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View Full Version : Tall Tale (3.5 Base Class Contest Winner, PEACH)



Zaydos
2014-01-21, 12:33 PM
Tall Tale

"Well then I said to old Asmodeus, you can play your fiddle till the sun goes down but you'll never beat me cause I'm the best there ever was. So that old wily devil he said..."

A Tall Tale is just that the protagonist of an outlandish story. He is Jack, Baron Munchausen, and many others. Usually lazy, always cunning, and with luck to spare. His feats and exploits press the limits of what is believable, often entering into the ridiculous, and his cunning is enough that sometimes he seems to bluff reality itself.

Adventures: Well you see working on a farm is hard work, all day, every day. Meanwhile all you've got to do is find some way to kill or tame a rampaging boar, lion, and unicorn and you can get a pile of gold and the hand of the mayor's daughter. I mean which would you choose? It's not like it's hard to tame a few beasts, slay a few giants, or travel a few kingdoms, at least not for a Tall Tale.

Characteristics: A Tall Tale is larger than life, sometimes literally. Ultimately it is capable of using skills. Just in different ways than most. Need to fool divination, hide from it. Need to fly, balance on the wind. Need to find an invisible creature, listen to it and hear what color it is. A Tall Tale can gain a variety of magical abilities through the power of music or deceit, martial power through a variety of skills, or become accompanied by a pair of extremely talented animal friends, among many other options.

Alignment: A Tall Tale tends to be Chaotic, living free of the laws of man and reality itself. Tall Tales end up relying on a sort of karmic blessings so that many lean more towards good than evil, but this is not universal. Even so Tall Tales can come in any stripe or alignment.

Religion: A Tall Tale has no particular slant towards or against deities. Those that are devout often worship gods connected in some way to their talents (gods of physical activities for those with physical skills, nature for those with Survival, Handle Animal and the like, thieves for those with Sleight of Hand, Bluff, and Hide, or Knowledge for those specializing in it, etc), but other than that a Tall Tale is in no way bound religiously by their class.

Background: One doesn't set out to become a Tall Tale, at least not usually, it just sort of happens. Some Tall Tales begin by seeking absolute mastery in their chosen talent, others just seeking an easier way to get rich than old fashion hard work trusting to a certain lazy intelligence and quick wit to see them through, still others move forward out of sheer wanderlust and curiosity a love for adventure propelling them into outlandish situation after outlandish situation.

Races: Humans and halflings are the most likely to produce Tall Tales. Their combination of curiosity and ambition pushing them towards the role. Dwarves and gnomes, rooted in tradition, are less likely to become them but do produce some, most famously those specializing in Mining, Crafting, and Engineering. Even the monstrous humanoids, such as orcs and goblins have examples of Tall Tales such as the legendary orc adventurer Gramor Skyhopper, who combined his gigantic size with powerful leaps and keen eyes to defend the orcish kingdom of Rial for forty years till age sapped his strength.

Other Classes: A Tall Tale's relation with other classes depends upon what role they fill. A Tall Tale that fills the fighter's role will relate much like a fighter, and one that fills the thief's roll much like a rogue. Their supernatural and more extreme extraordinary abilities may attract extra attention from Int and Wis based classes which enjoy studying such things, but there is no one way a Tall Tale interacts with other classes, because the powers and origins of two individual Tall Tales show too much variance.

Role: A Tall Tale's role depends upon what skills it has selected. The Heal skill, for example, allows them to fulfill the role of a healer. The Bluff skill goes a long way towards making a Tall Tale into the party's face, especially coupled with Decipher Script. Skills such as Profession (Lumberjack), Iajutsu Focus, and Martial Lore can all push a Tall Tale towards melee combat. While skills such as Disable Device and Search allow a Tall Tale to find traps without comparison.

Adaptation: A DM might decide that a Tall Tale performs their exaggerated stunts through an instinctive use of magical or psionic abilities making exaggerated skills supernatural in nature (and possibly granting Wild Talent as a bonus feat) or represents a trace of divine heritage granting them all a common origin (my grandpappy was Kord). Alternatively a DM may decide they want the closer to actual folk tales approach of only one exaggerated skill breaking the class down into a 4 level prestige class with each level having increasing prerequisites; to do so increase skill points by 2 per level, 1st level remains the same, 2nd level requires 8+ ranks in the chosen skill, grants the lesser exaggerated skill as well as skill focus in it, 3rd requires 13+ ranks and grants the greater exaggerated skill as well as skill mastery, and 4th requires 16+ ranks and grants the storied exaggerated skill as well as the ability to take 15 on it. Another option is to break the class into 4 feats (warning exaggerated skills were intended to be at a higher balance point than feats) requiring Skill Focus in the related skill and 4, 9, 14, and 17 ranks respectively. Finally one could merge the class with fighter granting 2 exaggerated skills on a fighter's chassis to create a more versatile and powerful fighter.

GAME RULE INFORMATION
Tall Tales have the following game statistics.
Abilities: A brief description of what ability scores are important to your class.
Alignment: Any.
Hit Die: d8
Starting Age: As barbarian.
Starting Gold: As rogue.

Class Skills
The Tall Tale's class skills (and the key ability for each skill) are any skills in the campaign.

Skill Points at First Level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier

TALL TALE


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+0

+0

+2

+0
Exaggerated Skills, Least Skill, Trapfinding


2nd

+1

+0

+3

+0
Least Skill, Skin of your Teeth (bonus to AC, Atk, and damage at low hp)


3rd

+2

+1

+3

+1
Least Skill, Skill Focus, Blessing of Kindness


4th

+3

+1

+4

+1
Least Skill, Uncanny Dodge


5th

+3

+1

+4

+1
Least Skill, Evasion


6th

+4

+2

+5

+2
Lesser Skill, Skill Focus


7th

+5

+2

+5

+2
Lesser Skill, Improved Uncanny Dodge


8th

+6

+2

+6

+2
Lesser Skill, Skill Mastery


9th

+6

+3

+6

+3
Lesser Skill, Skill Focus


10th

+7

+3

+7

+3
Lesser Skill, Exaggerated Ease (take 12)


11th

+8

+3

+7

+3
Greater Skill, Skill Mastery


12th

+9

+4

+8

+4
Greater Skill, Skill Focus, Extended Skin of Your Teeth


13th

+9

+4

+8

+4
Greater Skill


14th

+10

+4

+9

+4
Greater Skill, Skill Mastery


15th

+11

+5

+9

+5
Greater Skill, Skill Focus


16th

+12

+5

+10

+5
Storied Skill, Greater Exaggerated Ease


17th

+12

+5

+10

+5
Storied Skill, Skill Mastery, Uncanny Luck


18th

+13

+6

+11

+6
Storied Skill, Skill Focus


19th

+14

+6

+11

+6
Storied Skill


20th

+15

+6

+12

+6
Storied Skill, Skill Mastery, Legendary Ease



Class Features
All of the following are class features of the Tall Tale.

Weapon and Armor Proficiencies: A Tall Tale is proficient in all simple weapons and one martial weapon of their choice, as well as light armor and shields.

Exaggerated Skills (Ex): A Tall Tale gains access to five exaggerated skills, chosen from the list below. At first level they select one such skill gaining 4 skill ranks in it (if they already have skill ranks in it and this would push it to above max ranks they may retrain the excess skill ranks; this may not raise their skill ranks in a skill above their maximum ranks) and the Least ability associated with that skill. At 2nd level you gain another skill from the list below gaining 5 skill ranks in it (if they already have skill ranks in it and this would push it to above max ranks they may retrain the excess skill ranks; this may not raise their skill ranks in a skill above their maximum ranks) and the Least ability associated with that skill. At 3rd, 4th, and 5th they repeat the process gaining 6, 7, and 8 skill ranks respectively. You cannot select the same skill twice.

At each Tall Tale level after you gained a skill as an Exaggerated Skill you gain 1 free skill rank in that skill.

At 6th level you may select one skill in which you have the Least power and gain its Lesser power. You repeat this process each level until 11th when you may select one skill in which you have the Lesser power and gain its Greater power. This is then repeated until 16th level when you gain access to Storied powers gaining the Storied power associated with one skill in which you have the Greater power, and another each level until 20th.

There is a quick Pathfinder (http://www.giantitp.com/forums/showsinglepost.php?p=16836235&postcount=6) conversion (bottom of the post).

Trapfinding (Ex): As the rogue ability of the same name.

Skin of Your Teeth (Ex): A Tall Tale is at their best when they're at their worst. When you are at less than 1/4th your maximum hp you gain a +2 competence bonus to attack rolls, saving throws, AC, and weapon damage.

Skill Focus (Ex): At 3rd level, and every 3 levels there after, a Tall Tale gains Skill Focus as a bonus feat. The skill selected does not have to be one of their Exaggerated Skills. They may select one of their Exaggerated Skills which grants ranks in multiple skills in which case they gain Skill Focus in both/all of them.

Blessing of Kindness (Su): Once per session (or once per day in a PbP or other game where by session does not work) if you help someone you are unfamiliar with and have no expectation of reward from (no reward can be promised or likely to be forthcoming) the forces of karma smile upon one granting you a Blessing of Kindness. This Blessing can be activated as a standard action at any time and applies to either the next time you enter combat or the next time you would buy an item as applicable. You may choose the effects from the table below. You may only have one Blessing of Kindness active or pending at a time although you may save one that has been received but not activated between sessions.
{table=head]Level|Effects|Cost reduction
3|Bless, Cost Reduction, Sanctuary, or +Level to Initiative|9 GP
4|-|16 GP
5|Divine Favor, or Shield of Faith|25 GP
6|Aid|36 GP
7|True Strike|49 GP
8|50% miss chance against all attacks, spells, and effects|64 GP
9|Resist Energy|81 GP
10|-|100 GP
11|Invisibility Purge|121 GP
12|Death Ward|144 GP
13|Spell Immunity, Freedom of Movement|169 GP
14|Resist Energy (All)|196 GP
15|Divine Power|225 GP
16|+4x Level to Initiative|256 GP
17|Spell Resistance|289
18|Chaotic Sword, Holy Sword, Lawful Sword, or Unholy Sword|324
19|True Seeing|361
20|Heal|400[/table]

Spell Effect: Any ability which duplicates a spell effect does so on yourself, even if it is normally multi-target, with a caster level equal to your tall tale level. This is automatically cast as soon as combat begins. Any save DC is 10 +1/2 your tall tale level + your Charisma modifier.

+Level to Initiative: Next time you roll initiative you gain a bonus equal to your Tall Tale level.

Cost Reduction: Next time you attempt to buy something the cost is reduced as noted to a minimum of 1/3rd its market price; the item has some superficial flaw, or couldn't sale, or was an old object hidden in their parent's attic till their parent died and they are trying to sale, etc.

50% Miss Chance: This applies to all attacks, spells, and harmful effects (including mind-affecting or completely non-physical ones). This benefit applies for 1 round (from whoever acts first in the combat's turn to their turn again).

Invisibility Purge: Unlike other abilities based on spells this affects other creatures directly.

Resist Energy (All): A resist energy effect for each of the five energy types.

+4x Level to Initiative: Next time you roll initiative you gain a bonus equal to four times your Tall Tale level.

* Sword: As spell Holy Sword but alignment can be varied (Chaotic works against Law, Lawful against Chaos, and Unholy against Good).


Uncanny Dodge (Ex): As the rogue ability of the same name.

Evasion (Ex): As the rogue ability of the same name.

Improved Uncanny Dodge (Ex): As the rogue ability of the same name.

Skill Mastery (Ex): Beginning at 8th level a Tall Tale may select one skill that they have chosen as an Exaggerated Skill. They may always take 10 when using that skill, even if distracted. At 11th level and every 3rd level thereafter they may select another skill they have chosen as an Exaggerated Skill and apply this benefit to it. They may select one of their Exaggerated Skills which grants ranks in multiple skills in which case they gain the benefits in both/all of them.

Exaggerated Ease (Ex): A Tall Tale succeeds with a lazy grace of sorts. Beginning at 10th level whenever a Tall Tale takes 10 on a check they may treat it as if they had rolled a 12 instead of treating it as if they had rolled a 10.

Extended Skin of Your Teeth (Ex): Beginning at 12th level a Tall Tale shines under somewhat less adversity. Your Skin of Your Teeth ability now functions as long as you are under half health.

Greater Exaggerated Ease (Ex): Beginning at 16th level when you take 10 on a skill check you may treat it as if you had rolled a 15 instead of a 10.

Uncanny Luck (Ex) Once per session (or per week in games where a per session ability is inconvenient/unworkable) you may, as a free action, declare a moment of uncanny luck. This helps you in some way to achieve a goal. For example if a friend has been petrified you might stumble across a scroll of stone to flesh, find a friendly scroll merchant (possibly willing to sell it to you for reduced price), or perhaps hear tell of a mystic spring that has water to restore creatures to flesh. If a friend has died you might find a diamond for the raise dead spell. This ability cannot do things that are impossible (if the legendary demon is only harmed by the legendary sword it will help you find the sword in some way but not find a way to defeat the demon without the sword). If used in combat the benefits should be at least equal to one of the following; these are examples to help DMs, not a comprehensive list of things it can do. The DM decides what exact effects any use of Uncanny Luck has.

Damage equal to 1 attack +2 damage/Tall Tale level (no power attack).
An attack is an automatic critical hit without an attack roll (typically with a 2x or 3x critical weapon).
+5 to attack and damage for 1 round.
Negating 1 enemy attack or spell.
50% miss chance for 1 round.
Killing a minor enemy.


Legendary Ease (Ex): Beginning at 20th level when you take 10 on a skill check you may treat it as if you had rolled an 18 instead of a 10.


Epic Tall Tale
A Tall Tale's Epic Progression is as follows:
{table]Level|Special
21|Epic Skill Focus
22|-
23|Bonus Feat
24|Epic Skill Focus
25|-
26|Bonus Feat
27|Epic Skill Focus
28|-
29|Bonus Feat
30|Epic Skill Focus[/table]

Epic Skill Focus: A Tall Tale continues to gain Skill Focus as a bonus feat. Once they have reached 21st level, though, they may select Epic Skill Focus in place of its non-epic equivalent.

Bonus Feat List: Additional Magic Item Slot, Armor Skin, Augmented Alchemy, Bane of Enemies, Blinding Speed, Craft Epic Arms and Armor, Craft Epic Wondrous Item, Damage Reduction, Death of Enemies, Easy Skill Mastery*, Efficient Item Creation, Energy Resistance, Epic Endurance, Epic Fortitude, Epic Prowess, Epic Reflexes, Epic Skill Focus, Epic Speed, Epic Toughness, Epic Will, Exceptional Deflection, Extended Lifespan, Extra Exaggerated Skill*, Extra Greater Exaggerated Skill*, Extra Storied Exaggerated Skill*, Fast Healing, Forge Epic Ring, Improved Combat Reflexes, Improved Favored Enemy, Improved Spell Resistance, Infinite Deflection, Instant Reload, Legendary Climber, Legendary Leaper, Legendary Rider, Legendary Tracker, Legendary Wrestler, Penetrate Damage Reduction, Perfect Health, Polyglot, Reflect Arrows, Self Concealment, Spellcasting Harrier, Superior Initiative.

*See Below.


New Epic Feats
Easy Skill Mastery:
You are extraordinarily capable at a chosen skill able to perform it with ease even when under pressure.
Prerequisites: 21 or more ranks in selected skill, must have the selected skill as an Exaggerated Skill.
Benefit: You may always take 10 on the selected skill even if under pressure or threatened.
Special: You may take this feat more than once, each time in a different skill.

Extra Exaggerated Skill:
You are capable of extraordinary tasks in an even more varied amount of skills and abilities.
Prerequisites: 5 or more Exaggerated Skills, 10 or more ranks in selected skill.
Benefits: You gain the selected skill as an Exaggerated Skill gaining both the Least and Lesser abilities and skill ranks in that skill equal to your Tall Tale level +3 (if this would put you above max ranks in that skill you may reassign the remaining skill ranks).
Special: You may take this feat more than once each time in a different skill.

Extra Greater Exaggerated Skill:
Your story continues to grow more varied and powerful.
Prerequisites: 20 or more ranks in selected skill, selected skill as a Lesser Exaggerated Skill.
Benefits: You gain the selected skill at the Greater tier of Exaggerated Skill as well as the tiers you already have.
Special: You may take this feat more than once each time in a different skill.

Extra Storied Exaggerated Skill:
Your story continues to grow more varied and powerful as you reach the utter pinnacle in ever more abilities.
Prerequisites: 26 or more ranks in selected skill, selected skill as a Greater Exaggerated Skill, Epic Skill Focus in selected skill.
Benefits: You gain the selected skill at the Storied tier of Exaggerated Skill as well as the tiers you already have.
Special: You may take this feat more than once each time in a different skill.

Zaydos
2014-01-21, 12:35 PM
Exaggerated Skills: Continued in next post.

Appraise:
Least: By spending a full-round action you can detect magic in an object you can touch (gaining information as if with 3 rounds of detect magic). If it is magical you may attempt an Appraise check to determine its school instead of a Spellcraft check.

You may Appraise items as a standard action instead of requiring 1 minute.

Lesser: By spending 1 minute examining (and touching) an item you may determine its magical properties as if with an Identify spell. In addition you may appraise objects as a swift action and attempt to appraise a creature you can see (also as a swift action). As a standard action you can sense the direction and distance of all coins and gems within 100-ft.

Greater: You may use Appraise in place of Sense Motive. You may use the standard abilities of Appraise as a free action. You may now detect magic and identify an object at a range as long as you have line of sight, and may do so as a swift or standard action respectively. Finally you may score critical hits on Constructs ignoring their critical hit immunity (and any racial fortification abilities of Living Constructs) and your skill at identifying flaws in objects grants you a +1 increase to your weapons' threat ranges after all multipliers; this applies even against non constructs.

Storied: You may detect magic in 3 objects each round as a free action and identify 1 as a swift action. Secondly you gain Improved Sunder as a bonus feat, and may treat an object's hardness as 1/2 when sundering it. Finally you gain the ability to appraise a creature as a swift action (requires a DC 30 Appraise check) and may pick 2 of the following options learning them about the target. Your options are: its HD/Character Level; its highest skill bonus and which skill it is, in case of a tie one at random that you have not already learned); its BAB; or one of its ability scores, of your choice; highest save and its bonus; lowest save and its bonus; highest level spell available and whether it is Arcane, Divine, a Mystery, an Infusion, or Other; highest level spell-like ability available and its daily uses, if a tie daily uses for the one with most uses; base class in which they have the most levels; AC; DR amount and type if any; Energy Resistances or Immunities; or Spell Resistance.

Autohypnosis: Found in the Expanded Psionics Handbook
Least: When you fail a saving throw against fear, you may make an Autohypnosis check to overcome it immediately, instead of waiting until your next turn. In addition you may replace your fort save to resist a disease’s effects (but not infliction) with an autohypnosis check, and may spend an immediate action to replace a saving throw against the initial damage from a poison with an Autohypnosis check.

Lesser: You may spend an immediate action to grant yourself Spell Resistance 8 plus your ranks in Autohypnosis until the start of your next turn.

Greater: Any mind-affecting effect affecting you ends after 2 rounds.

Storied: When you use an immediate action to grant yourself spell resistance against an effect it grants spell resistance of 16 plus your ranks in Autohypnosis until the start of your next turn.

Balance:
Least: You suffer no penalty for accelerated movement when balancing and do not fall unless you fail by 10 or more. In addition you may treat your weight as 1/10th your actual weight to see if a surface can withstand your weight.

Lesser: Your movement is not slowed by nautral terrain features and you may walk on water (as the spell).

Greater: You may fly (good maneuverability) at your land speed by walking on air.

Storied: You are immune to any effect which would force you to move or knock you prone. In addition you gain Evasion if you do not have it, and Improved Evasion if you do.

Bluff:
Least: You can lie through magical effects (as glibness) and bonuses to your opponent's sense motive check for outlandishness of your tales are reduced by an amount equal to your class level.

Lesser: You may use a Bluff check in place of Diplomacy and Intimidate checks.

Greater: Your lies and tricks go deep and few creatures even realize they should resist. By making a DC 20 Bluff check as a standard action you may offer a Suggestion (as the spell) to a target creature. This suggestion has an effective spell level of 1/2 your Tall Tale level and a caster level of your Tall Tale level. You may use this ability at-will, and is a spell-like ability with SR: No.

Storied: Reality really is gullible, ain't it? You may now also copy any 6th level or lower spell that is either mind-affecting, an illusion that is not of the shadow subschool, or targets only yourself three times per day as a spell-like ability. This requires a DC 25 Bluff check. If a spell or effect would read your thoughts you can attempt to bluff it as well; this is an opposed Bluff-Sense Motive check as normal (you do not need to make a DC 100 as is normal for this use of the Bluff skill nor does your opponent).

Climb:
Least: When you make an Accelerated Climb you suffer no penalty to your climb check and you may climb at your full land speed by suffering a -5 to your check. In addition you gain Improved Grapple as a bonus feat.

Lesser: You gain a climb speed equal to your base land speed. You also deal +4d6 damage with a successful grapple check to deal damage.

