains a +9 insight bonus on their next attack roll.

True Sense
Prerequisite: three spells from the Divination school, level 10
Time: One standard action
Target: Self or one ally within Touch range
Benefit: Make a DC 30 Thaumaturgy check, if the check is successful the target knows all squares that are occupied by creatures and objects in a 6 square radius centered on them for the remainder of the encounter. For every 5 this check surpasses 30 an additional target gains this ability.

Read Minds
Prerequisite: three spells from the Divination school, level 10
Time: One full-round action
Target: One creature within 6 squares of you
Benefit: Make a Thaumaturgy check opposed by the opponents Will Defense, if successful you can read the targets surface thoughts for the remainder of the encounter. If you surpass the targets Will Defense by 5 or more you can read the targets deepest goals and secrets. This is a mind-affecting effect, opponents of equal or greater level than you gain a +5 bonus to their Will Defense against this spell.

Group Scrying [Ritual]
Prerequisite: three spells from the Divination school, level 10
Time: one hour
Target: one individual you either know or have a personal item of theirs
Cost: One Action Point
Benefit: Make a Thaumaturgy check opposed by the targets Will Defense +5 (if the target does not want you to see them). If the check is successful you and all allies within 6 squares of you
can see the target along with everything within 6 squares of the target.

Visions [Ritual]
Prerequisite: four spells from the Divination school, level 15
Time: one hour
Target: one individual you either know or have a personal item of theirs
Cost: One Action Point
Benefit: Make a Thaumaturgy check DC 35 that must also surpass the targets Will Defense (if the target does not want you to see them). If the check is successful you can see the targets past or future along with everything within 6 squares of the target for one minute.



Illusion
Glamour
Time: Standard action
Target: One ally within 6 squares
Normal Benefit: Make a Thaumaturgy check, the results determine the effect
DC 15: Target gains a +1 magic bonus on all Deception and Persuasion checks for the remainder of the encounter
DC 20: Target gains a +2 magic bonus on all Deception and Persuasion checks for the remainder of the encounter
DC 25: Target gains a +3 magic bonus on all Deception and Persuasion checks for the remainder of the encounter.
At-Will: You can use the Thaumaturgy in place of your Deception checks.

Ghost Sounds
Time: Standard Action
Target: One creature within 6 squares of you
Benefit: Make a Thaumaturgy check DC 15 if targeting an ally, or opposed by their Will Defense if targeting an enemy. If targeting an ally you can deliver a message only they can hear, for every 5 points by which you surpass DC 15 you can send this message to another ally.
If you target an opponent and the check surpasses their Will Defense that opponent becomes Flat-footed against the next attack against it.

Silent Image
Prerequisite: One spell in the Illusion school
Time: Standard Action
Target: One object or a number of empty squares determined by your Thaumaturgy check
Benefit: Make a Thaumaturgy check, the result determines the effect
DC 15: You can alter the appearance of one small sized object or creature in a minor way (example change its color, or make it look furry). Or you can create an image that takes up 1 square of room.
DC 20: You can alter the appearance of one medium sized object or creature in a minor way (example change its color, or make it look furry). Or you can create an image that takes up 2 by 2 squares of room.
DC 25: You can alter the appearance of one large sized object or creature in a minor way (example change its color, or make it look furry). Or you can create an image that takes up 5 by 5 squares of room.
Special: If this image is meant to trick or confuse an opponent then the Thaumaturgy check must surpass the opponents Will Defense. This is a mind-affecting effect. Opponents of equal or greater level to you gain a +5 bonus to their Will Defense.

Decoy
Prerequisite: One spell in the Illusion school
Time: Reaction
Target: Self or one ally within 6 squares of you
Benefit: When you or an ally is attacked you can make a Thaumaturgy check as a reaction. The result of the check determines the effect.
DC 15: The target gains a +4 magic bonus to their Reflex Defense against that attack
DC 20: The target gains a +8 magic bonus to their Reflex Defense against that attack
DC 25: The target gains a +12 magic bonus to their Reflex Defense against that attack

Disguise
Prerequisite: One spell in the Illusion school
Time: Full-round action
Target: Self or one ally within touch range
Benefit: Make a Thaumaturgy check, the result of this check acts the same as a Deception check to alter the targets appearance, however there is no penalty to altering the targets gender, or species. This lasts for the remainder of the encounter or one hour.