Greater: You may run when climbing. In addition the DC for you to climb a perfectly smooth, flat, vertical surface is reduced to 35, and the DC to climb a perfectly smooth, flat overhang or ceiling is only 45. You gain a +5 to grapple checks.

Storied: Your bonus to grapple checks increased by +5 and your bonus to damage with grapple checks increases by +4d6. In addition, as a supernatural ability, you may climb the air itself; this is a DC 40 climb check, or 50 if you climb horizontally (treating it as a vertical surface).

Concentration:
Least: You gain Deflect Arrows as a bonus feat and may use it with shields, and weapons (including improvised weapons) in addition to free hands. Once per encounter you may gain a resistance bonus to a saving throw equal to your ranks in Concentration for one save as an immediate action.

Lesser: You gain Combat Reflexes as a bonus feat. When fighting defensively, taking a total defense action, or using Combat Expertise for at least a -2 penalty you gain the following benefits: an additional +2 to AC; the ability to deflect a number of arrows in one round (with deflect arrows) equal to your Dexterity modifier (minimum 1/round) instead of 1; and if you use the Least Exaggerated Skill saving throw boost it applies until the start of your next turn instead of only against one effect.

Greater: Your focus helps you spot even the smallest opening in opponents and strike. 5-ft steps, swift action movement and standing, as well as swift or immediate action spells, spell-like abilities, psionic powers, and psi-like abilities provoke attacks of opportunity from you. In addition any check made to avoid provoking an attack of opportunity (such as a tumble check to move through a square safely or concentration check to cast defensively) has its DC increased by your Tall Tale level (this includes opposed checks). This does not stack with the DC increase from the Iajutsu Focus Exaggerated Skill. When making an attack of opportunity you may add your Constitution to damage.

Storied: Once per encounter you may focus so hard that everything seems to be slowed around you. This is a supernatural ability which duplicates the effects of the Temporal Acceleration power manifested by a psion 1 level lower than your Tall Tale level. In addition you may use the Least Storied Skill’s saving throw bonus effect an additional time each encounter, and in any round in which you have already used it you may use it as a free action even if it is not your turn.

Control Shape: Found in Monster Manual. You must be a lycanthrope, shifter, or changeling to select this Exaggerated Skill and its effects vary depending upon your race.
Least (Lycanthrope): Your alignment no longer changes as a result of a voluntary change, and when you fail a control shape check to resist an involuntary change you may assume hybrid form instead of animal form.
If you are a true lycanthrope half your DR now applies against silver weapons.

Lesser (Lycanthrope): When you enter your hybrid or animal form you may choose to instead enter the shape of another animal. When you select this ability select three other animals with hit dice up to 1 greater than your base animal. You may assume their forms instead of your base animal, or hybrid forms based on theirs. When you do so you lose all abilities based on your base animal, gaining those of the new animal instead, except for racial hit dice (which stay the same).

Greater (Lycanthrope): When you enter your hybrid or animal form you may choose to instead enter the shape of another animal or a magical beast. When you gain this ability, select three creatures which are either other animals with hit dice up to 5 greater than your base animal or magical beasts or aberrations with hit dice up to 2 greater than your base animal’s. You may assume their forms instead of your base animal, or hybrid forms based on theirs. When you do so you lose all abilities based on your base animal, gaining those of the new creature instead, except for racial hit dice (which stay the same). You gain all supernatural attacks and qualities of the assumed creature’s form.

Storied (Lycanthrope): When you enter your hybrid or animal form you may choose to instead enter the shape of another animal or magical creature. You may assume the form of any animal with hit dice up to 5 greater than your base animal’s. In addition, when you gain this ability, select three creatures with hit dice up to 5 greater than your base animal’s. You may assume their forms instead of your base animal, or hybrid forms based on theirs. When you do so you lose all abilities based on your base animal, gaining those of the new creature instead, except for racial hit dice (which stay the same). You gain all supernatural attacks and qualities of the assumed creature’s form as well as spell-like abilities which are based on spells which lack XP costs.

Least (Changeling): When you alter your form with your Minor Shapechange ability you may shift your form to grant you one of the following benefits:

+2 Str
+2 Dex
+2 Con
+2 Natural Armor
DR 2/-
Light Fortification (as the armor quality).

You may also use the Control Form skill instead of any saving throw against an effect that would transform your body such as baleful polymorph, petrification, or disintegrate. Doing so requires an immediate action and replaces your regular saving throw (natural 1 and 20 are not automatic failure or success when using this ability).

Lesser (Changeling): 1/day plus an additional time each day per 3 Tall Tale levels, when you alter your form with your Minor Shapechange ability you may copy the effects of an Alter Self spell. These benefits last for 1 minute/tall tale level. This is in addition to the benefit gained from the Least Exaggerated Skill.

Greater (Changeling): When you use your Minor Shapechange ability you may affect your gear’s appearance as well. This only allows for cosmetic changes, and is limited, a longsword is still a longsword but may have a different pattern or hilt. Any item you drop reverts back to its natural form immediately. In addition three times per day you may change the enhancements upon a magic sword or armor to another set with the same effective enhancement bonus for prices (bonuses which have a flat cost cannot be changed or added), this effect lasts as long as you hold the item or until you change it again (reverting to its normal set of enchantments does not expend a use).

Storied (Changeling): When you use your Minor Shapechange ability you may select 3 abilities from the Least Exaggerated skill’s list instead of just 1, or select the same ability three times (its effects stack). In addition when you use the Lesser version of this Exaggerated Skill to duplicate Alter Self you may duplicate the effects of a Shapechange spell with your Minor Shapechange ability. This lasts for 1 round/Tall Tale level and retains the bonuses applied to Minor Shapechange by your Exaggerated Skill.

In addition it no longer requires an action to replace a saving throw against an effect which would change your form with a Control Shape check.

Least (Shifter): You gain a second Shifter Trait (although may only have one active at a time), a bonus Shifter feat, and the ability to shift an additional time each day. In addition you may use the Control Form skill instead of any saving throw against an effect that would transform your body such as baleful polymorph, petrification, or disintegrate. Doing so requires an immediate action and replaces your regular saving throw (natural 1 and 20 are not automatic failure or success when using this ability).

Lesser (Shifter): When shifting you may apply both Shifter traits at once, gain another Shifter bonus feat, and the ability to shift an additional time each day. In addition when you shift you gain Fast Healing equal to half your Tall Tale level.

Greater (Shifter): You gain a third Shifter Trait which is applied when you shift, gain another bonus Shifter feat, and may shift an additional time per day. In addition you may shift without expending a daily use but if you do so you only gain your original shifter trait.

Storied (Shifter): You gain immunity to any unwanted effect that would alter your form. In addition your fast healing when shifted now equals your Tall Tale level. 1/day when you shift you may double all ability score bonuses gained from shifting for the duration, as well as all numerical bonuses applied by shifting and the base damage of all natural weapons gained from shifting. In addition you gain an additional bonus Shifter feat and may shift another time each day.

Craft (select one):
Least: You can craft items of the selected type in 1/10th the regular time (silver pieces per day or gold pieces per week). In addition you need only pay 1/4th the item's price in RAW materials instead of 1/3rd. If your selected Alchemy as your Craft skill you can make alchemical items without possessing spellcasting.

Lesser: You can craft items of the selected type in 1/100th the regular time (gold pieces per day or platinum pieces per week). In addition you gain one of Brew Potion (if you selected alchemy), Craft Magic Arms and Armor (if you selected weaponsmithing, bowmaking,or armorsmithing), or Craft Wondrous Objects (if you selected something else) as a bonus feat and the ability to emulate any spell that could be cast by a character of your class level or lower in a base class for the purpose of making magic items. You may treat your Tall Tale level as your caster level for selecting item creation feats.

Greater: You can craft items of the selected type in a flurry of speed. It takes you one full round per 10-cubic feet of objects to be crafted. If crafting something outside of your specialty you may substitute half your ranks in your chosen Craft for the appropriate Craft and make it in 1/10th the regular time. In addition you gain an Item Creation feat you qualify for as a bonus feat, and reduce the time it takes you to create magic items by 1/2.

Storied: You can craft items at truly incredible speed creating an object of your chosen type as a swift action on a successful craft check. In addition when creating magic items the gold piece cost and XP cost are both reduced by 25%. When crafting items not of the selected type you may use your full ranks in your selected Craft skill and craft items in 1/100th the normal time.

Craft (Alchemy) (replaces the above for Craft (Alchemy) at DM's discretion).
Least
When making a Craft (Alchemy) check you produce it at twice the normal rate/make twice the normal money and you can make alchemical items without possessing spellcasting. Any bonuses or damage dealt by alchemical items you use are doubled, as are any durations.

Lesser
When making a Craft (Alchemy) check you produce it at ten times the normal rate/make ten times the normal money, and need only pay 1/5th the market price in raw materials instead 1/3rd. You gain Brew Potion as a bonus feat and may brew potions as if capable of casting any 3rd level or lower Cleric, Druid, or Wizard spell. You deal +2d6 damage with a direct hit with a grenade-like weapon.

Greater
You may make an item with Craft (Alchemy) as a move action requiring only one Craft check. You can use a mass of undefined reagents that can be used as the raw material for any item made by Craft (Alchemy) or any potion. When using Brew Potion you may make potions of up to 5th level and may emulate 5th level and lower Cleric, Druid, and Wizard spells. 1/day you may make a potion as an action taking 5 minutes and requiring concentration as if casting a spell of its level you do not need to choose what potion before making it and do not select what potion until the last round of the action. You deal +2d6 more damage with a grenade-like weapon including with splash damage.

Storied:
You may make an item with Craft (Alchemy) as a free action action once each round requiring only one Craft check. When using Brew Potion you may make potions of up to 7th level and may emulate 7th level or lower Cleric, Druid, and Wizard spells and may make a potion as a full round action. When making potions you pay 75% the normal GP and XP costs, and you may 1/day per 4 tall tale levels make a potion which lasts for 1 hour/tall tale level but costs only 1 GP in reagents and no XP. You deal +2d6 damage with grenade-like weapons.

Craft (Origami) (replaces the above for Craft (Origami)).
Least: When making a Craft (Origami) check you produce it at twice the normal rate/make twice the normal money. Once per day you can craft a Paper Doll and imbue it with life (this is a supernatural ability), to do so requires 2 GP worth of paper per Tall Tale level and 15 minutes. This paper doll functions as a fully augmented Astral Construct as manifested by a psion of your Tall Tale level, except that it cannot be dispeled, lasts for 24 hours or until destroyed, and has fire vulnerability. If the paper doll is damaged you can repair it a number of hit points equal to a Craft (Origami) check with 15 minutes of work. If the duration ends you may use the paper again either for another paper doll or simply as paper.

Lesser: When making a Craft (Origami) check you produce it at four times the normal rate/make four times the normal money. By spending 1 minute and 1 sheet of paper you can create a paper bird which serves to watch for you (this is a supernatural ability). The bird is a diminutive construct with 1/10th of a Hit Die, and a bonus to Spot checks equal to your ranks in Craft (Origami), have no Speed, and Str 1, Dex -, Con -, Int -, Wis 10, Cha 1. If ordered by its creator a paper bird can let out a loud screech (DC -20 Listen check to hear), or a musical tune (DC 0 listen check, Perform bonus = 1/3rd your Craft Origami bonus). A paper bird remains animate for 1 hour/tall tale level after you create it and any paper birds with the same creator within 30-ft of each other share all skill check results. The crit range on your paper doll's natural weapons increases to 19-20/x2, and you can repair it with only 5 minutes of work.

Greater: When making a Craft (Origami) check you produce it at ten times the normal rate/make ten times the normal money.Your paper doll gains the benefits of your Exaggerated Skills of Lesser or lower rank based on Strength, Dexterity (but not Ride), Concentration, or Wisdom, and its crit range expands to 18-20/x2. In addition your paper doll now has Intelligence equal to yours -3, but does not gain skill points (except from Exaggerated Skills) or feats.

Storied: When making a Craft (Origami) check you produce it at thirty times the normal rate/make thirty times the normal money. Your paper birds gain Dex 12, and a fly speed of 30-ft (average maneuverability). In addition to paper dolls and paper birds you can now create paper beasts by spending 1 full round and 2 GP worth of paper per 2 tall tale levels, these paper beasts function as fully augmented Astral Constructs manifested with a manifester level of 2/3 your Tall Tale level rounded up, but have vulnerability to fire and appear to be quadrupedal animals (gaining carrying capacity, stability, and reduced reach as appropriate); unlike your paper doll these paper beasts can be dispelled (use your Tall Tale level for the caster level here) and last only 1 minute each. You may not have more than your Intelligence modifier + 1 (minimum 2) paper beast extant at a time. You may now repair your Paper Doll with only 1 minute of work, and it also gains the Greater and if you have them Storied rank abilities of any Exaggerated Skills it receives the benefits from (due to the Greater level of this ability).

Decipher Script/Forgery:
Least: You gain the ability to comprehend languages (as the spell), and learn 3 languages + 1 per Tall Tale level.

Lesser: You gain the ability to speak all languages as per the spell tongues. All bonuses to the reader's forgery check to discern that a document you forged is forged are halved.

Greater: You gain the ability to Read Magic and Speak with Animals as the spells. In addition you may use scrolls as if you were a spell caster of the appropriate type of your Tall Tale level.

Storied: You gain telepathy 100-ft and the ability to Speak with Plants as the spell; the telepathy is considered supernatural in nature. You may use Stone Tell as a spell-like ability 1/day + Charisma modifier times per day. You may forge a document in 1 round, or 1d4 rounds per page of a longer or complex document, and the bonus to the reader's check if you do not have a text sample is reduced to +10 (before being halved).

Diplomacy/Gather Information:
Least: You gain Bardic Knowledge as a bard of your Tall Tale level.

Lesser: 3/day you may ask a creature a question as a standard action, it must make a Will save (DC 10 +1/2 your Tall Tale level + your Charisma modifier) or be forced to answer your question, completely and honestly to the extent of its knowledge. This is a supernatural, mind-affecting effect. A creature which successfully saves against a question cannot be asked a question (with this effect) covering the same subject for 24 hours.

Greater: 1/day you may use Commune as a spell-like ability. This functions normally except instead of communing with a deity you are talking to the universal narrative. To any outside observer you appear to be talking to nothing.

Storied: Any creature that spends at least one round talking with you (even if only you speak) and has a type or the augmented subtype for a type you have or have the augmented subtype of (for example if you were a Outsider (Augmented Humanoid) you could affect Humanoids, Outsiders, and any creature that was an Augmented Outsider or Augmented Humanoid) that creature must make a Will save (DC 10 +1/2 Tall Tale level + your Charisma modifier) or be charmed as the Charm Monster spell for as long as they continue to interact with you and for 1 minute thereafter. A creature which makes its save is immune to this effect for 24 hours. This is an extraordinary, mind-affecting effect. A creature must be able to hear you for this ability to affect it.

Disable Device/Open Locks:
Least: You do not suffer a penalty for using improvised tools to perform Disable Device or Open Locks checks. In addition you may do it more quickly, disabling a simple device is a move action, and an intricate or complex one is a full-round action or 1d4 rounds, and an Open Locks check is now a move action. You add half your Tall Tale level to Search checks made to find traps.

Lesser: You may structurally damage objects and constructs with a touch as a standard action. This deals damage equal to a Disable Device check, ignoring Hardness and DR, and inflicts a cumulative -2 Strength penalty to Constructs. This Strength penalty lasts until the construct is repaired (any effect which heals it, including in certain cases rest, removes 2 points of Strength penalty per 5 hp healed) and may reduce the target’s Strength to 0. In addition even disabling complex device is now only a standard action, and if you ever successfully pick a lock you no longer need to make Open Lock checks for any lock with the same key automatically succeeding on them.

Greater: You may detect spell effects as if they were magical traps (Search DC 25 + Spell level to detect them at which point you understand them as if with 3 rounds of detect magic) and disable them (dispel) as if they were magical traps (Disable Device DC 25 + Spell level). In addition you no longer need any sort of tools, or even proper hands, to pick locks or disable devices, and can do so as a swift action. If you have tools, even improvised ones, you may treat them as masterwork, and if you have masterwork tools the bonus they grant is doubled. You may also disable walls, doing so takes 1 full round and requires a DC 25 Disable Device check, success destroys one 5-ft cube of wall, floor, or ceiling you can reach; a magical wall gains a bonus to the DC equal to its caster level.

Storied: Your disabling touch’s damage increases to three times your Disable Device check and the strength penalty inflicted becomes -4. In addition you may now use it on non-construct creatures, in which case the damage is only twice your Disable Device check and it deals 2 Strength damage instead of inflicting a Strength penalty.

Disguise:
Least: Creating a disguise takes only 1 minute (instead of 1d3 x 10 minutes). In addition you may negate a -2 penalty to your disguise check for disguising yourself as another gender, race, or age category; you may negate another -2 penalty caused by these factors per 5 Tall Tale levels you have obtained beyond 1st.

Lesser: When you disguise yourself as a creature you through a disguise check you may replace one of your physical ability scores with theirs. If you do so this disguise begins to fall apart after a number of minutes equal to your disguise check. You may only activate this ability once per day, plus an additional time each day per 5 tall tale levels. When disguised as a specific creature targets who recognize them on sight no longer gain a bonus to see through your disguise.

Greater: Creating a disguise takes only 1 round. In addition, as a supernatural ability, you may disguise yourself as another creature so thoroughly you take on its form, this takes the same amount of time as donning a disguise. This functions like Polymorph but you also gain Extraordinary special qualities and may only take on forms within 1 size category of your own and with hit dice no greater than 2 less than your Tall Tale level and may not have the swarm subtype; you may remain in this form for 1 minute per tall tale level. You may use this ability once per day plus one additional time per day per 4 tall tale levels beyond 11th you have obtained.

Storied: When disguised as a specific creature, creatures which would qualify as Close Friends or less gain no bonus to see through your disguise and even those which qualify as Intimate only gain a +4 bonus to see through your disguise. Once per day, as a supernatural ability, you may fashion a disguise so thorough it grants even supernatural abilities. This functions as the spell Shapechange but once you have chosen your form you cannot change it, the form may have a hit dice up to your Tall Tale level and lasts for 1 minute per 2 tall tale levels.

Escape Artist:
Least: Escape artist checks that would normally take 1 minute take 1 full-round action instead. Those that would normally be a full-round action are instead standard actions. Those that would normally be standard actions are now swift actions.

Lesser: You may make an Escape Artist check as a swift action to ignore any magical effect that would slow or impede movement (as Freedom of Movement) for 1 round. The DC of this check is 15 plus the caster level of the effect.

Greater: You gain a permanent Freedom of Movement effect. In addition you may make Escape Artist checks more quickly. Ones that originally took 1 minute now take 1 standard action, ones that took a full-round action instead require a swift action, and ones that would normally be a standard action are performable 1/round as a free action.

Storied: You may make an Escape Artist check to pass through solid walls. To do so is a 30 check + 5 per 5 additional feet you must pass through. If the wall is magical in nature (the product of an instantaneous conjuration effect does not count as magical for this purpose) the DC is increased by the caster level of the wall or enchantment upon it. You may use this to pass through Extremely Tight Spaces and Walls of Force instead of the regular epic DC. This is a standard action which allows you to move your speed, or a full-round action which allows you to move twice your speed.

Handle Animal:
Least: You gain the ability to speak with animals (as spell), and Wild Empathy as a druid of your Tall Tale level. Finally you may offer commands to animals more quickly; handling an animal is a swift action fro you and pushing one is a standard action. In addition you may teach an animal tricks in ½ the regular time.

Lesser: You may now choose any animal companion as a druid of your Tall Tale level. In addition by spending 1 week bonding with an animal you may domesticate it (as if you had “reared” it with the Handle Animal skill) to do so requires a Handle Animal check (DC 20 + animal’s hit dice).

Greater: Your animal companion gains the benefits of your Exaggerated Skills of Lesser or lower rank based on Strength, Dexterity (but not Ride), Concentration, or Wisdom. In addition you may now teach an animal a trick in the space of 10 minutes. You suffer no penalty to Handle Animal and Wild Empathy checks dealing with magical beasts with 4 or less Intelligence.

Storied: Whenever you or your animal companion would take damage you may choose to have that damage split between you and your animal companion however you choose (one could take 100% of the damage or it could be split evenly, or one takes 1 point of damage and the other the rest); this split is after any effects which reduce damage or render it nonlethal and once split the damage cannot be reduced. In addition your animal companion gains the benefits of Skin of Your Teeth whenever you do and for 1 minute after you die should it outlive you. Your animal companion also gains the Greater and if you have them Storied rank abilities of any Exaggerated Skills it received the benefits from. In addition you may now teach an animal a trick in the space of 1 minute.

Heal:
Least: You may perform miraculous acts of surgery. As long as you have rudimentary medical tools or things which can reasonably be improvised as such (such as could be found in a healer's kit or a sewing kit, knife and clothe, etc) you may make a Heal check to restore 1/2 that many hit points to a creature as an action taking 5 rounds. You may only use this ability on a single given creature once per day plus an additional time per day per 2 Tall Tale levels.

Lesser: Your skill in surgery allows you to now heal a creature as described above as a standard action and no longer require tools (you must be able to reach the target still and have a free hand), and by spending 1 minute you can heal vile damage, or other damage which resists healing, equal to 1/3rd your Heal check (you may use this ability only 1/day per target). You may also spend 5 full rounds to heal 4 points of ability damage, 1 point of ability drain, or 1 negative level; you may only do this once per day per target.

Greater: When you spend a standard action to heal a creature you now heal damage equal to your heal check instead of 1/2, and may use the two additional forms of surgery granted by the Lesser Exaggerated Tale 3 times per day per target each. As a standard action you may also perform a brilliant surgery which duplicates the Heal spell (with a CL of your Tall Tale level), but you may only do this once per day and this is a supernatural ability; this is not a positive energy effect and has no effect on undead or constructs and does not require any special tools.

Storied: You may now use the brilliant surgery equivalent to a Heal spell once per day per target. In addition you may use your lesser surgery which heals hp damage at-will. Finally once per day you may revive any previously living creature that has been dead for less than 1 minute as if through the Revivify spell except that it may affect creatures killed by Death effects; this is a supernatural ability.

Hide:
Least: You suffer no penalty to Hide or Move Silently checks when moving at full speed, and only a -10 when running or charging.

Lesser: Whenever a divination effect would predict your actions, scry on you (even if you are not the primary target), or detect your location you may make a Hide check opposed by the caster's Spellcraft check (this check does not include modifiers for size, or movement speed). If you beat their Spellcraft check the effect fails to detect you (if you are the primary target it fails entirely, if you were only incidentally detected you simply are not detected).

Greater: You may hide while observed as long as you have cover or concealment.

Storied: You suffer no penalty to Hide or Move Silently checks when running or charging and are Hidden from Death meaning you no longer have a maximum lifespan. Nor can you die from suffocation (although it can still knock you unconscious), starvation or thirst (the total nonlethal damage from these two effects caps at 1 less than your maximum hp). The first time each encounter that you would die that effect is negated for you (if it is a spell that would kill you it does nothing to you, if it is an attack that would reduce you to negative 10 hp it deals no damage instead).

Iajutsu Focus: Found in Oriental Adventures (3.0)
Least: You gain Quick Draw as a bonus feat and may sheath your weapon as a free action at the end of a full-attack action or as part of a move action. You also gain a +2 bonus to your Initiative.

Lesser: You may apply Iajutsu Focus to your first attack each round even if the target is not flat-footed as long as you drew your weapon during the round. In addition if your Iajutsu Focus check is higher than 10 plus the targets Sense Motive modifier they are considered flat-footed against the attack. Both of these only apply to your first attack of the round made not as an attack of opportunity.

Greater: Even if your weapon is sheathed you may still threaten as if you were wielding it. In addition when you make an attack of opportunity you can draw any weapon you have sheathed (and the free hand/hands required to wield) with which you could legally threaten the target’s square and make your attack of opportunity with it. If you do so you may deal bonus damage from an Iajutsu Focus check even if the target is not flat-footed and sheath your weapon as a free action afterwards. Targets attempting to use Tumble to move through your threatened area without provoking an attack of opportunity have the DC for their check increased by your Tall Tale level, this does not stack with the increase from the Concentration Exaggerated Skill.

Storied: The first time each encounter you successfully make an attack which benefits from bonus damage from Iajutsu Focus that damage is doubled and you may sever a limb or appendage from the target. The target may make a Fortitude save (DC 10 +1/2 Tall Tale level + your Charisma) to prevent the loss of the limb or appendage and suffer instead a reduced effect for 1 round (some limbs and appendages are listed on the table below, the DM is encouraged to expand this for creatures with unusual anatomies).

AppendageLossPenalty
HeadAs vorpalIf vulnerable to vorpal -2 to AC, attacks, and ability and skill checks
ArmThey can no longer use that arm-4 to attacks, skills, and ability checks using that arm (two-handed weapons for example) cannot use a shield on that arm
LegIf a biped they cannot stand unassisted, if a quadruped they lose any natural weapons associated with it and move at half speedmove at half speed and -4 to any attacks which use that arm, as well as tumble and balance checks and checks to resist trip or bull rush attempts.
WingLose any fly speed reliant on that wing, and any wing attack using itlose fly speed for 1 round, -4 to attacks with that wing
TailLose any tail attack, -4 to balance, and -5-ft to land speed-4 to balance and attacks with that tail -5-ft to land speed
Eyestalk (Beholder)Lose eye ray, -2 to spot checksCannot use that eye ray, -2 to Spot checks


In addition swift and immediate action movement, as well as 5-ft steps, and martial strikes now provoke attacks of opportunity from you.

Intimidate:
Least: When you leave a target shaken or demoralized the penalties the target receives are doubled. When you make an attack against a target you may demoralize that target as a move action as long as they are in melee range.

Lesser: When you make an attack against a target you may demoralize that target as a swift action, even if they are not in melee range. In addition when you demoralize a target they are shaken for 1 round after the effects of being demoralized ends and suffer a -1 penalty to attack rolls, skill and ability checks, AC and saving throws.

Greater: As a swift action you can create an aura of fear which causes even inanimate forces to shift away from you, this is a supernatural ability. Difficult terrain, even if magically created, ceases to be difficult terrain when you are moving through it, liquid mediums part before you (unless you are swimming), and magical impediments including any spell that restricts your movement (such as slow or hold person) do not affect you for the round, any that create non-instantaneous physical barriers move out of your way as you pass returning to their previous position once you have passed. Any creature that attempts to prevent your movement, either by grappling you or making an attack of opportunity or readied attack against you must make a Will save (DC 10 + ½ Tall Tale level + Charisma modifier) or be frightened for 1 round and unable to perform any action to halt you (this is a fear effect). Fear effects that you create are no longer considered mind-affecting effects. In addition 1/round you may demoralize an enemy you strike with an attack as a free action instead of a swift.

Storied: You may demoralize creatures normally immune to fear although they gain a +5 bonus to resist. You gain a +2 bonus to hit and damage against creatures suffering from a fear effect of any sort. You can scare even fundamental concepts of reality. Entering into a form of pure terror weapons, gravity, magic, and even death fear to approach you. Entering this mode is a swift action which can be performed once per day, and is a supernatural ability. This mode lasts for 1 + Charisma modifier rounds and while it is active you gain a host of abilities. Attacks made against you suffer a penalty 4 greater than your Charisma modifier. You may activate your Greater Exaggerated Skill in Intimidate as a free action. You gain a fly speed equal to your land speed with perfect maneuverability. You gain Spell Resistance equal to 12 plus your ranks in Intimidate. While this form is active you cannot die or rendered unconscious, any effect which would kill you is delayed until this effect ends and you may continue to act normally despite any amount of damage.

Jump:
Least: You are always treated as having a running start for jumps and 1/encounter may make a Jump check as a swift action.

Lesser: When making a jump check to determine the distance you can jump you double that distance (this does not apply to jump any other part of the check such as whether it beats a creature's AC or if used as diplomacy).

Greater: When making a jump check to determine the distance you can jump you may spend a full round action to jump, if you do you jump 10 times the normal distance instead of twice (it still takes you only 1 round to do so). In addition you may jump as a swift action once per round.

Storied: When jumping as a full round action you may measure your jump in miles instead of feet going 1 mile per 10-ft you would have leapt, if you do so you do not gain any distance multipliers from this class. In addition you may land on the air when jumping as long as you jump at least 10-ft each round (if you do not you fall), this is a supernatural ability.


Knowledge (Architecture and Engineering):
Least: You gain a +2 bonus to Search checks and gain an automatic check whenever you pass within 5-ft of an architectural feature that requires a search check to notice (such as a secret door, a trap built into the building, or another hard to notice architectural feature), in addition you gain a +2 bonus to balance checks due to floors of uneven or difficult construction, saving throws versus traps or collapsing architecture, and a +2 to climb artificial walls. In addition if you are in charge of the construction of a building it takes ½ the normal time.

Lesser: You may destroy a 5-ft cube segment of wall as a standard action. You now gain an automatic search check when within 10-ft of a relevant feature instead of 5-ft. You may not destroy the floor under a creature (unless it is flying more than 2 feet above it). In addition if you are in charge of the construction of a building it takes 1/5 the normal time, and you count as 10 people for construction.

Greater: You may destroy a piece of the ceiling (5-ft by 5-ft by up to 5-ft) with an attack made as a standard action causing it to collapse on creatures beneath that square dealing 1d6 damage per Tall Tale level to all creatures beneath it (Reflex DC 10 + ½ Tall Tale level + Charisma modifier) this is considered an area of effect for affecting swarms. If the ceiling is at least 2-ft thick it makes the square beneath it difficult terrain. If it is 5-ft thick it makes the square beneath it and all squares adjacent to it difficult terrain. The bonuses from the Least Exaggerated skill double. In addition if you are in charge of the construction of a building it takes 1/20 the normal time and you count as 20 people for construction.

Storied: You may destroy a 10-ft segment of floor with an attack as a standard action, any creature huge or smaller standing on the destroyed floor (or a large creature standing half-way on it) falls through (Reflex DC 10 + ½ Tall Tale level + Charisma modifier allows them to move to an adjacent square). You may also destroy 10-ft cube of ceiling or wall at a time (this deals the same damage as a 5-ft square but in a 10-ft area), and when destroying a wall or the ceiling you may do so as an attack action as opposed to a standard action. In addition the range and bonuses from the Least Exaggerated Skill increase to 20-ft and +8 respectively. In addition if you are in charge of the construction of a building it takes 1/100 the normal time.

Knowledge (Arcana)
Least: You gain Draconic as a bonus language, and may make Knowledge (Arcana) checks in place of Spellcraft checks. You gain Favored Enemy (Construct) +2, and any construct you damage with a weapon attack suffers a -1 non-cumulative penalty to their AC for 1 round.

Lesser: You gain a +2 bonus on Will saves against effects generated by dragons. Your Favored Enemy bonus against Constructs increases to +4 and you gain Favored Enemy (Dragon) +2. By studying a magic item for 1 minute you may identify it as the Identify spell. You may also track constructs and dragons as if you had the Track feat using your choice of Search or Survival (if you actually have the Track feat you gain a +4 bonus to track dragons and/or constructs).

Greater: Your Favored Enemy bonus against Dragons increases to +4. You may also recognize traces of magic by studying an area where a spell has been cast, this takes 1 full round and requires a Search check (DC 25 – CL + number of minutes that have elapsed since the spell’s duration ended/was cast in the case of instantaneous effects/effect was removed from area for those whose effect can move) and applies to a 10-ft cube each time you make the check; on a successful check it functions as the third round of Detect Magic for all effects in the area whose DC you met or exceeded. Your knowledge of magic allows for limited imitation of its effects; by spending 10 minutes in a ritual you may cast a single spell Lv 4 or lower from the sorcerer/wizard list of the abjuration, conjuration, or transmutation school (but not of the calling subschool). You may cast a total of 4 spell levels this way each day, each spell costing 10 GP per spell level, and 0-level spells counting as ½ level. In addition your knowledge of magic is sufficient to stymy more of its uses. By spending 1 minute inscribing runes (requiring some means of writing them, either carving them into a surface or paint are the normal means) per 10-ft of perimeter you may ward an area against scrying spells and effects (this warding extends 10-ft up and down per 2 tall tale levels). Such warding lasts 1 hour per Tall Tale level.

Storied: Your favored enemy bonus against Constructs and Dragons increases to +6. You gain Improved Evasion and Mettle against dragons’ breath weapons and a +6 Dodge bonus to AC against Dragons and Constructs. Your knowledge of magic has advanced allowing you to mimic up to 10 spell levels each day and up to 5th level spells (they must still fall under one of the allowable schools and you must still pay gold to use these rituals); in addition you may use a 0 level spell as a full round action and it counts as 0 levels for this ability. In addition your knowledge of magic is sufficient to stymy more of its uses. By spending 1 minute inscribing runes (requiring some means of writing them, either carving them into a surface or paint are the normal means) per 10-ft of perimeter you may ward an area against teleportation and planar travel (this warding extends 10-ft up and down per 2 tall tale levels). Such warding lasts for 1 day. You may also inscribe runes to protect against all magic creating an antimagic zone within the warded area which lasts for 1 minute per 2 tall tale levels, this warding only extends 10-ft up and down per 5 tall tale levels.

Knowledge (Dungeoneering)
Least: You gain Favored Enemy (Aberration) or (Ooze) +2. In addition you gain a +2 to Balance, Climb, Hide, Listen, Move Silently, Search, and Spot checks made while underground.

Lesser: Your Favored Enemy bonus against the type chosen with the Least Exaggerated Skill increases by +2, and you gain whichever choice you did not choose at the Least level. In addition you gain Acid Resistance 5, and a +2 on all Will saves against effects of aberrations.

Greater: Your Favored Enemy bonus against the type not chosen at the Least tier increases by +2. Your Acid resistance increases to equal your Tall Tale level, and the Will save bonus against Aberration effects increases to +4. You gain Low-Light Vision if you do not already have it, or the multiplication to sight range increases by 1 (double becomes triple, triple becomes quadruple, etc).

Storied: Your Favored Enemy bonuses against Aberrations and Oozes increases by +2. You gain immunity to Acid, and the bonus to skill checks in underground environments increases to +4.

Zaydos
2014-01-21, 12:37 PM
Exaggerated Skills Continued

Knowledge (Nature)
Least: You gain Favored Enemy (Animals) +2. Your knowledge of animals allows you to imitate animal calls. This call can be told apart from the real thing by an opponent that makes a Knowledge (Nature) check at a -1 per 10-ft of distance from you opposed by your Bluff check. You may make a Knowledge (Nature) check to identify any disease or poison, if the disease or poison is Extraordinary and can be found naturally occurring (such as the vast majority of them) then the DC equals saving throw DC of said poison or disease, if the disease or poison is Supernatural in nature, unless it is a magically instance of a natural poison (such as most created by the Contagion spell), or does not occur naturally (such as an artificially synthesized poison) then the DC increases by 5.

Lesser: Your favored enemy bonus against Animals increases to +4 and you gain Favored Enemy (giant) or (vermin) at +2. You may now use Knowledge (Nature) in place of Survival when in an environment where Knowledge (Nature) would grant a synergy bonus to Survival (or you gain an additional +4 bonus if using Survival). In addition you gain a +2 dodge bonus to AC when fighting against creature which you have successfully identified with Knowledge (Nature) and which is larger than you.

Greater: Your Favored Enemy bonus against Giants or Vermin increases by +2 (normally to +4). Your knowledge of fey customs and etiquette is extensive allowing you to use Knowledge (Nature) in place of Diplomacy when dealing with Fey, and may attempt to call forth a Fey creature and bind it (as the spell Planar Binding with a Magic Circle against Alignment and a Dimensional Anchor except it functions on Fey instead of Outsiders) 1/week, this is a spell like ability (equivalent to a 6th level spell); any previous tasks given to a fey with this ability end once you use it again. Finally you gain a +2 to skill checks made in natural terrain.

Storied: Your Favored Enemy bonuses against Animals and either Giants or Vermin increases by +2. Your knowledge of fey customs now allows you to summon a fey from the list below as a standard action 3 times per day. This is a supernatural ability and the fey remains for 1 round per tall tale level you possess. Finally you gain a +2 bonus to AC in natural terrain.
Summonable Fey: Dryad (without symbiosis), Satyr (with pipes), Grig, Nixia, Pixie (no irresistible dance), Petal MMIII, GlaistigMMIII (without water symbiosis), RedcapMMIII, Splinterwaif KnaveMMIII, ThornMMIII, SprigganFF, Nymph, Glaistig MindbenderMMIII (without water symbiosis), Elder RedcapMMIII, Shimmerling SwarmMMIII, Lunar RavagerMMIV,BanshraeMMV, OreadFF (no Mountain Dependency).

Knowledge (Psionics):
Least: You may make Knowledge (Psionics) checks in place of Psicraft checks and Concentration checks to gain your Psionic Focus. You gain a Power Point Pool equal to your Tall Tale level, and a bonus psionic feat you qualify for.

Lesser: You gain a bonus psionic feat, and may regain your Psionic Focus as a move action. In addition you may expend you may expend power points as an immediate action to gain one of the following effects until the beginning of your next turn: gain an Insight bonus to AC equal to power points spent; gain DR X/- equal to power points spent; gain a resistance bonus on saving throws equal to power points spent; re-roll a saving throw for 4 power points, you may not use this on a re-rolled saving throw; or gain an insight bonus on opposed checks which you do not initiate (so a check to resist a grapple, or trip attempt, as well as a passive reactionary spot check) equal to the power points spent.

Greater: You gain a bonus psionic feat, and you gain additional power points equal to your Tall Tale level (for a total of 2 times Tall Tale level). When you successfully make a psicraft check to identify an observed psionic power or psi-like ability you may gain the ability to manifest it with a manifester level equal to your tall tale level (use the higher of Intelligence or Charisma to determine save DCs). You only have one power "learned" with this ability at a time and you retain powers learned this way until the next time you fall unconscious; you may not choose to lose the power prematurely.

Storied: You gain a bonus psionic feat, power points equal to your Tall Tale level (for a total of 3 times Tall Tale level), may know three powers at a time with the ability granted to you by the Greater tier at a time (instead of one, they are still retained until unconsciousness), and you may recover your psionic focus as a free action up to Intelligence modifier (minimum 1) times per round.

Knowledge (Religion):
Least: Your religious studies grant you various benefits against the undead. You gain Favored Enemy (Undead) +2, and the ability to Turn or Rebuke Undead (your choice when you gain this ability) as a cleric of your Tall Tale level. In addition your theological scholasticism has revealed to you the secrets of one Domain of your choice, granting you its granted power.

Lesser: Your favored enemy bonus against undead increases to +4, and you gain certain defenses against their favored weapons. You are immune to a ghoul and/or ghast’s paralysis attack, whenever you would suffer one or more negative levels you do not gain that negative level for 1 round and are allowed a Fortitude saving throw (same DC as to remove said negative level) to prevent it entirely (you do not gain this save if the negative level does not normally become permanent level loss after 24 hours unless it has a maximum duration of less than this period such as the spell Enervation), you gain a +4 morale bonus on Will saves versus fear, and any creature that drains your blood and is damaged by holy water takes 1d6 damage per Tall Tale level instead of gaining temporary hit points or other benefits (this does not apply to a simple bite attack). You gain access to another domain’s granted power.

Greater: You radiate an aura of consecration, or desecration (consecration if you have turn undead, desecration if you have rebuke undead) which mimics the effects of a consecrate or desecrate spell as appropriate. You are protected by a continuous Death Ward effect. By spending an hour in a religious ritual you may invoke one of the following effects 1/day, all of these effects are considered 5th level spell-like abilities (even if copying a lower level spell effect) and have a caster level of your Tall Tale level: Bless spell with a 24 hour duration; Raise Dead (you must still provide material component); Restoration you must still provide material component; Magic Circle against Evil with a 24 hour duration; create an aura damaging to outsiders of a selected alignment (and undead if you choose Evil, deathless if you choose Good, or constructs if you choose Lawful) this aura radiates 30-ft from you and last 24 hours dealing your Tall Tale level in damage to applicable targets each round.

Storied: You may now spend Turn Undead attempts to Rebuke Undead and vice versa, and may switch between an aura of Consecration or Desecration at will. Your effective cleric level for Turn and Rebuke Undead is increased by 2, and your Favored Enemy bonus against Undead increases to +6, and you may score critical hits against undead creatures regardless of any immunity to critical hits they may possess. You gain access to a third domain and its granted power and may cast one spell, level 5 or lower, from each of your three domains each day as a cleric of your Tall Tale level.

Knowledge (the Planes):
Least: You are adept at fighting creatures native to the Inner or Outer Planes gaining either Favored Enemy (Elementals) or Favored Enemy (Outsiders) at +2. In addition you are adept at surviving and maneuvering through the planes, gaining a +2 on all skill and ability checks made to move through or avoid natural terrain and hazards of planes other than the prime material that are the normal conditions for that layer or plane (so +2 to climb checks to get around on Gehenna, but no bonus to climb checks to get around a mountain on the Outlands, +2 to Constitution checks against the cold of Stygia but not against a cold area of the Plane of Water, +2 to Swim checks on the Plane of Water or bottom layer of Mount Celestia but not to swim through a portion of Oceanus that runs through the Beastlands). Finally with a DC 20 Knowledge (the Planes) check you can tell if a creature is native to its plane, was summoned, or entered it more completely (portal, plane shift, calling effect).

Lesser: Your Favored Enemy bonus against the type chosen for the Least ability increases by +2, and you gain the other option from Least at +2. In addition you are able to tell what plane, and layer, a portal goes to with a successful Knowledge (the Planes) check DC 20; this works on Astral color pools, and Ethereal color portals. As a DC 25 check you can determine what plane (and location on that plane) a creature using a planar travel spell or effect has traveled to, you must observe the transportation, or else spend 1 minute investigating the area it left from in which case the DC is increased by 5 + 2 per hour since it left. In addition you may, as a supernatural ability, once per day and an additional time each day per additional tier beyond Lesser (Greater or Storied) you have this Exaggerated Skill at, force a summoned or called creature to return to its plane of origin. To do so requires a standard action and a successful melee touch attack (this does not provoke an attack of opportunity). The creature is allowed a Will save (DC 10 +1/2 Tall Tale level + Int modifier) to resist this effect, but summoned creatures suffer a -2 to their save.