Horrific Illusion
Prerequisite: two spells from the Illusion school, level 5
Time: Full-round Action
Target: All opponents within 6 squares of you
Benefit: Make a Thaumaturgy check, compare the results of the check against the Will Defense of all targets. If the check is successful those opponents take a -2 penalty on all d20 rolls and Defenses for the remainder of the encounter. If the check surpasses their Will Defense by 10 or more the targets instead drop what they are holding and flee from you as fast as they can.
This is a mind-affecting fear effect. If the opponent is of equal or higher level to you they gain a +5 bonus on their Will Defense to resist the effects of this spell.

Invisibility
Prerequisite: two spells from the Illusion school, level 5
Time: full-round action
Target: Self or one ally within touch range
Benefit: Make a DC 20 Thaumaturgy check if successful the target is always considered to have Total Concealment for the remainder of the encounter or one minute, but is dismissed if the target attacks an opponent. Every 5 points by which your Thaumaturgy check surpasses DC 20 you can grant the effects of this spell to an additional target.

Shadow Fire
Prerequisite: three spells from the Illusion school, level 10
Time: Standard Action
Target: 2 square radius circle within 12 squares of you for which you have line of sight
Benefit: Make a Thaumaturgy check the result determines the effect
DC 25: All creatures and objects within the target area take 6d6 fire damage, so long as the Thaumaturgy check surpasses their Will Defense, unlike normal area effects if the check does not surpass their Will Defense they take no damage.
DC 30: All creatures and objects within the target area take 8d6 fire damage, so long as the Thaumaturgy check surpasses their Will Defense, unlike normal area effects if the check does not surpass their Will Defense they take no damage.
Dc 35: All creatures and objects within the target area takes 10d6 fire damage, so long as the Thaumaturgy check surpasses their Will Defense, unlike normal area effects if the check does not surpass their Will Defense they take no damage.

False Vision
Prerequisite: three spells from the Illusion school, level 10
Time: Reaction
Target: Self
Benefit: If you would be targeted or within the radius targeted by a spell such as Scry, Locate, or Visions you can make a Thaumaturgy check as a reaction. If your check surpasses the opposing spell’s check you can choose to either negate the spell or show the spellcaster what you want it to see instead of what is actually there.

Illusory Terrain [Ritual]
Prerequisite: three spells from the Illusion school, level 10
Time: One hour
Cost: One Action Point
Target: five square radius circle centered on you
Benefit: Make a Thaumaturgy check, DC 25. If the check is successful you can change the appearance of the area to whatever you like. If the area is looked upon by an individual that does not know it is an illusion the check must surpass their Will Defense or they will see through the illusion. If the spell does surpass their Will Defense they must treat the terrain as though it physically exists.

Perfect illusion [Ritual]
Prerequisite: four spells from the Illusion school, level 15
Time: One hour
Cost: One Action Point
Target: Self or One ally within touch range of you
Benefit: Make a DC 30 Thaumaturgy check. If the check is successful you create an exact duplicate of the target under your control. The target will talk, act, and attack as though it really exists. Touching the target and it will feel real, however it has only ½ the health of the original and if it dies it disappears instead of leaving a corpse. If the illusion is looked upon by an individual that does not know it is an illusion the check must surpass their Will Defense or they will see the illusion is fake. However, even if they do see it is fake it still affects them as though it were real. This illusion lasts for one day.

Dienekes
2013-10-24, 11:27 AM
More Magic

Transmutation
Cat Senses
Time: Standard Action
Target: Self or ally within touch range
Normal Benefit: Make a DC 15 Thaumaturgy check, if the check is successful the target gains either Scent or Darkvision for the remainder of the encounter or one minute. By every 5 points you surpass the DC 15 you can choose to either grant the target the other ability or grant one of the two abilities to an additional target.
At-Will Benefit: You can use your Thaumaturgy check in place of your Perception check

Feather Fall
Time: Swift Action or Reaction
Target: Self or one ally within 12 squares
Benefit: If you or an ally would take damage from falling you can choose to cast this spell as a reaction, or you can cast this spell as a swift action its effects last for the remainder of the encounter.
Make a thaumaturgy check, the result determines the effect
DC 15: All fall damage is lowered by 3d6
DC 20: All fall damage is lowered by 6d6
DC 25: All fall damage is lowered by 9d6