Greater: Your favored enemy bonus against whichever type you did not choose for Least increases by +2. In addition you are adept at finding paths between worlds. 1/day per 5 tall tale levels you may, as a supernatural ability which requires you travel 600-ft (and is part of said movement), pass between planes entering into the Astral Plane or equivalent transitory plane for the setting (if there are multiple you may choose one each time you use this ability). By spending 10 minutes traveling through the Astral Plane you can then enter any plane bordering it. You may lead up to 1 creature per 2 Tall Tale levels when you do this. In addition you are continuously protected as if by an Avoid Planar EffectsSpell Compendium spell.

Storied: Your Favored Enemy (Outsider) and (Elemental) bonuses both increase by +2. You are also able to travel the planes more freely. By spending an hour searching you may find a semi-naturally occurring passage between worlds that you may lead any number of creatures through although said passage may fluctuate and vanish within 1 hour; this is an extraordinary ability although such passages may be blocked by anti-magic. 1/day they may invoke this ability more quickly, moving (themselves and anything or one they are carrying) between worlds as a move action. In addition 1/day they may perform a 1 minute ritual to summon one or more creatures as Summon Monster IX except with a duration of 2 minutes per caster level; this is considered a 9th level spell-like ability with a caster level equal to their tall tale level except that it has verbal and somatic components.

Listen:
Least: You suffer half penalty on listen checks due to distance (-1 per 20-ft instead of -1 per 10-ft). In addition you gain Blindsense 5-ft.

Lesser: Your blindsense increases to 30-ft., and only suffer -1 to Listen checks per 50-ft of distance. You may attempt a Listen check to hear something as a free action 1/round, or as a move action to gain a +2, or as a standard action to gain a +4.

Greater: Your blindsense stretches out to 60-ft and you gain Blindsight 30-ft. These numbers double while underwater. You only suffer -1 to Listen checks per 100-ft of distance.

Storied: Your blindsense becomes 120-ft, and your blindsight now stretches out to 60-ft. In addition you can "hear" purely visual information such as color within your blindsight range. Your penalty to Listen checks for distance is further reduced to -1 per 200-ft. You may also attempt a Listen check to hear something as a full-round action to gain a +10 to the check.

Lucid Dreaming:
Least: When you succeed on a Lucid Dreaming check to change and aspect of a dream, you may change an additional aspect, if you have a Lesser Exaggerated Skill you may change two additional aspects, if you have a Greater you may change 3 additional aspects, if you have a Storied Skill you may change 4 additional aspects (this higher ranked exaggrated skill does not need to be Lucid Dreaming). When in dream you may replicate any 0 level spell on a base class's spell list as a spell-like ability at-will, and within your personal dreamscape you may replicate any 1st level spell on a base class's spell list as a spell-like ability at-will. Finally you gain a +2 perfection bonus to physical ability scores within Dream.

Lesser: When in dream you may replicate any 1st level spell on a base class's spell list as a spell-like ability at-will, and within your personal dreamscape you may replicate any 3rd level or lower spell on a base class's spell list as a spell-like ability at-will. When you use Lucid Dreaming to change appearance you gain up to a +4 to each physical ability score if the creature whose appearance you are taking has a higher score, this bonus may not increase your ability to above that of the mimicked creature's. While in dream you gain a +2 perfection bonus to AC and saving throws, as well as DR 1/- and resistance 5 to all energy. Once per real world day you may enter a creature's personal dreamscape, if you can find it, as normal and offer to it a Suggestion as a spell-like ability (CL = Tall Tale level), this suggestion has no effect upon the creature in the dreamscape, but when they wake it takes effect as if it had just been cast upon them. If the target was not lucid dreaming they do not remember the dream in which you offered the suggestion.

Greater: When in dream you may replicate any 3rd level or lower spell on a base class's spell list as a spell-like ability at-will, and within your personal dreamscape you may replicate any 6th level or lower spell on a base class's spell list as a spell-like ability at-will. When you use Lucid Dreaming to change appearance you may gain one of the creature's physical ability scores, its natural armor, its natural weapons, or its movement modes of your choice. When in dream you gain a +4 perfection bonus to all physical ability scores, as well as DR 5/- and resistance 10 to all energy, and may automatically awaken without a check even in the dreamheart. Finally once per real world day you may enter a creature's personal dreamscape and spend 1 minute interacting with their dream self in any way to affect them as if with a Charm Monster spell. This is a supernatural ability (save DC 10 + 1/2 your Tall Tale level + Cha modifier) but may be dispelled as if a spell and has a duration as the spell (CL = Tall Tale level). This charm does not take effect within the dreamscape but when they wake it takes effect as if it had just been used on them in the real world. If the target was not lucid dreaming they do not remember the dream in which you offered the suggestion.

Storied: When in dream you may replicate any 5th level or lower spell on a base class's spell list as a spell-like ability at-will, and within your personal dreamscape you may replicate any 9th level or lower spell on a base class's spell list as a spell-like ability at-will. You may use the Change Appearance ability of Lucid Dreaming to take on the appearance of a creature regardless of the size difference. When in dream you gain a +4 perfection bonus to all saves and to AC, as well as DR 8/- and resistance 20 to all energy, within your personal dream you automatically succeed saving throws and are immune to all damage. You may sense spirits and dreamers that you are familiar with by making a DC 20 Lucid Dreaming check, DC 30 if you merely have them described to you, and may retrieve a soul lost in the dreamheart with a DC 40 Lucid Dreaming check, although reaching the soul may be an adventure in and of itself. Finally once per day you may transport yourself and all creatures within 30 ft of you physically into Dream as if using the Dreamwalk spell. Unwilling creatures are allowed a Will save (DC 10 +1/2 Tall Tale level + Cha modifier) to resist this effect.


Martial Lore: Found in Tome of Battle
Least: Select one Martial Discipline with a key skill that you have an Exaggerated Skill in. You gain 2 maneuvers known and readied from that discipline as well as a stance. Your Initiator Level from Tall Tale only adds as 3/4th level for these maneuvers. You may recover 1 tall tale maneuver by making a skill check with a DC of 5 + twice the maneuver's level. If you beat the DC by at least 5 you may recover another maneuver of that level or lower. You may either make this skill check as a swift action, or as part of using that skill for another purpose (using the same roll for both). You may not use any maneuvers in the same round you recover maneuvers.

Lesser: Your Tall Tale level now counts fully for initiator level as a Tall Tale. In addition you gain 2 more maneuvers known and learn 1 more stance from your chosen discipline. In addition you may mimic a maneuver you have seen since the start of your previous turn initiating it yourself; this counts as an extra maneuver readied of no discipline (for Master of Nine, etc), and you may recover the ability to do this as if it were an expended level 4 maneuver. In short this is a special maneuver known and readied.

Greater: You gain 2 more maneuvers known, an additional maneuver readied, and another stance all from your chosen discipline. In addition you gain a bonus to AC equal to one less than the number of maneuvers you have readied as a Tall Tale against attacks made as part of martial strikes.

Storied: You gain another two maneuvers known, another maneuver readied, and another stance known. In addition you may perform a martial strike with a standard action activation as an attack of opportunity instead of a regular attack.

Perform (General note): Any Exaggerated Perform Skill grants you the following benefits with it in addition to those specific to the skill.
Least: When making a Perform check to gain money you gain twice as much as normal.

Lesser: This increases to 3 times the normal amount.

Greater: This increases further to 6 times the normal amount.

Storied: This increases further to 10 times the normal amount.

Perform (Act):
Least: You may make a Perform (Act) check in place of a Disguise check, and in place of a Bluff check made to convince someone that you are a person you are Disguised as (a bluff check to convince them you are the captain of the guard, but not one to convince them that you will actually pay them that 50 gold you’re promising them).

Lesser: 1/encounter you may declare a target as a free action (1/minute outside of combat). For the next 2 rounds you may use their Base Attack Bonus, one of their base saves, one of their ability score modifiers, or their ranks in a single skill instead of yours (choose one when you use this ability). In addition 1/day, plus an additional time per day per level of Exaggerated Skill in Perform (Act) beyond Lesser you obtain, you may use Perform (Act) in place of any other skill check even trained only skills you lack ranks in.

Greater: 1/day when you observe a creature use an extraordinary ability, a supernatural ability, a spell-like ability, or cast a spell/manifest a power you may analyze that ability as a free action usable when it is not your turn. This allows you to use that ability as if you were its original user 3 times that day; if it is a spell-like ability which copies a spell with an XP cost or expensive material component you must still provide the component and pay the XP cost; any duration of an ability copied this way is reduced to 1 hour.

Storied: You may observe 3 abilities each day, although you may only use all three a total of 3 times each day. In addition when using your Lesser ability it now lasts 5 rounds instead of 2, and you may use it twice per encounter, but activating a new use ends the previous one. In addition you may use your ability to replace skill checks with Perform (Act) to replace an attack, damage, or saving throw with a Perform (Act) check and may use that ability an additional time each day.

Perform (Dance)
Least: You gain a bonus to your AC when able to move and wearing light or no armor equal to your Charisma modifier or twice your Tall Tale level whichever is lower.

Lesser: You may use your Charisma in the place of your Strength for the purposes of melee attacks when wielding a finesse-able weapon.

Greater: You may add half of your Strength or Charisma modifier, whichever you are not using as the primary stat for attack and damage, if positive to your attack and damage rolls when using a finesse-able weapon. In addition 1/encounter you may move up to 20-ft with any movement mode you possess as an immediate action (if burrowing you may only move through material which you could normally burrow through with a normal move action).

Storied: When you use your immediate action movement you may move up to 30-ft. In addition you may take a 5-ft step before each attack during a full-attack action and after your last attack made as one.


Perform (Keyboard Instruments, Percussion Instruments, String Instruments, or Wind Instruments): Choose one.
Least: Choose one perform skill when you select this ability; you gain ranks in that perform skill and may only perform these songs with those instruments. You may take this Exaggerated Skill multiple times gaining extra songs for each additional time you take it. Songs gained from different versions of this Exaggerated Skill are tracked separately. You gain the ability to perform one of the least special songs listed below. Playing a song takes a standard action (unless otherwise noted) each round it is played. If you have this Exaggerated Skill for multiple types of performance you may use both/one of each type of instruments at once (even if logically you should not be able to play a flute, violin, and bongos at the same time), but may only play one special song at a time. For each additional instrument you play, you gain a +2 synergy bonus on Perform checks, though. All songs played as part of this ability are Supernatural abilities (even those which duplicate spell effects) unless specified otherwise.

Song of the Horse: By playing this song for 1 round you duplicate the effects of a Mount spell with a caster level of your Tall Tale level. You may only have one mount created by this spell at a time.
Rabbit’s Song: Playing this song transforms you into a tiny or smaller animal with no more than 1 HD (as if through the Polymorph spell but you do not regain health). This song’s effects last for 1 minute/Tall Tale or until dismissed as a standard action. The animal forms assumed through this spell are all outlandish in some way, rabbits may be bright pink, cats striped like tigers, or a snake that is yellow with purple dots.
Lorecaller’s Song: Creatures within 30-ft of you as you play this song gain a +3 bonus to Knowledge checks. This bonus increases to +4 if you have at least 4 levels in Tall Tale, and by +1 at 8th and every 4th level thereafter.
Song of Warping: Playing this song causes you to teleport to another location within 30-ft to which you have line of sight and line of effect.
Song of Destiny: Playing this song grants one creature within 60-ft the benefits of one of your Exaggerated Skills (including temporary skill ranks to increase the skill to max ranks) for as long as you spend a standard action each round to play it; the target does not gain any abilities with limited uses. While you are playing this song you lose access to all benefits (except skill ranks) of the selected Exaggerated Skill.
Song of the Forest: By spending 1 minute playing this song you may make a Perform (Wind Instruments) check in place of a Diplomacy check to influence a creature’s or group of creatures’ attitude; you may use this ability even if you do not speak the language(s) of the target and even on animals and vermin (but not other mindless creatures).
Song of Chastisement: Your song damages outsiders whose alignment opposes you. When you play this song all outsiders with an alignment subtype that opposes at least one axis of your alignment take 1d6 plus your charisma modifier damage + 1d6 damage/4 Tall Tale levels and suffer a -2 penalty to attack rolls for 1 round. A successful Will save halves this damage and negates this penalty.
Song of Fire Control: This song animates a fire as the spell Animate Fire, but lasts for as long as you play it (there is no maximum duration, but it requires concentration to play) and may move any distance from its source fire, although the fire must stay within hearing distance of your song and takes no actions which you do not direct and you do not gain special access to its senses. You still require a fire as per the Animate Fire spell, although playing this song puts out the fire by turning it into an elemental. If your Tall Tale level is at least 6th you may animate a larger fire as a Medium fire elemental, at 10th level this increases to Large, at 14th to huge, and at 18th to greater; each increase needs a comparatively larger fire.
Countersong: As the Bardic Music ability of the same name. You must wait 1 round after using a Countersong for each round it was maintained before using it again.
Song of Blasting: You release a devastating cone of cacophonous force in front of you. This ability deals 1d6 damage + 1d6 damage per 4 Tall Tale levels in a 40-ft cone in front of you. A successful Fortitude save (DC 10 + ½ Tall Tale level + Charisma modifier) halves this damage. Crystalline objects and creatures take 1d6 damage + 1d6 damage per 2 Tall Tale levels instead.
Artificer Song: Any creature which listens to you play this song for at least 30 minutes gains a +3 bonus on Craft checks for 24 hours. This bonus increases by +1 for every 4 Tall Tale levels you possess. If you possess this Exaggerated Skill at the Lesser level the targets also have their production doubled, this increases to tripled at the Greater level and to times four at the Storied level.
Song of Mending: By playing this song for 1 round you may duplicate the effects of a Mending spell. By playing it for 10 minutes you may repair damage to a construct equal to your ranks in the relevant Perform skill, though no single construct may benefit from this song's effects more than 1/day per 4 Tall Tale levels you possess.
Song of Endurance: While you play this song all creatures within 60-ft which can hear it may run, hustle, or perform other exhausting activities without tiring (such as walking long distances). In effect rounds spent performing these actions while listening to this song are not counted against the limit of how long they may do so (if you played this song for 8 hours while walking you could walk another 8 hours without making checks against forced marches). In addition any rage, frenzy, and similar abilities only count rounds listening to this song as half a round each for the purposes of their durations. For each level above Least that you have this Exaggerated Skill its maximum range increases by 60-ft (to a maximum of 240-ft at Storied). If you have this Exaggerated Skill at the Greater level rounds in which you play this song are considered to be spent sleeping for the purpose of recovering spells and abilities for all those who can hear it.
Raven’s Song: Playing this song summons a raven. You may only have one summoned raven at a time and you may command the raven by playing this song again as a standard action. You may automatically handle the crow, or push it (still as a standard action) with a Perform check. It is considered to know the Come, Down, Fetch, Heel, Seek, and Stay tricks. In addition while you play this song you may see and hear through the raven’s senses as if they were your own. The raven must hear your song to be commanded by it.
Song of Curing: By playing this song you can heal 1 more hp to a target creature within 30-ft. You may heal up to your Perform ranks times your Charisma modifier in hp this way each day. If used on a creature which is not healed by positive energy any hp of healing that would have been expended is wasted.
Song of Fog: By playing this song you duplicate the effects of an Obscuring Mist spell (centered on yourself) for as long as you play and 1 round per Tall Tale level thereafter. Once you have this Exaggerated Skill at the Lesser level this increases to a Fog Cloud spell, once you have this skill at the Greater level you may center it anywhere within 60-ft instead of on yourself, and once you have this skill at the Storied level you may duplicate the effects of a Solid Fog spell.
Master’s Song: You add your Tall Tale level as a luck bonus to Perform checks when playing this song as part of a performance. In addition you gain triple money from any such Performance.

Lesser: You gain the ability to perform an additional Least song and one of the songs listed below.

Song of Bombos: Your song causes a devastating fiery explosion. All creatures within 20-ft of you (except for yourself, and any familiar/animal companion/special mount you possess) take 1d6 fire damage/Tall Tale level. A successful Reflex save (DC 10 + ½ Tall Tale level + Charisma modifier)halves this damage. You may only use the Song of Bombos 1/minute.
Song of the Sun: Your song creates a blinding flash of light. Non-allied creatures within 20-ft must make a Fortitude save (DC 10 + ½ Tall Tale level + Charisma modifier) or be blinded for 1d3 rounds and dazzled for 1d4 rounds once the blindness has worn off. A successful save reduces this effect to being Dazzled for 1d4 rounds. Undead creatures must instead succeed on a Fortitude save or be turned (as if through Turn Undead) for 1d4 rounds; undead with hit dice equal to your Tall Tale level or less (including any Turn Resistance) do not receive saves against this effect. Once you have played the Song of the Sun you may not do so again for 1 minute.
Princess’s Lullaby: Your song rallies hope in people. This copies the effects of a bard’s Inspire Courage as used by a bard 2 levels lower than your Tall Tale level. You may use this ability at-will.
Song of Graves: This song copies the effects of an Animate Dead spell (caster level = Tall Tale level) but its duration is only until you stop playing and 5 rounds thereafter to a maximum of 5 minutes. Undead animated through this effect can be controlled through playing the song.
Song of Construction: By playing this song for 30 minutes you may cause a structure to be magically constructed as if 100 people worked for 3 days. You may play this song for up to 30 minutes each day per 2 Tall Tale levels.
Song of Silence: By playing this song you create an area of magical silence (as the Silence spell) in a 15-ft radius centered on yourself. You may only play this song for up to 1 round per 2 ranks in the relevant Perform skill that you possess. Once you cease playing this song you must wait 1 round per round you played it before playing it again. Unlike other songs granted by this exaggerated skill this song functions in a zone of magical silence.
Song of Speed: This song duplicates the effects of a Haste spell on all allied creatures which can hear it within 60-ft. You may play this song 1/day per 4 Tall Tale levels.
Song of Winds: This song creates windstorm force winds within 50-ft of you for as long as it is played. You may only play this song for a number of rounds equal to ½ your ranks in the relevant Perform skill and once you have finished must wait 1 round per round you played it before playing it again. You (but not your ranged attacks) and any familiar/animal companion/special mount you may possess are unaffected by the wind although you suffer the normal penalty on Listen checks.
Song of the Sea: As long as you play this song you and any allied creature within 30-ft can breathe water as if it were air, and gain a swim speed equal to one-half their base land speed.
Song of Stars: When you play this song you create a number of dangerous meteors equal to your Tall Tale level each of these meteors shoots off at a target within 60-ft. Resolve these meteors as ranged touch attacks using your Charisma in place of your Dexterity. Each meteor deals 1d6 untyped magic damage. Once you have played this song you must wait 1 minute before playing it again.
Fanfare of Victory: When played after a battle all creatures within 60-ft regain hp equal to four times your Tall Tale level, only hp lost during that battle can be restored this way. This song may heal undead and constructs as well as living creatures. A creature can only be healed by this fanfare once per battle.
Song of Sound: When you play this song you dispel any magical silence effect with a caster level of less than twice your Tall Tale level . Unlike other songs granted by this Exaggerated Skill this song functions even in a zone of magical silence.

Greater: You gain the ability to perform an additional Least song, an additional Lesser song, and one of the songs listed below.

Song of Storms: Control Weather as spell, this song requires ten minutes of playing to activate.
Song of Transport: This song duplicates the effects of a Teleport spell (CL = Tall Tale level) except it may only take you to places you have been to personally and have at least studied closely (failing entirely if the intended location does not satisfy these conditions). You may only use this song once each day per 7 Tall Tale levels. Some Tall Tale’s using this song manifest it as a mystical duck swooping in to take them where they want to go.
Song of Aether: You release a devastating blast of lightning and wind in all directions dealing 1d6 damage/Tall Tale level electricity damage to all creatures (other than yourself, and any familiar/animal companion/special mount you possess) within 30-ft of you. This effect also creates terrible winds which blow all creatures within the area back as if they were struck by Tornado force winds (Large or smaller creatures are blown back 1d4x10 feet being knocked prone and taking 1d4 nonlethal damage per 10-ft of movement, huge creatures are knocked down, larger creatures are unaffected by the instantaneous effect of the wind; huge or smaller flying creatures are knocked back 2d6x10-ft and take 2d6 nonlethal damage, gargantuan flying creatures are blown back 1d6x10-ft, and colossal ones are blown back 1d6x5 feet). A successful Reflex save (DC 10 + ½ Tall Tale level + Charisma modifier) halves the damage and negates the effect of the winds. Regardless of whether they succeed or fail at the save all invisible creatures and objects within the area are highlighted with electricity for 1 minute causing them to produce light as if a torch and negating their concealment. You may only perform the Song of Aether 1/minute.
Song of Healing: This song duplicates the effects of a Heal spell on one living creature within 30-ft. It has no effect on creatures damaged by positive energy. You may only use the Song of Healing 1/day per 9 Tall Tale levels you possess.
Song of Chastisement, Greater: When you play this song all outsiders which oppose your alignment suffer devastating effects. Any outsider with an alignment subtype that opposes your alignment on at least one axis suffers 1d6 damage per Tall Tale level plus twice your Charisma modifier and suffer a -4 penalty to attack rolls, saving throws, and AC and lose access to any abilities to teleport, travel between planes (including Astral Projection and Gate), summon or call creatures, or perform wishes or miracles (including Limited Wish) for 1d4+1 rounds. A successful Will save (DC 10 + ½ Tall Tale level + Charisma modifier) halves this damage, negates the penalty, and reduces the duration of spell-like ability suppression to 1 round.
Song of Dismissal: This duplicates the effects of a Dismissal with a save DC of 13 + one and a half your Tall Tale level + your Charisma modifier – the creature’s HD). You may use this ability at will, but a target which successfully saved against this ability gains a +3 on all saves against this ability for 1 minute, this bonus is cumulative.
Song of Freedom: This ability functions as the Bardic Music ability of the same name except is Supernatural and uses your Tall Tale level for your Caster Level for the Break Enchantment effect. You may only use this song 1/day per 4 Tall Tale levels.
Song of Blasting, Greater: This song deals 1d6 Sonic damage per Tall Tale level in a 40-ft cone in front of you. Creatures within this cone are also deafened for a number of rounds equal to your Charisma modifier. A successful Fort save (DC 10 + ½ Tall Tale level + Charisma modifier) halves this damage and negates the deafening.
Barrier Song: When you play this song you may create a Wall of Force (as spell, CL = Tall Tale level) within 100-ft (you must have line of effect and sight to this area when you create the wall). This wall lasts for as long as you play the song and remain within 100-ft of the wall and for 5 rounds thereafter.
Song of Slumber: When you play this song a single creature within60-ft that can hear you must make a Will save (DC 10 +1/2 Tall Tale level + Charisma modifier) or fall asleep for 1 minute per Tall Tale level. A creature that successfully saves is immune to this ability for 1 hour.

Storied: You gain an additional song from each of the lower levels of Exaggerated Skill and a Storied Song.

Song of Time: Undo the last round (including your previous action) within 1000-ft. Creatures’ memories are not affected. You may only use this song once per minute.
Song of Endowment: Target creature (you must have line of sight to it when you begin playing) gains all the benefits of one Exaggerated Skill you possess (including temporary skill ranks to bring the skill up to their max ranks) using your Tall Tale level or their Hit Dice (whichever is lower) for their Tall Tale level for all benefits of the Exaggerated Skill. This song lasts for as long you play and an additional 1 minute afterwards. Only one creature may benefit from this song at a time. All creatures you grant a Storied Skill to share uses of any Exaggerated Skill for usage limits (X/day, X/encounter, must wait 1 hour between uses, etc).
Song of the Soul: Target creature which died within 100-ft or which has a piece of their body within 100-ft and which died within the last minute is revived as if by the spell Greater Resurrection. This song may only be played once per day.
Song of Quakes: Duplicate the effects of an Earthquake spell. This ability may be used once per minute.
Song of Transportation, Greater: This ability functions as the Song of Transportation but you do not need to have visited the location previously, and may have a familiarity of less than Studied Closely. In addition you may transport 5 Medium sized creatures per Tall Tale level, instead of 1 per 3 Tall Tale levels. You may use this ability 1 per day per 6 Tall Tale levels you possess.
Song of Slumber, Greater: This ability functions as Song of Slumber but affects all non-allied creatures (or allied creatures you are unaware of) within the range.

Perform (Sing):
Least: Any creature which listens to you play for at least 1 minute is affected as if you had made a Diplomacy check equal to your Perform (Sing) check to influence their attitude; this affects even creatures which do not understand your language as long as they have minds. In addition you earn double the normal amount from performances.

Lesser: Your songs are so potent that they take on the elements of magic. You may use Charm Monster as a spell-like ability at-will by singing as a full-round action. Your target must be able to hear your song. You may only have 1 creature charmed at a time and successfully charming another ends this effect on previous targets, and if a creature successfully saves they are immune to this effect for 24 hours.

Greater: Your songs attract the attention of the fair folk, calling them from across the boundaries of space and time. By singing as a full-round action you may summon a creature from the list below. Once you have summoned a creature it stays for 2 minutes before vanishing. You may only have one creature summoned at a time, and if you cease singing, or it moves out of hearing of your song, for more than 1 round it vanishes immediately. If you summon a creature with Spell-like Abilities or spells any expenditures from one summon are carried over to the next summon until you rest 8 hours without summoning creatures, and if a creature dies while summoned this way you may not summon another creature of that type until you rest 8 hours without summoning creatures.


Tall Tale LevelFey Summoned (you may select from lower leveled lists)
11-12Dryad (without symbiosis), Satyr (with pipes), Grig, Nixia, Pixie (no irresistible dance), Petal MMIII, GlaistigMMIII (without water symbiosis), RedcapMMIII, Splinterwaif KnaveMMIII, ThornMMIII, SprigganFF
13+Nymph, Glaistig Mindbender, Elder RedcapMMIII, Shimmerling SwarmMMIII, Lunar RavagerMMIV,BanshraeMMV, OreadFF (no Mountain Dependency)


Storied: You gain additional summons options based on your level and may summon 1d3 creatures from the previous table instead. If you summon a creature with Spell-like Abilities or spells any expenditures from one summon are carried over to the next summon until you rest 8 hours without summoning creatures, but in the case of level 13 or lower creatures you summon the 1st summon each time keeps uses from the 1st summon previous times, the 2nd from the 2nd in previous summons, and the 3rd from the 3rd (giving you 3 sets of SLA uses). If a creature from the level 13 or lower lists dies when you summon them you may still summon creatures of that type but may not summon more than 2, if a second dies you may now only summon 1, and if a third dies you may not summon them at all; this lasts until you do not summon any creatures for 8 hours.

Tall Tale LevelFey Summoned
16-19Pixie (with Irresistible Dance), Verdant PrinceMMIV, KelpieFF
20RagewalkerMMIII, Ruin ChanterMMV


Profession (General note): Any Exaggerated Profession Skill grants you the following benefits with it in addition to those specific to the skill.
Least: When making a Profession check to gain money you gain twice as much as normal.

Lesser: This increases to 4 times the normal amount.

Greater: This increases further to 10 times the normal amount.

Storied: This increases further to 30 times the normal amount.

Profession (Alienist)
Least: You gain immunity to the confusion spell and effects which emulate it, or are based off of it. You may use Profession (Alienist) in place of the Heal skill to perform Long-Term Care but only for the purposes of healing ability damage to mental ability scores. Once per day per creature you may talk with a creature for 10 minutes giving them advice and counselling to heal 1d4 points of damage to a single mental ability score. Counseling a creature is a language dependant effect.

Lesser: You gain immunity to fear and fear effects. You may now counsel a given creature any number of times per day, but each time after the first takes 5 additional minutes to produce results, and when you counsel a creature they heal 1d6 points to one ability score or 1d3 to all mental ability scores and are cured of any artificially induced forms of insanity (such as from an obyrith or the insanity spell. As a standard action you can talk a creature down from a confusion effect, rage, frenzy or other similar ability; this is a language dependant effect. This suppresses that effect or ability for 1 round per 3 ranks in Profession (Alienist) you possess at which point it resumes as normal if it has any duration remaining. Finally as a standard action you can attempt to put a creature into a trance, the creature is allowed a Will save (DC 10 + 1/2 your Tall Tale level + your Cha modifier) to resist but if they fail they are fascinated for as long as you use a standard action each round to maintain the trance, or it is broken by an effect or action which can free a fascinated creature (such as a threat against it); this is a mind-affecting, language dependent, Extraordinary ability, and if a creature succeeds on its save against this effect it is immune to your use of this ability for 24 hours. If you maintain a creature's trance for 3 rounds you may offer a suggestion as the spell suggestion (CL = Tall Tale level) with no saving throw; this is still an Ex ability.

Greater: You gain immunity to compulsion, and all forms of insanity. If you provide a creature with Long-Term Care it automatically heals all mental ability damage it has suffered, and heals 2 points of ability drain to each mental ability score. As a standard action you may allow an ally to make a new save against any fear effect affecting them (if it did not allow a save use what DC it would have if it allowed a save) and you may make a Profession (Alienist) check which they may use in place of their save if it is higher; this is a language-dependent effect. You may also now use your ability to talk a creature down from confusion or rage to affect a number of creatures per use equal to 1 + your Wisdom or Charisma modifier whichever is higher.

Storied: You can counsel a creature as a standard action, its time not increasing due to previous uses upon that creature, and when you counsel a creature they now heal 1d8+1 damage to a single mental ability score, or 1d4+1 to all mental ability scores, or 1d6 ability drain to a single mental ability score. By spending 10 minutes counseling a group of creatures (up to 1 creature per 3 ranks in Profession (Alienist)) you can grant them the ability to roll twice on all saves versus fear and a +4 on such saves for 4 hours; this is a language-dependent effect. When you suppress confusion effects you may also suppress any form of Compulsion affecting the target(s) for the duration. Finally when you use your ability to entrance a creature you may attempt to entrance 1 creature per 3 ranks in Profession (Alienist) and offer all such creatures a suggestion at the same time.

Zaydos
2014-01-21, 12:38 PM
Exaggerated Skills Continued Once Again


Profession (Farmer):
Least: You may identify plants with a Profession (Farmer) check as if it were a Knowledge (Nature) check, predict the weather with a Profession (Farmer) check (DC below), . This predicts what the natural weather should based upon observances, if the weather is magically manipulated you will be able to note that. This is a base DC 15 check, but the DC increases depending upon situations. Plants you tend produce twice their normal yield, and animals you raise get a +2 bonus to Constitution.

SituationDC
Observed for at least 1 hour a day for a week-5
Observed for at least 3 hours within the last week, including at least 30 minutes today-2
Observed for at least 1 hour today+0
Observed for 10 minutes today+2
Observed for 1 round+5
Observations made during magical weather+5
Observations made exclusively during magical weather+10
Determine weather for today-2
For tomorrow+0
Per additional day after tomorrow (within a week)+2 cumulative
Determine weather beyond 10 miles per rank in Profession (farmer)+2 per additional 10 miles.
Determine weather is magically altered-5 (ignore Observations made during magical weather)
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Lesser: Plants you tend grow produce triple their normal yield, and animals you raise are immune to disease, gaining another +2 bonus to Constitution. You gain the ability to use Calm Animals and Charm Animals as spell like abilities at will.

Greater: When growing plants you may treat an area as if it got an additional 4 inches of rainfall a month (or 48 inches of annual rainfall which is enough to push the driest desert into the range of a deciduous rain forest), or 4 inches less rainfall, if that would be beneficial. In addition plants you tend produce five times their normal yield. You may also speak with plants and animals as the spells. Finally any animal you rear is immune to fatigue, has exhaustion reduced to fatigue, and may work for up to 12 hours before suffering the effects of a forced march, and gain a +2 bonus to Strength (in addition to their +4 to Constitution).

Storied: You may control the weather (as a druidic casting Control Weather spell) of any location (here defined as a 3-mile radius around the targeted point) you have not left for at least 1 whole week, or have spent at least 75% of your time within the last 3 months within, at will. If used in the latter way the effect does not have to be centered on you, but instead anywhere within that location and can be used up to 5 miles away per class level. In addition plants you grow produce 10 times the usual yield. Any animal you rear is immune to death effects and mind-affecting effects. Finally 1/day you may use Control Plants as a spell-like ability.

Profession (Gambler):
Least: Whenever you play a game of chance, or perform another activity based purely on random chance (such as roulette, craps, flipping a coin, or activating a rod of wonder) you may roll (or flip) twice to determine the result and choose which one to keep. Your skill at gambling even extends into combat. You automatically confirm critical hits when your initial attack roll was a natural twenty, and once per encounter you may declare an attack a risky blow; if you do so the attack deals double damage and automatically confirms on a critical threat but has a 50% chance of missing. In addition you gain a bonus Luck feat (see Complete Scoundrel).

Lesser: You no longer automatically miss on a natural 1 for an attack roll or fail saves on a natural 1. In addition whenever you roll a natural 20 on a saving throw you are treated as having either Mettle or Evasion as appropriate for the save in question. You gain a bonus Luck feat.

Greater: Whenever you roll a natural 20 on an attack roll you increase the critical damage multiplier of your weapon by 1 and ignore any miss chances that may apply. In addition you gain a bonus Luck re-roll that can be used once per encounter. You gain a bonus Luck feat.

Storied: You are skilled enough to best even Death itself in games. Whenever you would die roll a d20, on an 11 or higher you do not die, instead being left at 1 hp (if it is less than your previous hp) and alive (if you would have died due to Constitution damage/drain you are left at 1 Con as well); you do not get a 2nd roll due to the Least Exaggerated skill, you may however use 3 daily Luck re-rolls to re-roll this check. This ability works even against death due to old age in which case you stop aging and no longer suffer from age related death should you survive due to this ability. If you also have the Storied level of the Hide Exaggerated Skill you must use that ability first before using this one. In addition you gain 2 bonus Luck feats.

Profession (Lumberjack)
Least: You gain powerful build. In addition you can use Profession (Lumberjack) to identify plants (whether animate or not) instead of Knowledge (Nature).

Lesser: You lose powerful build and you increase in size by 1 size category. You gain +2 Strength, +2 Constitution, and -2 Dexterity with this size increase. You gain Favored Enemy (Plant) at +2 as the ranger ability except it also applies to inanimate plants.

Greater: Your size increases by another category granting you another +4 to Strength, and -2 to Dexterity. Your Favored Enemy bonus against plants increases by +2.

Storied: Your size increases by another category. Your Strength increases by +4, and your Constitution by +2. Your Favored Enemy bonus against Plants increases by +2.

Profession (Miner):
Least: You gain Stonecunning (as a dwarf) or the bonus from your Stonecunning increases by +2 and the distance increases by 10-ft. You make ten times the normal amount each week from a profession (miner) check.

Lesser: You gain Weapon Focus, Weapon Specialization, and Improved Critical in Light and Heavy Picks. In addition when using a pick you gain a +4 to damage for each time you have hit them with a pick since the beginning of your last turn. In addition when properly equipped you can dig at 5 times the normal rate, or at the normal rate for a properly equipped miner when without tools.

Greater: You gain a burrow speed of 1/2 your land speed. Unlike most burrow speeds you leave usable tunnels behind you.

Storied: Your burrow speed now equals your land speed and you may burrow 5-ft through solid stone as a standard action or 10-ft as a full-round action. You gain Greater Weapon Focus, and Greater Weapon Specialization with Light and Heavy picks and you increase their crit range after any/all multiplication by 1 (so 18-20 with Improved Critical).

Profession (Porter)
Least: You may carry a medium load without penalty, and may retain class features and other abilities which are lost while carrying a medium load when carrying a medium load (but not a heavy load). In addition your carrying capacity (for all categories) is doubled. You gain a +2 bonus to your Strength score, and a +2 bonus on Constitution checks for Forced Marches.

Lesser: Your carrying capacity is now 5x what it normally would be (this supersedes the Least version of this skill) and you gain an additional +2 to Strength and the Endurance feat.

Greater: Your carrying capacity is now 12x what it normally would be (instead of 5x) and you gain an additional +2 to Strength. Finally you may carry a heavy load without penalty, and may retain class features and other abilities which are lost while carrying a medium or heavy load when carrying a heavy load.

Storied: Your carrying capacity is now 30x what it normally would be (instead of 12x) and you gain an additional +2 to Strength. Additionally you are immune to effects which would cause fatigue, and effects which would make you exhausted instead make you fatigued, and whenever you would have to make a Constitution check Endurance helps with you automatically succeed.


Profession (Sailor): See Stormwrack for rules for ship based movement.
Least: You are not considered to be balancing when walking on a yardarm, heeling deck, or a ship with a heavy roll; you suffer no penalty to AC and do not need to make Balance checks for these surfaces. In addition you may predict the weather with a Profession (Sailor) check (DC below). This predicts what the natural weather should based upon observances, if the weather is magically manipulated you will be able to note that. This is a base DC 15 check, but the DC increases depending upon situations.

SituationDC
Observed for at least 1 hour a day for a week-5
Observed for at least 3 hours within the last week, including at least 30 minutes today-2
Observed for at least 1 hour today+0
Observed for 10 minutes today+2
Observed for 1 round+5
Observations made during magical weather+5
Observations made exclusively during magical weather+10
Determine weather for today-2
For tomorrow+0
Per additional day after tomorrow (within a week)+2 cumulative
Determine weather beyond 10 miles per rank in Profession (sailor)+2 per additional 10 miles.
Determine weather is magically altered-5 (ignore Observations made during magical weather)

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Checks and attack rolls made with ship-bound weapons (such as siege engines or battering rams) by you or of a ship you control gain a +2 competence bonus, as does the AC of any ship you pilot. This bonus increases by +2 per level of Exaggerated Skill beyond Least that you gain.

Lesser: You ignore 5 points of DC increase to Profession (sailor) checks for having less than a full complement (at least half watch +0, <1/2 >1/4 +5 DC, <1/4 +10 DC). A ship you control never founders in less than a hurricane or very heavy surf and even then you need only check once per hour at most. In addition you may sail a sailing ship directly into the wind with a ¼ speed reduction. You may sail in a hurricane (but not a dire gale) without being driven by making a Profession (Sailor) check DC 30; if you do so you may move up to the speed you would be driven. You may now make Profession (Sailor) checks instead of Knowledge (Geography) checks for sailing a ship.

Greater: You ignore 10 points of DC increase to Profession (sailor) checks for having less than a full complement (at least 1/4th watch +0, <1/4 +5 DC). You may now sail directly into the wind with only a ½ speed reduction or 1 point away with no speed reduction. You suffer no speed penalty for sailing against a current, and may sail in a hurricane or dire gale with a DC 25 or 30 check respectively. Ships you control never suffer rolls and/or wash unless you choose to allow it. Finally you gain the ability to by sailing for 1 hour beyond the sight of land sail to any other location physically reachable by your ship also out of sight of land.

Storied: You ignore all DC increase to Profession (sailor) checks for having less than a full complement (you can sail even the largest ships single handed), and may always treat the wind or current as being moving in the direction of your ship (regardless of its actual direction). Finally you gain the following pair of supernatural abilities. First you may cause any ship you pilot to move across the air as if it were water, effectively granting it a fly speed equal to its sailing speed with good maneuverability. Secondly you may use your ability to sail between places when outside of sight of land to travel to any other point outside of sight of land even if it is on another plane or a point physically inaccessible from your current location (such as an underground sea).

Profession (Siege Engineer)
Least: You gain Ballista Proficiency as a bonus feat. In addition you may apply your Intelligence modifier as a bonus to hit with ballistas. Each action you spend loading or aiming a siege engine counts double and you count double for crew purposes.

Lesser: You gain a bonus to attack rolls with siege weapons equal to ¼ your Tall Tale level, and on all Strength checks to load siege engines. You count as four creatures/actions for the purposes of loading/aiming a siege engine (and for crew purposes), or 2 if you just spend a standard action. You may re-aim a loaded trebuchet.

Greater: You count as 8 creatures/actions for the purposes of loading/aiming a siege engine (and for crew purposes), 4 if you just spend a standard action, or 2 as a move action. You carrying capacity is doubled for the purpose of moving siege engines. When you are using a siege weapon against an inanimate object that is huge or larger you deal double damage.

Storied: Your bonus to attack rolls with (and Strength checks to load) siege weapons increases to ½ your Tall Tale level. You can load/aim a siege engine as if you were 16 people/actions (counting as such for crew people), 8 as a standard action, or 4 as either a move or swift action, or 2 as a free action (this free action can only be used on one siege engine per round). This means you can load a light ballista quickly enough to make a full attack with one, and a heavy ballista quickly enough to make 2 attacks with it in a round (at the cost of a swift action and full attack action). You may also load multiple siege engines within your melee reach as part of the same action (for example as a full round action you could load 4 heavy ballistas). Your carrying capacity is now quadruple for the purpose of moving siege engines (this supersedes the Greater benefit), and when you use a siege engine against an inanimate object of huge size or larger the damage is now quadrupled (this supersedes the greater benefit) as well.

Profession (Undertaker)
Least: You are skilled at preserving bodies, by spending 1 hour of work you may preserve a body as if with the Gentle Repose spell (CL = Tall Tale level), this ability only works once per body; if the body is revived and the creature killed again you may use this ability on it again. In addition you gain the ability to Turn Undead as a cleric of your Tall Tale level, but you may choose when activating the ability to instead Rebuke Undead. If an undead would be destroyed the corpse is left intact, and you may only Command unintelligent undead with this ability (otherwise they are merely rebuked). If you have levels in another class which grants the ability to turn or rebuke undead your levels in these classes stack to determine effectiveness but you do not gain additional uses. If you have another Exaggerated Skill which grants Turn or Rebuke Undead you do not gain additional daily uses but Turn and Rebuke Undead as a cleric 2 levels higher than your Tall Tale level.