Gills
Prerequisite: one spell from the Transmutation school
Time: Standard Action
Target: Self or one ally within touch range
Benefit: Make a DC 15 Thaumaturgy check, if the check is successful the target can breathe underwater for the remainder of the encounter and gain a swimming move speed equal to their normal move speed. For every 5 by which your check surpasses the DC 15 you can gain the benefits of this spell to an additional target

Animal Form
Prerequisite: one spell from the Transmutation school
Time: Full-round action
Target: Self or one ally within touch range
Special: Upon gaining this spell you may pick one non-magical animal of intelligence less than 3 with a hit die no larger than your own. You can pick this spell multiple times, each time you may pick a different creature.
Benefit: Make a DC 20 Thaumaturgy check, if the check is successful the target turns into the chosen creature. While in this form they cannot cast spells, and all items being carried are transformed with them. When determining stats the target retains all knowledge, hit die, and abilities it had in its original form, but changes the species bonus to physical attributes (Strength, Constitution, Dex) to those provided by the animal being turned into. All other bonuses are lost.

Shrink
Prerequisite: two spells from the Transmutation school, level 5
Time: Standard Action
Target: Self or one ally within Touch range
Benefit: Make a Thaumaturgy check the result determines the effect
DC 20: The target moves down one size category for the remainder of the encounter
DC 25: The target moves down two size categories for the remainder of the encounter
DC 30: The target moves down three size categories for the remainder of the encounter

Enlarge [way too powerful]
Prerequisite: two spells from the Transmutation school, level 5
Time: Standard Action
Target: Self or one ally within Touch range
Benefit: Make a Thaumaturgy check the result determines the effect
DC 20: The target moves up one size category
DC 25: the target moves up two size categories
DC 30: The target moves up three size categories

Strengthen
Prerequisite: two spells from the Transmutation school, level 5
Time: Standard Action
Target: Self or one ally within Touch range
Benefit: Make a Thaumaturgy check and choose one of Dexterity, Strength, and Constitution. The check result determines the effect.
DC 20: Choose one, the effect lasts until the end of the encounter:
The target gains a +1 magic bonus on all melee and thrown attack rolls, melee and thrown damage rolls, Strength checks and all skills that use Strength as a primary attribute.
The target gains a +1 magic bonus on all range attack rolls, Reflex Defense, Dexterity checks and all skills that use Dexterity as a primary attribute.
The target gains the target’s class level in temporary hit points, a +1 magic bonus on the target’s Fortitude Defense, Constitution checks, and all skills that use Constitution as a primary attribute.
DC 25: Choose one, the effect lasts until the end of the encounter:
The target gains a +2 magic bonus on all melee and thrown attack rolls, melee and thrown damage rolls, Strength checks and all skills that use Strength as a primary attribute.
The target gains a +2 magic bonus on all range attack rolls, Reflex Defense, Dexterity checks and all skills that use Dexterity as a primary attribute.
The target gains 2 x the target’s class level in temporary hit points, a +4 magic bonus on the target’s Fortitude Defense, Constitution checks, and all skills that use Constitution as a primary attribute.
DC 30: Choose one, the effect lasts until the end of the encounter:
The target gains a +3 magic bonus on all melee and thrown attack rolls, melee and thrown damage rolls, Strength checks and all skills that use Strength as a primary attribute.
The target gains a +3 magic bonus on all range attack rolls, Reflex Defense, Dexterity checks and all skills that use Dexterity as a primary attribute.
The target gains 3 x the target’s class level in temporary hit points, a +3 magic bonus on the target’s Fortitude Defense, Constitution checks, and all skills that use Constitution as a primary attribute.

Wings
Prerequisite: three spells from the Transmutation school, level 10
Time: Standard Action
Target: Self or one ally within Touch range
Benefit: Make a DC 20 Thaumaturgy check if successful the target gains two magic wings that grant it a Fly speed equal to its movement speed for the remainder of the encounter. For every 5 by which you surpass the Thaumaturgy check you can have an additional target gain the effects of the spell

Monster Form
Prerequisite: three spells from the Transmutation school, level 10
Time: full-round action
Target: Self or one ally within touch range
Special: Upon gaining this spell you may pick one animal of intelligence less than 3 with a hit die no larger than your own. You can pick this spell multiple times, each time you may pick a different creature.
Benefit: Make a DC 20 Thaumaturgy check, if the check is successful the target turns into the chosen creature. While in this form they cannot cast spells, and all items being carried are transformed with them. When determining stats the target retains all knowledge, hit die, and abilities it had in its original form, but changes the species bonus to physical attributes (Strength, Constitution, Dex) to those provided by the animal being turned into. All other bonuses are lost.

Transformation [Ritual]
Prerequisite: four spells from the Transmutation school, level 15
Time: one hour
Target: One willing target or object within touch range
Cost: One Action Point
Benefit: Make a DC 35 Thaumaturgy check, if the check is successful you can transform the willing target permanently into any non-masterwork, non-magic item or any non-template creature. The target retains their Intelligence, Wisdom, and Charisma, but all other stats are permanently changed. They suffer all limitations of their new form (such as being unable to cast spells or unable to use weapons if applicable).

Dienekes
2013-10-24, 11:31 AM
Races

So far the races I have are; human, dwarf, elf, orc, halfling, and goblin. I decided to get rid of the half-races and gnomes. I understand the purpose of half-orcs, they allow the player to play a monstrous race while still letting orcs be an always evil race. But since the alignment system has gone the way of the dodo this serves no actual purpose. Gnomes have always had a sort of odd spot in roleplaying games, since I don't think anyone knows what to really do with them. They're halflings, but funnier, and seemed to crib notes from both elves and dwarves. Ultimately I simply felt they didn't serve any purpose. To bring in another small race I decided on goblins, it throws another monstrous race into the mix and my ideas for them work well when paired with the orcs. As to half-elves, I figure if I ever do the half-races they'll just create templates.

So the races, stats first.

Races

Human
Speed: 6 squares
Bonus Feat
Bonus Skill
Adaptable Defense: You gain a +1 species bonus to any one Defense

Elf
An old race, the oldest according to their legends. The elves are a

Attributes: +2 Dexterity, +2 Charisma, -2 Constitution
Speed: 6 squares
Fey-Blood: You start with the Magical Aptitude feat, even if you do not meet the prerequisites.
Natural Grace: You start out with the Beautiful feat, even if you do not meet the prerequisites.
Heightened Awareness: You may reroll any Perception check, but the result of the reroll must be accepted even if it is worse. You can only choose to do this before the results of the first roll are known.
Low-light vision: You ignore the penalties of concealment (but not total concealment) from darkness.

Dwarves
One of the oldest and most secretive of races. Stories of the dwarves interfering in the affairs of outsiders are few, but ancient. The children of stone claim to be as ancient as the elves if not older. More than that is rare to hear from a dwarf. As a people they are shorter and stockier than humans and elves, with complexions that vary from a dark tan to mud brown. Their most famous feature is their beards; a dwarf's beard is a sign of their status and purpose within the dwarven community. Losing their beard is akin to abandoning dwarven culture and religion.

The dwarves come from the mountains of the east, a once hostile place that the dwarves have shaped through shear force of will. The landscape of the mountains has been modified in ways that astound onlookers. It is said by those few who make their way through the dwarven lands that they have made entire mountains into their fortresses. Whole villages have been shaped from the stone, and the extension of the underground mines can only be guessed at.

Much like the mountains they have made their home, the dwarven community is one of rigid structure. Once a dwarf is old enough to stand he is judged by the priests and sent to various mess halls where they will learn the trade they will complete for the rest of their lives. [not finished]

Attributes: +2 Constitution, -2 Dexterity
Speed: 5 squares
Magic Resistant: You gain the Magic Resistant feat at first level, even if you do not have the prerequisites.
Great Fortitude: You gain a +2 species bonus to Fortitude Defense
Conditional Bonus Feat: If you have Craft (Any One) as a trained skill you gain the Skill Focus (Craft: Any One) feat.
Natural Juggernaut: You start with the Juggernaut talent even if you do not meet the prerequisites.
Darkvision: You ignore penalties of concealment (including total concealment) from darkness.
Xenophobia: You gain a +2 species bonus to Will Def against Persuasion checks made to improve your attitude by any creature of a different species.

Halflings
A small and curious people, halflings were so named by the elves who found their small size amusing. Amongst themselves they refer to their species as the kyp. Halflings are often considered something of a joke amongst the large folk. They have never held an empire, or even attempted to expand their influence in written history. Their soldiers are not feared, and their political leaders are barely respected. Yet, every attempt to conquer the halflings has either failed or been forced out after less than two years of occupation. Elves, humans, goblins, and orcs have all tried and yet none have succeeded. The closest was the ancient elven empire which allowed the halflings to exist autonomously so long as they paid the required taxes.