Lesser: You may Speak with Dead at-will as a supernatural ability; this functions as the spell but can only ask 1 question per 3 Tall Tale levels (instead of 1/2 caster levels) and cannot be used on a given corpse more than once. Unintelligent undead treat you as if warded with Hide from Undead; this only affects unintelligent undead (Intelligent undead automatically ignore it as if they succeeded their saving throw) and if you perform an act which would end it the effect resumes 1 minute afterwards.

Greater: You may now talk to corpses and unintelligent undead/deathless as if they were still whatever creature they were before death (using their living Bluff and Sense Motive for example) as long as they have an intact mouth and head. You may also re-animate mostly intact corpses as zombies as a supernatural ability. It requires 10 minutes of work to reanimate a corpse and it remains animate for 24 hours. You may only reanimate a number of hit dice worth of zombies equal to twice your Tall Tale level at a time. If a zombie deanimates due to the duration ending you may reanimate it with 10 minutes of work. These zombies are not true undead, as they are animated by the last remnants of life energy in the deceased corpses and have the Deathless type instead of the Undead type. You cannot reanimate a body killed by negative levels or a death effect in this way. In addition you gain immunity to the energy draining attacks of undead.

Storied: You may use your Gentle Repose ability (granted by the least tier) on the same corpse at-will. You may also give yourself the facade of death. To do so requires 1 minute of concentration, and while you have the facade active you are considered to be undead instead of your actual type, are healed by negative energy and harmed by positive; you are immune to turning, however, retain your Consitution score, and do not gain d12 hit dice. You may end this facade as a swift action.

Psicraft:
Least: You gain Favored Enemy (Psionic) +2, this applies against all creatures with the Psionic subtype regardless of their creature type, and may use Detect Psionics as a spell-like ability 3 times per day. In addition you may sense lingering psionic energies finding them as if they were tracks and you had the Track feat. You may track these energies, following the psionic creature that created them, this functions like tracking creatures with the Track feat, but the base DC is 15 regardless of terrain, this DC is reduced by 1 for every 3 psionic creatures in a group and for every 8 manifester levels possessed by the strongest manifester in the group, but increases by 1 for every 3 hours that have passed, and the normal DC modifications do not apply.

Lesser: Your Favored Enemy (Psionic) increases to +4 and you may use Detect Psionics as a spell-like ability at-will instead of 3/day. You gain a +2 bonus to saving throws against psionic powers, psi-like abilities, and the effects of psionic items (this ignores transparency). Finally psionic powers which target you (but not those that merely include you in their area of effect) cost an additional 2 power points to manifest, these points do not go towards augmenting a power. The manifester is aware of this effect before they are committed to the action, and this may render them unable to use certain powers upon you by increasing the power point cost beyond what they can pay.

Greater: Your ability to sense psionic creatures improve. You may detect psionic creatures within 60-ft as if you had Blindsense. In addition you gain Mettle and Evasion against psionic powers, psi-like abilities, and the effects of psionic items (this ignores transparency).

Storied: Your Favored Enemy (Psionic) increases to +6 and you gain the ability to produce a field of frenetic mental energy opposed to and disrupting psionic energies nearby. Any attempt to manifest a psionic power or use a psi-like ability within 30-ft of you suffers a 30% chance of failure, this chance is rolled after the power points are spent and the action. Even if a creature manages to manifest a power through this ability it loses a number of power points equal to your Charisma modifier; this is not an increase to the cost of the ability simply a lost of points applied afterwards. This field is a supernatural ability, and you may suppress it as a move action and reactivate it as a free action.

Ride:
Least: You gain Mounted Combat as a bonus feat. In addition you may use Mounted Combat's ability once per round per Tall Tale level instead of 1/round. Finally should you use Mounted Combat and fail to negate the attack you may choose to suffer its effects instead of your mount.

Lesser: You gain a special mount (as a paladin of your level). This is a supernatural ability (as you summon it from another world still).

Greater: Your special mount gains the benefits of all Exaggerated Skills you have of Lesser or lower rank based on Strength, Dexterity (but not Ride), Concentration, or Wisdom. Any mount you ride moves at x6 speed when taking the run action (x7 if they have the run feat) instead of x4.

Storied: Your special mount also gains the Greater and if you have them Storied rank abilities of any Exaggerated Skills it received the benefits from. When mounted if you or your mount fail a saving throw you may re-roll it with the better of your and your mount's bonus to that save; if this save fails both you and your mount suffer the effect of a failed save even if it would normally have only affected one of you. In addition any mount you ride gains +20-ft land speed and may move on air and water as if it were solid land (effectively gaining a fly speed equal to their land speed with good maneuverability).

Search:
Least: You gain the Track feat and may track with the Search skill instead of Survival skill. You may make a Search check as a swift action instead of a Full-Round Action (and may take 20 by spending 10 swift and 10 full-round actions) and may search a 10-ft by 10-ft area (or 10-ft cube of goods) as a single action. When you make a melee attack against a creature you may ignore 1 point of armor or natural armor bonus they benefit from as your attention to detail allows you to see even the smallest chinks in their defenses; this does not apply against creatures with concealment or total concealment.

Lesser: You may make a Search check as a free action each round (and may take 20 by spending 7 swift actions and 6 full-round actions). In addition you may make a search check for a 30-ft by 30-ft area (or a 30-ft cube) as a single action. In addition as a full-round action you may search an area and detect any magical auras within the area (as if spending 3 rounds using Detect Magic) and observe any magical effects which were active within the area in the last minute including when they appeared and left.

Greater: You gain a free search check whenever you move within 20-ft of anything hidden (which would require a search check to spot). In addition whenever you make a melee attack against an opponent you may ignore 1 additional point of armor or natural armor bonus (you may choose armor or natural armor for each point separately) they benefit from on future attacks against them until you attack another creature or go at least 1 round without attacking them and gain a bonus to melee damage equal to the total amount of armor and natural armor you may ignore even if the target has less armor and natural armor than is ignored; this does not apply against creatures with concealment or total concealment and the bonus damage is precision damage. In addition as a DC 40 search check as a Full-Round Action you may observe events within the last minute as if you had been there yourself, this only allows you to detect visible events or events which would leave tracks (such as an invisible monster’s movement).

Storied: You may ignore concealment and total concealment of any creature within an area you searched for 1 round as long as you can see their square, this allows you to use abilities which normally do not work on creatures with concealment and allows you to treat them as if you had line of sight. Your Search when performed as a full-round action also reveals events and magic up to 1 day back per consecutive full round action spent (up to a maximum of 1000 years with 730,000 consecutive full round actions taking 25 days, 8 hours, and 20 minutes).


Sense Motive:
Least: When you make a sense motive check to determine a creature’s alignment the DC todetermine one component of the target’s alignment is reduced to 20, and to determine their full alignment is reduced to DC 25. In addition you gain Dodge as a bonus feat and a +4 to checks to resist feints.

Lesser: When a creature makes a bluff check opposed by your sense motive check you ignore all bonuses they gain to bluff due to supernatural abilities, spell effects, or magic items. In addition when you successfully make a Sense Motive check to discern enchantment on a creature you may make sense motive checks to determine the alignment and gain a hunch about the caster or creature which created the enchantment effect.

Greater: The DC to use Sense Motive to read surface thoughts is reduced to 35; it is not considered a mind-affecting effect and a Bluff check of less than 100 is not an automatic failure to hide them but a Bluff check to hide them is made at a -5, there is no Will save against this effect. In addition you are able to sense your own motive well enough that you automatically know when you are charmed or under a compulsion effect and if you fall under the influence of a charm or compulsion effect you may immediately make a Sense Motive check against the save DC to end the effect completely (as if you had made a successful save with Mettle). If the effect would normally allow for telepathic or empathic control over you, you may immediately make a Sense Motive check to read their surface thoughts or determine their alignment as a free action.

Storied: You automatically see through all illusions. While you may still choose to hear/see them you recognize their illusory nature and can see what’s on the other side of them as if they were not there as long as you choose to. You may also recognize a creature’s true form regardless of magic which would disguise it (as if using True Seeing). Finally if a creature’s disguise check is less than 20 + your Sense Motive modifier you recognize them as being disguised, and with a successful Sense Motive check against their Disguise check you may recognize them as who they are if you have met them before.

Sleight of Hand:
Least: You gain Improved Feint and Weapon Finesse as bonus feats, you may use Sleight of Hand instead of Bluff to Feint in combat.

Lesser: You may Feint as a swift action instead of a move action, and once per round you may add one fourth a Sleight of Hand check to damage with a finessable weapon. You may also feint mindless creatures at a -8, animal intelligence creatures at -4, and nonhumanoid creatures at no penalty.

Greater: You suffer only half the normal penalty for making a Sleight of Hand check as a free action the first time you make a sleight of hand check as a free action each round. In addition you may use sleight of hand to steal active spell effects (this is a DC 20 + Caster level check); you may only attempt to do this once per round. You must be within your natural melee reach of the target to perform this act.

Storied: You may steal a single use of a use activated special ability, feat, or class feature, or the effects of a continuously active special ability, feat, or class feature with a Sleight of Hand check (DC 25 + target's CR). If it is a continuous ability you gain it until the beginning of your next turn, if it is a use activated ability you must use it within 1 round or the target regains the ability and any duration is reduced to 2 minutes per Tall Tale level or the ability's normal duration (whichever is less). For the round you have this ability the target does not, even if they would normally have more uses, and the ability you stole is considered expended for them. You may only use this ability once per round. You must be within your natural melee reach of the target to perform this act. You also suffer no penalty to feint attempts against creatures of animal intelligence and only a -4 against mindless creatures.

Spellcraft:
Least: You gain Favored Enemy (Arcanist) [defined as any creature capable of casting arcane spells or using invocations] +2, in addition you gain the Mage Slayer feat as a bonus feat even if you do not meet the prerequisites and do not suffer a -4 to your caster level for spells and spell-like abilities due to it. Finally you may use Detect Magic as a spell-like ability 3 times per day per Tall Tale level you possess (CL = Tall Tale level).

Lesser: Your Favored Enemy (Arcanist) bonus increases to +4, and you gain Pierce Magical Protection as a bonus feat (as before you do not suffer the penalty to your caster level for spells and spell-like abilities due to it). You may now use Detect Magic at will, and may use Dispel Magic as a spell-like ability 1/day per 2 Tall Tale levels (CL = Tall Tale class level). Swift and immediate action spells cast within your reach provoke attacks of opportunity unless the caster succeeds at a concentration check opposed by your spellcraft check, the caster gains a +5 bonus to this opposed check.

Greater: Your Dispel Magic spell-like ability becomes Greater Dispel Magic instead. In addition on a successful critical hit you may target a creature with a targeted Greater Dispel Magic as a swift action without expending any daily uses of your Greater Dispel Magic SLA. Spells, and spell-like abilities used to scry on you or an area including you require that their caster makes an opposed Spellcraft check against you, on a failure the spell fails. You also gain Spell Resistance equal to 5 + your ranks in Spellcraft.

Storied: Your Favored Enemy bonus against Arcanists increases to +6. Swift and immediate action spells always provoke attacks of opportunity from you, and teleportation spells and spell-like abilities that would move a creature to or from within 60-ft of you must make an opposed Spellcraft check against you, and on a failure their spell fails. Your Spell Resistance granted by the Greater version of this ability increases to 9 + your ranks in Spellcraft. Finally any creature that you hit with a melee or ranged attack cannot cast spells or use spell-like abilities for 1 round.

Spot:
Least: You suffer half the normal penalty to Spot checks for distance (-1 per 20-ft instead of -1 per 10-ft), and can See Invisible creatures if you make a Spot check that beats their Hide check by 5 or more (they may hide even without cover or other concealment). In addition you gain a +2 to damage with ranged attacks made at more than 30-ft, and reduce range penalties by 2.

Lesser: You may see invisible creatures as if they were visible, and all sight based miss chances are halved. In addition you gain Low-Light Vision and Darkvision 60-ft if you do not already have both; if you already have one it increases either to Superior Low-Light Vision or by 60-ft if Darkvision. In addition your bonus damage with ranged attacks made at more than 30-ft increases to +5. You may make a Spot check to see something as a free action 1/round, as a move action to gain a +2 on the check, or as a standard action to gain a +4.

Greater: You may see even further, the penalty to Spot check due to distance decreasing to -1 per 100-ft. In addition your bonus damage with ranged attacks made at more than 30-ft increases to +10, and range penalties you suffer are halved before being reduced by 2 (so you can fire up to 3 range categories away before suffering a penalty). Finally you gain the ability to see through fog effects.

Storied: You ignore all sight based concealment less than total, and cover less than full, and may see invisible creatures as if they were not invisible (though they are transparent enough to allow you to see through them). You may see in darkness as easily as full daylight, and only suffer -1 to Spot per 200-ft of distance. Finally you never suffer range penalties on ranged attacks and gain an additional +10 damage (for a total of +20) if they are at least 100-ft away. You may spend a full-round action to attempt to spot something to gain a +10 bonus on the check.

Survival:
Least: You gain the Track feat, and the Scent special ability.

Lesser: You gain the Woodland Stride special ability, and when guiding a group overland halve all movement rate reductions. In addition you gain Fire and Cold resistance 5 +1/2 your Tall Tale level and the Endurance feat as a bonus feat.

Greater: You gain the Swift Tracker ability as a ranger of your Tall Tale level and Climb and Swim speeds equal to ½ your land speed. You may also use Survival to find food and water in places that are completely devoid of life (such as the Negative Energy Plane), to do so you make a normal survival check to find food and water but take a -15 to the check.

Storied: You gain immunity to Fire and Cold and may use Find the Path as a Spell-like ability(CL = Tall Tale level) twice per day.

Swim:
Least: You can hold your breath for ten times the normal limit and gain a swim speed equal to ½ your land speed.

Lesser: You can breathe water as easily as air, and your swim speed now equals your land speed. In addition you are not slowed by swimming against a current (in theory this allows you to swim up waterfalls freely).

Greater: When in the water you benefit from a continuous Freedom of Movement effect. You may also hold your breath indefinitely and are immune to any effect which would suffocate you or require inhalation unless you talk or use scent. This includes Stinking Cloud and Cloud Kill as well as any stench, and inhaled poisons. Your swim speed increases by 20-ft.

Storied: You can swim through the air, gaining a fly speed equal to your swim speed with perfect maneuverability.


Tumble:
Least:You may tumble at full speed without penalty. In addition you gain a +10-ft increase to your base land speed.

Lesser: The increase to your base land speed becomes +30-ft instead of +10-ft. The increase to the DC of your tumble check due to difficult surfaces is reduced by 5, and you may tumble through a deep bog at +10 (before reduction).

Greater: When taking a run action you may move at 10 times your normal speed (12 times if you took the run feat). This grants you a +12 bonus on running jumps. In addition you reduce all falling damage by 10d6.

Storied: Two times per day you may run so fast that you seem to teleport. This movement is effectively instantaneous but can only take you to a location that you could reach by your own locomotion without pausing to open a door, or other such stop (such as breaking down a wall), and can only be up to 100 miles per class level. This is a full-round action. Your base land speed increases by another 30-ft (total of 60-ft increase), and you no longer suffer damage from falling regardless of the distance.

Truespeak: Found in Tome of Magic. This is made assuming uanfixed truenaming, therefore mix with fixes carefully (as some rules may be utterly changed).
Least: You gain the ability to speak two first level utterances from the Lexicon of the Evolving Mind. You use your Tall Tale level, plus any levels in Truenamer, as your effective caster level for these utterances.

Lesser: You gain the ability to speak a 3rd level or lower utterance from Lexicon of the Evolving Mind, as well as a 2nd level or lower utterance from the Lexicon of the Crafted Tool. In addition the DC for performing an utterance is reduced to 15 + the target creature’s CR/HD/item’s CL instead of 15 + (2x the target creature’s CR/HD/item’s CL).

Greater: You gain the ability to speak a 4th level or lower utterance from the Lexicon of the Evolving Mind, a 3rd level or lower utterance from the Lexicon of the Crafted Tool, and a 1st level or lower utterance from the Lexicon of the Perfected Map. In addition you gain the ability to Speak Unto the Masses as a 17th level Truenamer.

Storied: You gain the ability to speak a 6th level or lower utterance from the Lexicon of the Evolving Mind, a 4th level or lower utterance from the Lexicon of the Crafted Tool, and a 3rd level or lower utterance from the Lexicon of the Perfected Map. In addition you gain a bonus feat from table 3-11 in Tome of Magic.


Use Magic Device:
Least: You may take 10 on Use Magic Device checks when you are not disturbed or threatened. In addition any container you carry takes on aspects of a bag of holding and may store up to 5 lbs per class level non-dimensionally. Only you may access this non-dimensional space without destroying the container. In an anti-magic field you may not store anything within this non-dimensional space or retrieve it, but if the container is destroyed the objects will still spill out.

Lesser: You no longer require the use of Use Magic Device to use Spell Trigger items, and may take item crafting feats as if you had a caster level equal to your Tall Tale level; for the purposes of item creation you may emulate any spell that could be cast by a character of your class level or lower in a base class. In addition your non-dimensional storage space doubles to 10 lbs per class level per container.

Greater: You no longer need to make Use Magic Device checks to use Spell Completion items. In addition you can identify an item (as the spell) as a standard action that requires touching the object in question. You gain the ability to wear an extra magic item in a single body slot at a time (for example you could wear 2 cloaks, or three rings). Your non-dimensional storage space expands to 20 lbs per class level per container.

Storied: You gain the ability to wear another extra magic item in a single body slot at a time (for example you could wear 2 cloaks, and 2 headbands, or three cloaks). In addition 3 times per day you may use a charged item without expending charges. Finally your non-dimensional storage space expands to 50 lbs per class level per container.


Use Rope
Least: You gain proficiency in whips (and whip-daggers), nets, and lassoes. You may use a whip or lasso to grab objects within reach/range and pull them to hand (you must be able to lift the object in one hand and it must be no more than 1/2 your light load) as a standard action. If using a whip-dagger you deal damage to the object as if striking it. You may fold a net in 1 round.

Lesser: If you wrap your whip, lasso, or toss a grappling hook onto an object within 5-ft per Tall Tale level you can pull yourself to that object as a free action. When wielding a whip you may make attacks of opportunity with your whip, and do not provoke attacks of opportunity yourself, and you may damage a creature regardless of natural armor or armor it may possess. When wielding a net or lasso the range increment increases to 20-ft, and you may use a lasso at a range of up to 40-ft and a net at 20-ft; though you may treat their maximum range as 30-ft/10-ft for the purpose of how far a creature can go from you (if it is already within that distance). You add your Tall Tale level to the hp, Concentration check DC to cast spells while entangled by, and Escape Artist check DC of any net or lasso you wield, and 1/2 that number to its hardness and the Strength check DC to break, and it is considered to have a Dexterity bonus of 1/2 your Tall Tale level or your own Dexterity bonus whichever is higher for the purposes of AC.

Greater: You may tie a knot one-handed as a swift action which does not provoke an attack of opportunity, may bind a creature with 3 full-round actions (a single full-round action if the creature is helpless), and may splice two ropes together as a full-round action. When dual-wielding whips or lassos you may use them to swing from object to object moving at a speed of 60-ft per round, but you must have objects from which you could conceivably swing spaced out within the range of your whip/lasso. You add 5-ft to your reach with whips, gain a +2 on trip and disarm attempts with whips and lassos, may fold nets as a swift action, and add your Tall Tale level to Strength checks made to keep a creature entangled by a whip or net from moving beyond its reach.

Storied: You may tie a knot one-handed as a free action, bind a helpless creature as a move action, splice two ropes as a move action, and may bind a creature with 2 full-round actions. Any rope you hold acts as if it were affected by animate rope and gains the bonuses applied to nets and lassos you wield, you do not need to verbally command it, and this remains an Extraordinary ability. You may also use Rope Trick as a spell-like ability a number of times per day equal to 1 + your Charisma modifier (minimum 1). You suffer no penalty to attack rolls when wielding two whips or lassos (or 1 of each). If you have a creature entangled with a lasso or net you may bind them completely as a standard action. You may fold a net as a free action and when you strike a creature with a whip you may attempt to demoralize it as a free action, once you have used this on a creature you cannot use it on the same creature for 24 hours.

Zaydos
2014-01-21, 12:40 PM
Casting Exaggerated Skills (Variant)

For those that want a more magically inclined Tall Tale, it is possible to replace any or all of Knowledge (Arcana), Knowledge (Religion), Knowledge (Nature), Knowledge (the Planes), and Spellcraft with spellcasting versions. With the exception of Knowledge (the Planes) and Spellcraft (which grant soul melds and invocations) each of these abilities grants a number of spells per day, as well as a few side benefits, drawn from the spell list of an existing class (wizard, cleric, and druid respectively). Your spells per day are determined by comparison to the “casting table” appropriate to the tier of exaggerated skill. Any bonus spells and save DCs of spells are based off of your Intelligence modifier. If you have multiple casting skills your spells per day in each are tracked separately, but any bonus spells from a high ability score are only applied once (for example if you had 20 Int and all three Exaggerated Knowledge Skills you’d get 2 bonus 1st level spells which could be prepared as one cleric spell and one wizard spell, then with your bonus 2nd-5th level spells you could prepare any of the three assuming you had at least 0 daily spells of that type of the appropriate level). Your caster level equals your Tall Tale level, and you can theoretically qualify for prestige classes this way but as you must take the higher tier exaggerated skills to gain access to higher level spells there is (usually) little point in doing this.