As a culture the halflings appear to be almost annoyingly friendly. Good natured and disdainful of violence or upsetting their pleasant way of life. Those that do cause a ruckus are generally viewed as a bit odd by other halflings, but few would ever be so rude as to mention that oddness in public. The halfling in question would find themselves politely, almost imperceptibly, pushed out of most social circles. It is, however, these few adventurous halflings that seem to have the largest role in keeping the halfling society running. They’re the ones who bring in foreign wealth, who come home and end up running the communities as most of their neighbors are too polite to disagree. Outsiders unfamiliar with how halfling community works are puzzled and often amused by the situation. It appears that halflings are almost two separate people, the friendly and kind which would like nothing better than to relax and have a pleasant time in good company, and the lively and curious who will head out into danger without a seconds hesitation.

Attributes: +2 Dexterity, -2 Wisdom
Speed: 4 squares
Small Size: You gain a +1 size bonus to your Reflex Defense, and a +5 size bonus to Stealth checks. Your lifting and carrying capacity is at ¾ the normal capacity of a medium sized creature.
Lucky: Once per day you can reroll any d20, you must keep the second result even if it is worse. You can only choose to do this before the results of the first roll are known.
Conditional Bonus Feat: If you have Deception as a trained skill you gain the Skill Focus (Deception) feat.
Quick Energy: Once per encounter as a swift action you gain a +2 bonus on Dex-based skill checks and increase your speed to 6. This lasts for a your Constitution modifier rounds (minimum 1). When finished you move -1 persisted step down the condition track. This lasts until you take a 10 minute recuperation period, during which you cannot engage in any strenuous activity.
Quick Reflexes: You can reroll any Initiative check, but the result of the reroll must be accepted even if it is worse. You can only choose to do this before the results of the first roll are known.

Orc

The orcs are a large people renowned for their violent behaviors and bestial natures. It is not uncommon for an orc to be over seven feet tall, and most are well-muscled. Natives of the frozen northlands, orcs are covered in dark shaggy hair. Examining their faces and hands reveals that orcs are a grey or light brown skinned people.

Legend states that the orcs were the result of a grotesque experiment of a powerful and evil mage. The orcs themselves disagree, and have numerous stories of their origins. Nevertheless the myth of their magic origins lingers in the perceptions of people. This negative view is enforced by the orcs warlike nature. The various clans and tribes are in a near constant state of war with each other. Whenever a strong enough leader comes forward to unite the clans the orcs inevitably attempt to invade the more fertile lands to the south. Several whole nations have been destroyed and enslaved from these invasions, and while for now the orcs have been pushed back to their mountains, most are wary of any strong leader that should appear.

Orcs are shunned by the elves, and the dwarves are as secretive around them as they are with all other races. Among the humans and goblins the orcs are generally accepted, but rarely are they ever considered anything more than a low worker. They are respected as soldiers and mercenaries, many successful kingdoms and empires have entire battalions filled exclusively with orcs for the most dangerous missions. However, their rowdiness has gotten them in trouble, on more than one occasion orcish mercenaries have revolted against their employers do to some perceived disrespect.

Attributes: +2 Strength, +2 Constitution, -2 Intelligence
Speed: 6 square
Warrior Culture: You can reroll any Knowledge (tactics) check, but the result of the reroll must be accepted even if it is worse. You can only choose to do this before the results of the first roll are known.
Conditional Bonus Feat: If you have Intimidate as a trained skill you gain the Skill Focus (Intimidate) feat.
Vicious Combatant: You gain the use of the Vicious Attack maneuver at first level, even if you do not have the prerequisites. You can only use this maneuver when making melee or thrown attacks.
Darkvision: You ignore the penalties of concealment (including total concealment) from darkness.
Stronger by Age: At middle age, you get +1 species bonus to Strength or Constitution checks. This increases to +2 at Old Age. You do not increase your Intelligence, Wisdom, or Charisma nor do you decrease your Strength, Dexterity, or Constitution as you age.

Goblin

Goblins are small humanoids that stand roughly three feet tall. They tend to have green or grey hairless skin. They are of slight builds, though they have sharp claws and teeth. Their faces are considered particularly ugly among most other races, with elongated noses and pointed ears, and overlarge mouths filled with sharp teeth.

As a people the goblins tend to have a very family oriented society. The family groups all vie for hegemony over the other families, only uniting when absolutely necessary. These families also are mostly self policing which in part explains the goblin tradition that villainous and dishonored goblins are banished from their tribe and usually every other tribe. The tribes themselves each attempt to outdo the others in numerous ways, usually violence is the very last resort. They prefer to demonstrate their greatness by focusing their efforts on cunning ideas that undercut their opposition and emphasizing quick thinking and taking the non-direct approach to problems.

The goblin people are not particularly respected among the other races. Centuries ago, goblins were routinely enslaved by the larger, more martial races. However, the goblin people soon learned that they could not fight wars the same way as the stronger races and began to rely more on trickery. They assassinated invading leaders and refused to engage with opposing forces unless entirely necessary. This has created the belief that goblins are a dishonorable and villainous culture, and any goblin is just as likely to rob you as they are to smile. This belief is not helped by the fact that many traveling goblins that are met by outsiders are banished criminals. Goblins who do settle in foreign lands tend to do rather well as merchants, or guild members assuming they can get past the prejudices of their neighbors.

Attributes: +2 Dexterity, +2 Intelligence, -2 Charisma
Speed: 4 squares
Small Size: You gain a +1 size bonus to your Reflex Defense, and a +5 size bonus to Stealth checks. Your lifting and carrying capacity is at ¾ the normal capacity of a medium sized creature.
Conditional Bonus Feat: If you have Stealth as a trained skill you gain the Skill Focus (Stealth) feat.
Low-light vision: You ignore the penalties of concealment (but not total concealment) from darkness.
Scent: You have a keen sense of smell. At close range (within 10 squares), you ignore concealment and cover for purposes of Perception checks, and you take no penalty from poor visibility when tracking (see Survival skill)
Cooperative Spirit: You can aid another on skill checks made by adjacent allies as a swift action, and others can aid you on skill checks as a swift actions when adjacent to you, with one of the following skills: Athletics, Endurance, Gather Information, Knowledge (any), Craft, Ride, Survival, or Treat Injury.

Dienekes
2013-11-11, 01:25 PM
Equipment
To Do* figure out currency

Weapons

Heavy Blades
{table=head] Name | Cost | Damage | Damage Type | Range | Hold | Weight | Special
Arming Sword* | X | 2d6 | S or P | Melee | One | 2 lbs | Finesse, Guard +1
Broadsword | X | 2d8 | S | Melee | One | 3 lbs | Finesse, Baskethilt
Falchion | X | 2d10 | S | Melee | Two | 4 lbs | Armor Penetration 2
Katana | X | 2d8 | S | Melee | Versatile | 2.5 lbs | Finesse, Cavalry
Longsword | X | 2d8 | S or P | Melee | Versatile | 4 lbs | Finesse
Zweihander* | X | 2d10 | S or P | Reach | Two | 7 lbs |Guard +2
[/table]

Mass Weapons
{table=head] Name | Cost | Damage | Damage Type | Range | Hold | Weight | Special
Battle Axe | X | 2d10 | S | Melee | One | 2.5 lbs |
Club | 0 | 2d6 | B | Melee | One | 3 lbs | Easy
Throwing Axe | X | 2d8 | Melee/Thrown | One | 2 lbs | Bouncing
Greatclub | 0 | 2d10 | B | Melee | Two | 6 lbs | Easy
Great Axe | X | 2d12 | S | Reach | Two | 7 lbs |
Mace | X | 2d8 | B | Melee | One | 3 lbs | Armor Penetration 4
Sap | X | 2d6 | B | Melee | One | 1 lb | Hidden
Scythe | X | 2d10 | S | Melee | Two | 4 lbs | Easy
Shield Bash* | - | 2d6 | B | Melee | One | - |
Warhammer | X | 2d10 | B or P | Reach | Two | 7 lbs | Armor Penetration 4, Hook, Set
[/table]