In addition you gain an additional 1st level spell per day in whichever casting granting Knowledge skill you select first.

A DM allowing the Casting Exaggerated Skills may which to limit a player to 1 or 2 such Exaggerated Skills, potentially including Martial Lore and Truespeak among them.

Least Casting Table:
{table=head]Level|0|1st|2nd
1|3|1|-
2|4|1|-
3|4|2|-
4|4|2|-
5|4|2|0
6|4|2|0
7|4|2|1
8|4|2|1
9+|4|2|1[/table]

Lesser Casting Table
{table=head]Level|0|1st|2nd|3rd|4th
6|4|2|1|-|-
7|4|2|1|0|-
8|4|3|2|1|-
9|4|3|2|1|-
10|5|3|2|2|0
11|5|3|2|2|0
12|5|3|2|2|0
13|5|3|2|2|0
14+|5|3|2|2|1[/table]

Greater Casting Table
{table=head]Level|0|1st|2nd|3rd|4th|5th|6th
11|5|3|3|2|0|-|-
12|5|4|3|2|1|-|-
13|5|4|3|2|1|0|-
14|5|4|3|2|2|0|-
15|5|4|3|2|2|1|-
16|5|4|3|2|2|1|-
17|5|4|3|2|2|1|-
18|5|4|3|2|2|2|0
19+|5|4|3|2|2|2|0[/table]

Storied Casting Table
{table=head]Level|0|1st|2nd|3rd|4th|5th|6th|7th
16|5|4|3|2|2|1|0|-
17|5|4|3|3|2|2|0|
18|5|4|3|3|2|2|1|-
19|5|4|3|3|3|2|1|0
20|5|4|3|3|3|2|2|1[/table]

Knowledge (Arcana) (Casting)
Least: You gain access to arcane spells, as shown on the casting table (see above), drawn from the wizard spell list. Like a wizard you must have a spellbook, but while you may add any number of spells to your spellbook (limited by the normal size limits of a spellbook) you may only prepare spells from it that you know and may only know up to 3 times your Tall Tale level in spells and may not know more spells of any level than you know 1st level spells. A Tall Tale only gains 1 spell in their spellbook for free at each level, and it is automatically considered a spell known. They may add more spells to their spells known as part of scribing them into their spellbook. The exception is cantrips, a tall tale may know any number of cantrips and begins with all PHB cantrips in their spellbook.
You may use Knowledge (Arcana) in place of Spellcraft for the act of learning spells/adding spells to your spellbook.
Finally when casting arcane spells as a tall tale you may ignore the arcane spell failure of light armor.

Lesser: You gain Scribe Scroll as a bonus feat, reduce all arcane spell failure you suffer by 10%, and gain a bonus metamagic feat.

Greater: You can cast tall tale spells in medium armor without arcane spell failure, and gain Arcane MasteryComplete Arcane as a bonus feat.

Storied: You ignore all arcane spell failure (regardless of class you are casting as) and gain a bonus metamagic feat.

Knowledge (Religion):
Least: You gain access to divine spells, as shown on the casting table (see above), drawn from the cleric spell list. Like a cleric you must prepare spells, but unlike a cleric you only know 2 spells per tall tale level, and may never know more spells of a spell level than you know 1st level spells. The exception is orisons of which you automatically know all of them. You may also spontaneously cast cure or inflict spells like a cleric and automatically know all spells that you can spontaneously cast.
You also gain access to one domain (replacing cleric level with tall tale level), adding its spells as spells known and gaining its granted ability (you do not however gain a domain spell slot and must prepare them in your usual spell slots).

Lesser: You gain the ability to turn or rebuke undead (as appropriate to your alignment) as a cleric of your tall tale level.

Greater: You gain access to a second domain.

Storied: You gain access to a third domain.

Knowledge (Nature)
Least: You gain access to divine spells, as shown on the casting table (see above), drawn from the druid spell list. Like a druid you must prepare spells, but unlike a druid you only know 2 spells per tall tale level, and may never know more spells of a spell level than you know 1st level spells. The exception is orisons of which you automatically know all of them. You may also spontaneously cast summon nature’s ally spells like a druid and automatically know all summon nature’s ally spells available to you.

You gain Woodland Stride as a druid.

Lesser: You gain Trackless Step and Resist Nature’s Lure as a druid.

Greater: 1/day you may wild shape (as a druid of your tall tale level) into large, medium, or small animal.

Storied: You may now use your wild shape ability 3 times per day.

Knowledge (the Planes) (“casting”)
Least: You gain the ability to shape one soul meld, and gain 1 point of essentia per 2 Tall Tale levels; they do not need to pick a specific soulmeld but must select either the incarnate or totemist list to choose their soulmeld(s) from. You also gain a bonus incarnum feat. Once you reach 3rd level as a tall tale you may select one least chakra (this choice is permanent), you gain a chakra bind and may bind a soulmeld to the chosen chakra.

Lesser: You gain the ability to shape one additional soul meld as well as unlocking your other least chakras (you still only have 1 chakra bind). You gain an extra point of essentia. Once you reach 9th level as a tall tale you may select one lesser chakra (this choice is permanent), you gain a 2nd chakra bind and may bind a soulmeld to the chosen chakra.

Greater: You gain the ability to shape one additional soul meld as well as unlocking your other lesser chakras (you still only have 2 chakra binds). You gain an extra point of essentia and each day when you shape soulmelds may select one soulmeld or incarnum feat and increase its essentia capacity by 1 for the day. Once you reach 14th level as a tall tale you may select the throat or waist chakra and it becomes unlocked for you, and you gain a 3rd chakra bind.

Storied: You gain the ability to shape 2 additional soul melds, as well as unlocking the other of the throat or waist chakra and the heart chakra. You gain an extra point of essentia and an incarnum feat, as well as a 4th chakra bind.

Spellcraft:
Least: You gain one Least Invocation, and the ability to use Detect Magic as a spell-like ability at-will. You may use invocations in light armor without spell failure.

Lesser: You gain one Lesser Invocation and may use a targeted Dispel Magic effect as a spell-like ability with a range of touch at-will. You may use invocations in medium armor without spell failure.

Greater: You gain one Least Invocation and one Greater Invocation. In addition your Dispel Magic ability now functions as Greater Dispel Magic and has a range of 10-ft or touch (your choice).

Storied: You gain 1 invocation of each grade (Least, Lesser, Greater, and Dark). You never suffer spell failure when using invocations.


Change Log

January - 21 ('14): Removed Greater Skin of Your Teeth.
Greater Skin of Your Teeth (Ex): Beginning at 19th level you gain more bonuses when under duress. The bonuses from Skin of Your Teeth double and once per round while Skin of Your Teeth is active you may instead of rolling for an attack just treat it as if you had rolled a 10 to hit.

- Moved Uncanny Luck to Lv 17
- Added Feat (Master of the Magic Sack)
January - 22 ('14): Added feats (Deceptive Dodge, Exaggerated Silver Tongue).
-Added Fabled Trapsmith WiP.
January - 23 ('14): Added Lv 3-5 Combat Traps to Fabled Trapsmith.
-Added Magical Edge to Fabled Trapsmith
-Added Disable Device check to dismantle Combat Traps.
January - 24 ('14): Added Knowledge (Arcana), Knowledge (Religion), Knowledge (Nature), Profession (Porter), and Spellcraft Exaggerated Skills.
-Added Jack of Spells; a tall tale/arcane theurge.
January - 25 ('14): Added an epic progression to tall tale.
-Added Exaggerated Skills that grant casting as a variant.
-Removed Skill checks from the types of checks that Skin of Your Teeth benefits.
-Added Exaggerated Skill in Knowledge (the Planes) and Knowledge (Dungeoneering), and Profession (Siege Engineer)... contemplating moving this to a new post as odds are I shall soon need a 4th post for Exaggerated Skills.
-Added casting version of Knowledge (the Planes)
January - 26 ('14): Added Priest of Tales and Shadowjack, divine and shadowcaster theurges respectively.
January - 27 ('14): Removed Powerful Build from Storied Lumberjack (leaving it at just +2 size categories).
April - 6 ('15): Remembered the change log was here. Added a few feats (Skill Adept, Exaggerated Skill Adept, Exaggerated Performance and its Greater and True versions). Changed Exaggerated Hide to be Exaggerated Hide and Move Silently since it was the first Exaggerated Skill designed and looked bad after the power creep that ensued, now it grants more skill ranks (except in PF where it's less bad anyway), and removes penalty to Move Silently when moving at full speed as well, also made the Storied Skill remove all penalty for hiding/move silently when running/charging.
April - 7 ('15): Changed Perform (Sing) so that if a creature summoned with it dies you cannot summon that particular type of creature again until after a long rest. Added Exaggerated Ascetic for Exaggerated Good-ness.
June - 15 ('15): Added Appraise (blegh), Craft (Origami), Profession (Alienist), Profession (Undertaker), and Use Rope. You may now be a psychiatrist whip-master who can sense nearby wealth, while reanimating the dead and sending them forth under the command of your person made from intricately folded paper.
Jan - 8 ('16): Added Lucid Dreaming upon request, warning I've never actually seen the skill in use and really just made some stuff. Moved the likely ill-designed casting variants to the changelog post due to running out of room in the Exaggerated Skills posts.
Jan - 12 ('16): Added a unique Craft (Alchemy) upon request and because it'd always been a regret making just "Craft" which eventually turned you into some sort of all around uber-crafter but whose only practical value was economy breaking by replicating Fabricate and figuring out which craft skill let you build a wall as a swift action.

Zaydos
2014-01-21, 12:41 PM
Tall Tale Feats

Deceptive Target:
By a combination of body language, agility, and mundane prestidigitation you can momentarily mislead an opponent as to your actual location causing them to strike out at a friend or ally or even simply empty space.
Prerequisites: Lesser Exaggerated Skill (Sleight of Hand), Lesser Exaggerated Skill (Hide or Bluff), Dodge.
Benefits: You may make a Sleight of Hand, Bluff, or Hide check in response to being attacked. If you beat the attacker’s opposed Sense Motive check the attack automatically misses you and you may designate one target within their melee reach (if it were a melee attack) or within 10-ft of you +10-ft per tier of Exaggerated Skill (Sleight of Hand) above Lesser and range of the attack (if it were a ranged attack) to be targeted instead. You may only use this ability once per encounter.

Once you have Sleight of Hand and either Bluff or Hide as Greater Exaggerated Skills you may now use this ability on targeted spells that do not require an attack roll.

Once you have Sleight of Hand and either Bluff or Hide as Storied Exaggerated Skills you may now use this ability once per encounter per creature.

Exaggerated Armor:
A true smith is a master of armor both in its creation and its use.
Prerequisites: Lesser Exaggerated Skill Craft (Armorsmithing).
Benefits: You never suffer non-proficiency penalties for armor you wear and made yourself. When wearing armor you made yourself its armor bonus to your AC is increased by 2 + 1 per tier of Exaggerated Skill Craft (Armorsmithing) above Lesser you have obtained, and its Armor Check Penalty is reduced by the same amount. In addition you may apply 1/2 your Armor bonus (including enhancement) to your Touch AC.

Exaggerated Grace:
You are a true master of those trades you have studied and move with an exaggerated ease even in armor when performing them.
Prerequisites: Exaggerated Skill in any skill which suffers an Armor Check Penalty. In addition you increase the maximum Dexterity bonus of any armor you wear by 1 + 1 per tier of Exaggerated Skill you have above Least.
Benefit: You never suffer an armor check penalty when making a skill check for a skill you have as an exaggerated skill, even if you are not proficient in the armor worn.

Exaggerated Performance:
Despite not being a Tall Tale you are no slouch in the performance of songs of power.
Prerequisites: Perform (any Instrumental) 7 ranks, Inspire Competence.
Benefit: You gain the ability to perform a song on any instrument you have at least 7 ranks of which duplicates one of the songs associated with a Tall Tale's Perform (TYPE OF Instrument) Least Exaggerated Skill. You use this song as if you were a Tall Tale of your total level in classes which grant or progress Bardic Music.

Exaggerated Performance, Greater:
You learn more and greater exaggerated performances.
Prerequisites: Perform (any Instrumental) 13 ranks, Inspire Courage +2, Exaggerated Performance.
Benefit: You gain the ability to perform a second exaggerated song. This may either be another from the list of Least Songs or one from the list for the Perform (TYPE OF Instrument) Lesser Exaggerated Skill.

Exaggerate Performance, True
You are capable of heights of skill with your songs which twist the world itself.
Prerequisites: Perform (any Instrumental) 17 ranks, Inspire Courage +3, Greater Exaggerated Performance.
Benefits: You gain the ability to perform a third exaggerated song. This may either be another from the list of Least Songs, the list of Lesser Songs, or one from the list for the Perform (TYPE OF Instrument) Greater Exaggerated Skill.

Exaggerated Silver Tongue [General]
A master of the quick and clever tongue can use it to convince creatures to act in ways often contrary to their normal natures.
Prerequisites: Lesser Exaggerated Skill (Bluff), Lesser Exaggerated Skill (Diplomacy).
Benefits: You gain the following additional uses of the Bluff and Diplomacy skills.

2/day you may make a Diplomacy check (DC 10 + creature’s hit dice) to charm a target creature as if using the Charm Monster spell except: This is an Extraordinary ability, the creature must be able to hear you speak and understand you, this ability lasts 10 minutes per character level, and the Will save to resist is DC 10 +1/2 (ranks in Bluff -3) + your charisma modifier.
2/day you may make a Bluff check (DC 5 + creature’s hit dice) to confuse a creature as the spell confusion except: This is an Extraordinary ability, the creature must be able to hear you speak, this ability lasts 10 minutes per character level, and the Will save to resist is DC 10 +1/2 (ranks in Bluff -3) + your charisma modifier.
In addition 1/day you may make a Bluff check opposed by the targets Diplomacy check to trick a target into saying something, either words of your choosing or revealing a secret of their own. If words of your choosing they gain a +4 bonus to the check.
For each additional tier of Exaggerated Skill you obtain in both Bluff and Diplomacy you gain an extra daily use of each of these abilities.

Fabled Deflection:
Your intense focus allows you to deflect extraordinary projectiles, noting the perfect moment to turn their force aside and striking with the reflexes and timing to deflect it.
Prerequisites: Deflect Arrows and either Monk Level 6+ or Lesser Exaggerated Skill (Concentration).
Benefits: You may use the Deflect Arrow feat to deflect rays, ranged touch spells, thrown boulders, projectiles fired by siege weapons, and other abnormal ranged weapons.

Legendary Perception:
Your senses are renown even among Tall Tales stretching far beyond other mortals'.
Prerequisites: Least Exaggerated Skill (Listen or Spot).
Benefits: The distance penalty on Listen or Spot checks is halved for whichever skill you have as an Exaggerated Skill, or both if you have both as Exaggerated Skills. For example if you have the Storied Exaggerated Skill in Spot you suffer only a -1 to Spot per 400-ft of distance.

Master of Few Jack of All:
You are able to apply your insight in your Exaggerated Skills to other related skills.
Prerequisites: 2 or more Exaggerated Skills.
Benefits: When making a skill check for a skill that you have an Exaggerated Skill that shares a key ability score with it you may substitute your modifier for your Exaggerated Skill for the skill in question; you may even use this ability to make trained only skill checks untrained. You may only do this 1/day for any given skill (you may substitute the same Exaggerated Skill any number of times).
Special: You may take this feat multiple times, if you do you may use it an extra time per day per skill for each additional time you take this feat.

Master Jack:
Your insight in your Exaggerated Skills helps you apply even more talent to other tasks.
Prerequisites: 3 or more Lesser Exaggerated Skills.
Benefits: 3 times per day you may, as a free action, gain the benefits of a Least Exaggerated Skill (including temporary skill ranks in it to bring it to full ranks or your Tall Tale level +3 whichever is lower) for 1 minute. This skill must share a key ability score with an Exaggerated Skill you have at the Lesser tier or better; if it shares one with an Exaggerated Skill you have at the Storied tier you also gain the benefits of its Lesser Exaggerated Skill.
Special: You may take this feat multiple times, if you do each additional time you take it grants you 3 extra uses of it each day.

Master of the Magic Sack [General]
A true master of a magic sack can pull out from it not only items that were there, but ones that have the potential to be there.
Prerequisites: Character level 12+, Lesser Exaggerated Skill (Craft) and Lesser Exaggerated Skill (Use Magic Device).
Benefits: As a standard action you may reach into a container that contains a non-dimensional space (either a bag of holding, or similar item, or a container made that way due to your Use Magic Device Exaggerated Skill) and create a magic item pulling it out of the bag. To do so you must expend all the normal resources (spells if any, gold, and XP) needed to create the magic item, including the relevant item creation feat, but you do not need specific items simply their value in gold (for example to create a +1 longsword you’d need 1315 gold piece; as it normally requires 1000 GP to enchant a 315 GP masterwork longsword); you may still use specific items that would normally be necessary instead of their value in wealth. In addition you may expend items from the container to pay for half of their value (for example you could use a +1 longsword to provide a 1157.5 GP value; or to make a different +1 longsword). All wealth or items used in the construction must already be within the container (you may not use a longsword in a different container, or wealth carried elsewhere). Any item created must be able to fit within the container, and be within the proper size to be able to pulled out. You may only use this ability three times per day.

This is a supernatural ability.

Masterful Bluff:
You bluff reality itself, convincing it that all tasks are easy for you.
Prerequisites: Least Exaggerated Skill (Bluff).
Benefits: You may use your Bluff skill modifier in place of that of any other Exaggerated Skill you have and, twice per day, may use it in place of any skill's modifier when making a skill check, even if that skill is trained only and you lack ranks in it; you must declare your use of this ability before making the skill roll. You may use this ability an extra time each day for every level of Exaggerated Skill (Bluff) beyond Least you have obtained (i.e. Lesser, Greater, Storied).

Reflect Rays
You may reflect rays fired at you towards a new target within the original range of the ray.
Prerequisites: Deflect Rays class feature or Fabled Deflection.
Benefit: When you deflect a ray through Deflect Arrows you may reflect it at a target within its range using you as its origin with a -5 penalty to hit. If you can deflect multiple rays you may only reflect rays up to the number of attacks you are allotted due to your Base Attack Bonus and suffer an additional -5 penalty to hit per ray beyond the first.

Skill Adept [General]
You are capable of drawing out even greater heights of potency from those skills you have chosen to specialize in.
Prerequisites: Skill Focus or Sublime Skill Focus (http://www.giantitp.com/forums/showthread.php?404513-Some-Sublime-Feats-%283-5-PEACH%29).
Benefit: You gain an additional +3 bonus to any skill for which you have Skill Focus or gain a bonus to from Sublime Skill Focus.

Skill Adept, Exaggerated:
You are capable of performing Exaggerated feats with those skills you have chosen to focus in.
Prerequisites: Skill Adept.
Benefit: You gain the ability to further activate Skill Focus feats you possess and/or the Sublime Skill Focus (http://www.giantitp.com/forums/showthread.php?404513-Some-Sublime-Feats-%283-5-PEACH%29) feat each once per day as a free action (if you have 3 instances of Skill Focus you can activate each one separately once per day). When you activate a feat this way you gain the associated Least Exaggerated Skill of the skill that feat grants a bonus to if you did not already have it, maintaining that benefit for 1 minute; if you have at least 16 ranks in the associated skill you gain the benefits of the Lesser Exaggerated Skill associated with it as well. Your Tall Tale level for the purpose of Exaggerated Skills granted to you by this feat is your Tall Tale level or 1/2 your Character level (whichever is higher). If you use this ability to activate Sublime Skill Focus and switch stances (thus switching the skill benefiting from Sublime Skill Focus) the granted Exaggerated Skill switches as well.

Unbelievable Deflection:
Concentrating on a potential threat you are able to ward off even the most disperse of ranged attacks, warding off the dangerous breath of a mighty dragon, the fiery blast of an evoker, a toxic cloud, or other dangerous area effect.
Prerequisites: Deflect Arrows, Fabled Deflection, and either Monk level 11+ or Greater Exaggerated Skill (Concentration).
Benefits: You may use your Deflect Arrow feat to block area of effect attacks such as a breath weapon, any spell with an area of effect, or any spell which deals damage and allows a Reflex save for no or reduced effect. When you do so your space and all squares adjacent to you are considered to be a solid wall for the purposes of the spell's line of effect (meaning that if the spells point of origin is within 5-ft of you the spell is completely contained).

Unbelievable Tale:
Your ability to bluff reality itself is truly remarkable, by any definition.
Prerequisites: Masterful Bluff, Storied Exaggerated Skill (Bluff).
Benefits: When using your Storied Exaggerated Skill (Bluff) you may duplicate 7th level spells within its normal limits, and may instead duplicate a Limited Wish spell with no XP cost.