Light Blade
{table=head] Name | Cost | Damage | Damage Type | Range | Hold | Weight | Special
Dagger | X | 2d4 | S or P | Melee/Thrown | One | .5 lb | Finesse, Grappling
Kukri | X | 2d6 | S | Melee | One | 2 lb | Finesse, Armor Penetration 2
Main Gauche | X | 2d4 | P | Melee | One | 1 lb | Finesse, Guard +2
Rapier | X | 2d6 | P | Melee | One | 2.5 lb | Finesse, Baskethilt
Saber | X | 2d6 | S or P | Melee | One | 2 lb | Finesse, Cavalry
Shortsword | X | 2d6 | S or P | Melee | One | 2 lb | Finesse
Stiletto | X | 1d6 | P | Melee | One | .5 lb | Finesse, Hidden
[/table]

Polearms
{table=head] Name | Cost | Damage | Damage Type | Range | Hold | Weight | Special
Great Axe | X | 2d12 | S | Reach | Two | 7 lbs |
Halberd | X | 2d10 | S or P | Reach | 7 lbs | Set
Lance* | X | 2d10 | P | Reach | Versatile | 7 lbs | Cavalry, Set
Javelin | X | 2d6 | P | Thrown | One | 3 lbs |
Pike* | X | 2d8 | P | Reach | Two | 10 lb | Set
Spear | X | 2d8 | P | Reach | Versatile | 5 lb | Set
Warhammer | X | 2d10 | B or P | Reach | Two | 7 lbs | Armor Penetration 4, Hook, Set
[/table]

Bows
{table=head] Name | Cost | Damage | Damage Type | Range | Hold | Weight | Special
Ballestrino* | X | 3d8 | P | Short | One | 2 lbs | Slow, Easy, Damage Penetration 2, Hidden
Crossbow, Heavy | X | 3d12 | P | Medium | Two | 4 lb | Slow, Easy, Damage Penetration 4
Crossbow, Light | X | 3d10 | P | Short | Two | 3 lb | Slow, Easy, Damage Penetration 2
Footbow* | X | 3d10 | P | Long | Two | 3 lbs | Damage Penetration 2, Inaccurate
Longbow | X | 3d8 | P | Long | Two | 1.5 lb |
Shortbow | X | 3d6 | P | Medium | Two | 1 lb |
Sling | X | 3d4 | B | Medium | Two | .5 lbs | Hidden
[/table]

Shields
{table=head] Name | Cost | Reflex Bonus | Weight | Special
Aspis | X | 3 | 6 lbs | Protector
Buckler | X | 1 | 1 lb | Strapped
Kite | X | 3 | 5 lbs | Cavalry
Round | X | 2 | 2 lbs | (make this one super cheap)
Sculum | X | 4 | 7 lbs |
Pavise* | X | 4 | 15 lbs | Unwieldy, Deploy Cover
[/table]

Light Armor
{table=head] Name | Cost | Damage Reduction | Max Dexterity | Armor Check Penalty | Speed Penalty | Weight | Special
Gambeson | X | 1 | +8 | - | - | 10 lbs | Wet bad
Leather | X | 2 | +7 | - | - | 12 lbs |
Light Mail | X | 3 | +6 | -1 | - | 15 lbs |
Hide | X | 2 | +6 | - | - | 12 lbs | Warm
[/table]

Medium Armor
{table=head] Name | Cost | Damage Reduction | Max Dexterity | Armor Check Penalty | Speed Penalty | Weight | Special
Coat of Plates | X | 6 | +4 | -2 | -5 |
Lamellar | X | 4 | +6 | -2 | -5 |
Heavy Mail | X | 5 | +5 | -3 | -5 |
Breastplate | X | 5 | +5 | -2 | -5 |
Segmentata | X| 6 | +5 | -2 | -5 |

Heavy Armor

{table=head] Name | Cost | Damage Reduction | Max Dexterity | Armor Check Penalty | Speed Penalty | Weight | Special
O-yoroi | X | 6 | +4 | -5 | -10 | Intimidating
Half-plate | X | 7 | +3 | -5 | -10 | Cavalry
Full-plate | X | 9 | +3 | -5 | -10 |

Dienekes
2013-11-11, 02:17 PM
Huh cool. I actually forgot about that one (I posted in that page, apparently). I knew of one other that I didn't like at all, which inspired my own attempt.

Amusingly looking at the first page of the preview of the second link he added the exact same thing I did to buff the Human race. Hmm, now I'm wondering if I stole it without realizing. Ahh well, I'm still going to keep going with my own. It's become a reasonably amusing time waster, and I'm sure that he and I will make a few different design decisions.

And yeah, I'm not subscribing to something to look at someone else's attempt.