Exaggerated Skills and Pathfinder:
General: Grant ranks equal to your level when gained and 1/level thereafter and any Exaggerated Skill that grants a fly speed may be used in place of the Fly skill when using its flight speed.
Concentration: Does not exist.
Disable Device/Open Locks: Grants ranks in Disable Device.
Balance/Jump/Tumble: Grants ranks in Acrobatics. If you take more than one instead of gaining additional bonus ranks you gain a +3 miscellaneous bonus to Acrobatics checks, this increases to +6 if you have all 3.
Listen/Search/Spot: Grants ranks in Perception. Reduction to penalties from Listen and Spot do not stack (only the better applies). If you take more than one instead of gaining additional bonus ranks you gain a +3 miscellaneous bonus to Perception checks, this increases to +6 if you have all 3.
Decipher Script/Forgery: Grants ranks in Linguistics. This means you gain languages twice.
Hide: Grants ranks in Stealth.

Fly:
You may select this skill even if you do not have a means of reliable flight.
Least: Whenever you deal damage to a creature that is flying it must make a Fly check (DC 10 + the damage dealt) or be unable to fly for 1d4 rounds +1/4 Tall Tale levels you possess. The creature does not immediately plummet, but instead descends straight down at a rate of 50-ft a round unable to move through flight.

Lesser: You gain the ability to fly at your land speed.

Greater: Once per round when you are attacked while you are flying you may make a Fly check in response to the attack as a free action, after you know whether the attack would hit or miss (but before damage is rolled). If your Fly check is greater than the attack roll of the attack the attack misses. Your fly speed is now twice your land speed.

Storied: You gain Improved Evasion when flying. Your flight speed now equals four times your Tall Tale level. While you are flying you gain a Dodge bonus to your AC, and a competence bonus to Reflex saves, and a competence bonus on attack rolls, equal to one-half your Dexterity bonus.

Zaydos
2014-01-21, 12:43 PM
TALL TALE; Prestige Class Adaptation

ENTRY REQUIREMENTS
1st Level: None
2nd level: Chosen skill 8 ranks.
3rd level: Chosen skill 13 ranks.
4th level: Chosen skill 18 ranks.

Class Skills
All skills are class skills for a Tall Tale.
Skills Points at Each Level: 4 + int

Hit Dice: d8



Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+0

+0

+2

+0
Least Exaggerated Skill, Trapfinding


2nd

+1

+0

+3

+0
Lesser Exaggerated Skill, Skill Focus


3rd

+2

+1

+3

+1
Greater Exaggerated Skill, Skill Mastery


4th

+3

+1

+4

+1
Storied Skill, Practiced Ease.



Weapons and Armors Proficiencies: A Tall Tale is proficient in all simple weapons, as well as light armor and shields.

Practiced Ease (Ex): A Tall Tale may now take 15 on their Exaggerated Skill.

Zaydos
2014-01-21, 01:10 PM
JACK OF ALL TRADES

”I can do you one better.”

BECOMING A JACK OF ALL TRADES
How you would normally become a member of this prestige class.

ENTRY REQUIREMENTS
Skills: At least 1 rank in 15 skills.
Special: Three or more Lesser Exaggerated Skills.
Feats: Master of Few Jack of All.

Class Skills
The Jack of all Trades's class skills (and the key ability for each skill) are all skills.
Skills Points at Each Level: 0 + int

Hit Dice: d8



Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+0

+0

+2

+0
Continued Exaggerated Skills, Least Exaggerated Skill,


2nd

+1

+0

+3

+0
Greater Exaggerated Skill


3rd

+2

+1

+3

+1
Improvise, Least Exaggerated Skill


4th

+3

+1

+4

+1
Lesser Exaggerated Skill, , Skillful Improvisation, Universal Skill Focus +1


5th

+3

+1

+4

+1
Least Exaggerated Skill, Greater Exaggerated Skill


6th

+4

+2

+5

+2
Skill Mastery, Lesser Exaggerated Skill


7th

+5

+2

+5

+2
Greater Exaggerated Skill, Least Exaggerated Skill, Universal Skill Focus +2


8th

+6

+2

+6

+2
Storied Exaggerated Skill, Lesser Exaggerated Skill


9th

+6

+3

+6

+3
Least Exaggerated Skill, Greater Exaggerated Skill, Mastery of Improvisation


10th

+7

+3

+7

+3
Storied Exaggerated Skill, Lesser Exaggerated Skill, Universal Skill Focus +3



Weapon Proficiencies: A Jack of All Trades gains no new armor or weapon proficiencies.

Continued Exaggerated Skills: If you have 1 or more exaggerated skills due to Tall Tale levels you continue to gain 1 rank in each of them at each level in Jack of All Trades. In addition your JoAT level stacks with your Tall Tale levels to determine your effective Tall Tale level for any and all Exaggerated Skills you have.

Least Exaggerated Skill: At 1st level, and every odd level thereafter you gain a Least Exaggerated Skill (as a Tall Tale) and gain ranks in it equal to your JoAT’s level +6, and whenever you gain another JoAT level after gaining the Exaggerated Skill you gain 1 rank in it.

Greater Exaggerated Skill: At 2nd, 5th, 7th and 9th level you gain the Greater Exaggerated Skill in a skill you already have the Lesser Exaggerated Skill.

Improvise (Ex): Beginning at 3rd level a JoAT is adept enough at their various skills to pretend mastery for a short time. 1/day per JoATs level you may, as a free action, gain the benefits of the Lesser Exaggerated Skill of any skill that you have the Least Exaggerated Skill of for 1 round.

Lesser Exaggerated Skill: At 4th, 6th, 8th, and 10th level you gain a Lesser Exaggerated Skill in any skill that you have a Least Exaggerated Skill in.

Universal Skill Focus (Ex): A JoAT is adept at any skill you care to name. Beginning at 4th level you may make any skill check untrained and gain a +1 bonus to all skill checks. This bonus increases to +2 at Lv 7, and to +3 at Lv 10.

Skillful Improvisation (Ex): A JoAT is able to pull off stunts rivalling those of even masters in any given field, and near miraculous feats in those that they are particularly skilled in. Beginning at 4th level may add an insight bonus to any skill check they make equal to their JoAT level, but they may only add this bonus to any specific skill (such as Spot, Bluff, or Profession [Porter]) once in a day.

Skill Mastery (Ex): Beginning at 6th level a JoAT may take 10 even when threatened when making a skill check with any skill that you have as an Exaggerated Skill.

Storied Exaggerated Skill: At 8th and 10th level you gain the Storied tier ability in any 1 skill that you already have the Greater Exaggerated Skill in.

Mastery of Improvisation (Ex): A JoAT’ ability to improvise is unrivaled even among other tall tales. 3 times per day you may, as a free action, gain the benefit of an Exaggerated Skill 1 tier higher than you already have in a skill (for example Storied if you have Greater, or Greater if you have Lesser); this benefit lasts for 1 round. You may use this ability in combination with Improvise to gain the Greater and Lesser abilities associated with a skill you have the Least Exaggerated Skill of.

Zaydos
2014-01-22, 10:06 PM
FABLED TRAPSMITH

”Build a better mouse trap and they'll expect you to catch the tarrasque. :smallsigh:”

BECOMING A FABLED TRAPSMITH
Some take jumping to absurd heights. Others master iajutsu to the extent that they can cut an air elemental in mid-flight. Still others master hearing and sight. But it takes a special dedication to become a true trap-wright. To become such a trapsmith requires study and ingenuity. Years of training and devotion is the most common path to becoming a fabled trapsmith.

ENTRY REQUIREMENTS
Skills: Craft (Trapmaking) 12 ranks, Disable Device 12 ranks, Search 12 ranks.
Feats: Craft Wondrous Object, Skill Focus (Craft Trapmaking)
Exaggerated Skills: Lesser Craft (Trapmaking), 2 of Disable Device, Knowledge (Architecture and Engineering), Search, and Use Magic Device at Lesser.

Class Skills
The Fabled Trapsmith's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Climb (Str), Craft (Int), Decipher Script (Int), Disable Device (Int), Escape Artist (Dex), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (Arcana) (Int), Knowledge (Architecture and Engineering) (Int), Knowledge (Dungeoneering) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Cha), Use Magic Device (Cha), Use Rope (Dex).
Skills Points at Each Level: 4 + int

Hit Dice: d8



Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+0

+0

+2

+0
Continued Exaggerated Skills, Combat Trapsmith, Trapfinding


2nd

+1

+0

+3

+0
Swift Enchantment


3rd

+1

+1

+3

+1
Trapmaster's Sense, Stonecunning


4th

+2

+1

+4

+1
Deceptive Trap, Magical Edge


5th

+2

+1

+4

+1
Continued Mastery, Instant Enchantment



Weapon Proficiencies: A Fabled Trapmaster gains no new armor proficiencies, but gains proficiency in martial and simple spears, scythes, and daggers as well as the ability to use arrows and javelins as improvised melee weapons without suffering the normal -4 penalty.

Continued Exaggerated Skills: A Fabled Trapsmith continues to improve some of their exaggerated skills. At 1st level a Fabled Trapsmith may choose two of the following exaggerated skills that they have: Disable Device(/Open Lock), Knowledge (Architecture and Engineering), Search, and Use Magic Device. At each level in Fabled Trapsmith they gain 1 rank in both of the selected skills (including Open Locks if they chose Disable Device) and in Craft (Trapmaking). When a Fabled Trapsmith's Fabled Trapsmith level plus their Tall Tale (or JoAT) level reaches 11 or higher they gain the Greater Exaggerated Skill in Craft (Trapsmithing), at 12th they gain the Greater Exaggerated Skill in one of the above that they have at the Lesser Exaggerated Skill if they have at least 2 levels in Fabled Trapsmith, and at 14th they gain the Greater Exaggerated Skill in another of the above that they have at the Lesser Exaggerated Skill if they have at least 4 levels in Fabled Trapsmith. This repeats for Storied Exaggerated Skills at 16th (Craft Trapmaking), 17th (requires Greater and 2 levels of Fabled Trapsmith), and 19th (requires Greater and 4 levels of Fabled Trapsmith).

Combat Trapsmith (Ex): The meat and butter of a Fabled Trapsmith are combat traps. These quickly jury-rigged traps can be constructed and set (or thrown into position) by a Fabled Trapsmith as a Standard action. These traps each require a certain amount of value of trap-making equipment (and that equipment has a weight based upon its value) which the Fabled Trapsmith can recoup after an encounter. As a Fabled Trapsmith progresses in their vocation they gain a greater range and power to their constructed traps. A combat trapsmith automatically knows all mundane traps of a given level, and learns 1 magical trap of each level when it becomes available. Magical combat traps are considered magic items. A combat trap is held together with mostly spit, luck, and ingenuity and as such they lack structural integrity; a combat trap falls apart after 1 minute. In addition due to their slapped together nature they are far from the most elaborately hidden traps and any creature passing within 15-ft of one is entitled a DC 15 Search check to find them. A Combat Trap can be disabled with a DC 20 + your Fabled Trapsmith level Disable Device check by a creature adjacent to it or any square which can trigger it, this requires a full round action and a failure of 5 or more causes the trap to be triggered as if 5-ft closer to the disabler.

Trapfinding (Ex): A Fabled Trapsmith gains Trapfinding as a rogue if they (somehow) do not already have it.

Swift Enchantment (Su): A 2nd level Fabled Trapsmith can enchant a magical trap with 8 hours of work regardless of the normal cost of its enchantment.

Trapmaster's Sense (Ex): A 3rd level Fabled Trapsmith is so used to dealing with traps they may substitute Craft (Trapmaking) for Search checks to find traps.

Stonecunning (Ex): A 3rd level Fabled Trapsmith gains Stonecunning as the dwarf racial ability.

Deceptive Trap (Ex): A 4th level Fabled Trapsmith may set Combat Traps that are no longer evident to cursory investigation. A creature must be actively searching (or possess an ability such as Stonecunning) to find a Combat Trap and even then the Search DC to find one is 25.

Magical Edge (Su): Any Combat Trap set by a 4th level Fabled Trapsmith that deals weapon damage is considered magical for the purposes of overcoming DR.

Continued Mastery (Ex): A Fabled Trapsmith which obtains 5th level as such gains a mastery of trapsmithing which continues throughout their career regardless of what devotion they follow thereafter. A 5th level Fabled Trapsmith gains access to new Combat Traps based upon their Character Level as opposed to solely dependent upon their class level (the character level 15, 16, 17, 18, 19, and 20 lists). The DC to disable your Combat Traps becomes 11 + your Character level instead of 20 + your Fabled Trapsmith level.

Instant Enchantment (Su): A Fabled Trapsmith may enchant a magical trap in the time it takes them to construct the physical trap. With the Greater Exaggerated Skill in Craft this would be 1 full round per 10-ft cube of trap, with the Storied this would be 1 swift action. They must still pay all costs associated with the trap (XP and GP).


Combat Traps
Reading entries:
Name
Range: Range at which the trap can be placed either reach or a distance in feet; reach indicates that the trap can only be placed within your melee reach with your arms (if you have a reach weapon or tentacles which have a longer than normal reach they do not add to this), a distance in feet indicates that the trap can either be placed within your melee reach or tossed to a location up to that distance as part of priming it.
Trigger: How the combat trap is triggered, usually proximity, although some are pressure (require a creature to stand on the floor or wall it is attached to) or wire (require a creature to walk past a square triggering the trap). If proximity distance 0-ft means that they must be in the same square, and a further distance is the maximum distance away from the trap's square that a creature entering or moving out of the square will trigger it. A creature entering or leaving a triggering square triggers it (thus a trapsmith could force a creature not to move lest they trigger the trap). Traps cannot be triggered till the end of your turn in which you place them.
Duration: Duration that trap goes off (not of effect) if not instantaneous.
Area: Area of effect for the trap.
Target: Target or targets of the trap.
Effect: What the trap actually does. Any attack roll made as part of a trap uses a bonus equal to your bonus on Craft (Trapmaking), and any saving throw DCs are 10 +1/2 character level + Int modifier.
Cost: GP cost in trap making supplies to create trap.

Level 1 Combat Trapmaster Traps:

Automated Scythe:
Range: Reach.
Trigger: Pressure (same square)
Target: Creature which triggers it.
Effect: Makes a melee attack (x4 crit) on a hit the target takes 10d6 damage.
Cost: 250 GP.

Dancing Fire Trap (Magical):
Range: 30-ft.
Trigger: Proximity (10-ft).
Target: Nearest creature, creature nearest it, creature nearest it.
Effect: Make a ranged touch attack roll, if it hits the first target the first target takes 8d6 fire damage and must make a Reflex save or catch on fire for 1d4 rounds (taking 1d6 damage a round until they spend an action to extinguish it). If you hit the first target make another attack roll against the second target which takes 6d6 fire damage and must make a Reflex save or catch on fire for 1d4 rounds. If you hit the second target repeat this with the third target which only takes 4d6 fire damage and must make a Reflex save or catch on fire for 1d4 rounds.
Cost: 400 GP.

Instant Arrow Trap
Range: Reach.
Trigger: Pressure (same square or adjacent square of your choice)
Target: First creature in a straight line from the square the trap is set in up to 1000-ft, the direction of the line determined when the trap is set.
Effect: Makes a ranged attack (x3 crit) on a hit the target takes 8d6 damage.
Cost: 400 GP.

Sound Blaster:
Range: 20-ft
Trigger: Proximity (5-ft)
Area: square and all adjacent squares.
Effect: 9d4 sonic damage and deafness for 1 minute. A successful Fort save halves this damage and reduces the deafness to 1 round.
Cost: 500 GP.

Level 2 Combat Trapmaster Traps:
Acid Hose Trap:
Range: Reach.
Trigger: Proximity (same square) or pressure (any number of adjacent squares).
Target: Triggering creature.
Effect: Target takes 8d6 acid damage and loses any natural armor bonus to AC they might possess for 1d4 rounds. A successful Reflex save halves this damage and allows them to retain their natural armor bonus only suffering a -4 penalty to AC (to a maximum of their natural armor bonus) for the 1d4 round duration.
Cost: 400 GP.

Mindshock Trap (magical):
Range: 30-ft.
Trigger: Proximity (5-ft)
Target: Creature that triggers it.
Effect: The target takes 3d4 Charisma damage and is dazed for 1 round. A successful Wisdom save halves this Charisma damage and negates the daze. This is a mind-affecting effect.
Cost: 700 GP.

Penetrating Arrow Trap
Range: Reach.
Trigger: Pressure (same square or adjacent square of your choice)
Target: First three creatures in a straight line from the square the trap is set in up to 1000-ft, the direction of the line determined when the trap is set.
Effect: Makes a ranged attack (x3 crit) on a hit the target takes 8d6 damage.
Cost: 600 GP.

Slow Rune (Magical)
Range: 30-ft.
Trigger: Proximity (10-ft)
Area: Square + all squares within 10-ft.
Effect: All creatures in the area must make a Will save or be slowed (as the spell Slow) for 1 minute.
Cost: 700 GP.

Wide-Array Scythe
Range: Reach.
Trigger: Pressure (same square, or one of two squares adjacent to it designated when it was placed)
Target: Creature which triggers it.
Effect: Makes a melee attack (x4 crit) on a hit the target takes 10d6 damage.
Cost: 350 GP.

Level 3 Combat Trapmaster Traps:
Incendiary Mine
Range: 20-ft.
Trigger: Pressure (same square).
Area: 10-ft.
Effect: All creatures within the area take 10d6 fire damage (Reflex halves).
Cost: 600 GP.

Triple Arrow Trap
Range: Reach.
Trigger: Pressure (same square or adjacent square of your choice)
Target: First creature in a straight line from the square the trap is set in and each of two squares adjacent to it which flank it (chosen when trap is set) up to 1000-ft, the direction of the line determined when the trap is set.
Effect: Makes a ranged attack (x3 crit) against each target on a hit the target takes 9d6 damage.
Cost: 700 GP.

Vicious Bear Trap
Range: 20-ft.
Trigger: Pressure (same square)
Target: Creature which triggered it.
Effect: Make a melee attack (x3 crit) on a hit the target takes 10d6 damage and must spend a standard action disabling the trap to move (or teleportation). Disabling the trap requires a Disable Device check opposed by a Craft (Trapmaking) check of your own. The trap is disabled whether they succeed or fail but inflicts damage on the target equal to 1/2 the difference between your skill checks if you win.
Cost: 500 GP.

Wailing Stone (magical)
Range: 30-ft.
Trigger: Proximity (10-ft)
Area: 20-ft.
Effect: All creatures within the area must make a Will save or be confused for 1d4 rounds.
Cost: 900 GP.

Whirling Blades Trap
Range: Reach.
Trigger: Constant (activates end of round it is placed).
Duration: 1 minute.
Area: 5-ft, one axis parallel to surface placed in (i.e. horizontal if placed in the ground, vertical if placed in a wall).
Effect: Make a melee attack against each creature within the area dealing 8d6 damage; ignores miss chance caused by invisibility or other difficulties in seeing the target (and attack every image with mirror image).
Cost: 600 GP.

Level 4 Combat Trapmaster Traps:
Animated Scythe Trap (magical)
Range: Reach
Duration: 5 rounds.
Trigger: Proximity (5-ft), ignores creator.
Target: Triggering creature, or nearest creature if it loses target.
Effect: Moves up to 60-ft and makes a melee attack (x4 crit) against triggering creature each round dealing 10d6 damage on a hit, until either triggering creature is dead or moves more than 60-ft away from it, at which point it will attack the nearest creature within 60-ft which is not its creator.
Cost: 1200 GP.

Banishment Rune
Range: Reach.
Trigger: Proximity (10-ft); extraplanar creatures only.
Area: 40-ft.
Effect: All extraplanar creatures within the area must make a Will save or be returned to their plane of origin.
Cost: 1200 GP.

Explosive Caltrops
Range: Up to 1 square per Fabled Trapsmith level within 20-ft.
Trigger: Pressure (same square); each square is triggered and resolved separately.
Area: 0-ft (just the square).
Effect: All creatures within the square 10d6 fire damage, reflex halves.
Cost: 300 GP per square.

Heavy Scythe Trap
Range: Reach.
Trigger: Pressure (same and adjacent squares)
Target: Creature which triggers it.
Effect: Makes a melee attack (x4 crit) on a hit the target takes 15d6 damage.
Cost: 600 GP.

Hall of Arrows
Range: Reach, throughout (up to) a single move action, must include two opposing surfaces at all points.
Trigger: Tripwire (square you begin in and out to reach in two opposing directions from it).
Duration: Remainder of 1 minute.
Target: Any creature within the trap.
Effect: Make a ranged attack against each creature within the trap each round. Each successful attack deals 12d6 damage.
Cost: 300 GP + 100 GP per 5-ft of movement.

Mini-Ballista Trap
Range: Reach.
Trigger: Pressure (same square or adjacent square of your choice)
Target: First creature in a straight line from the square the trap is set in up to 2000-ft, the direction of the line determined when the trap is set.
Effect: Makes a ranged attack (x3 crit) on a hit the target takes 12d6 damage.
Cost: 850 GP.


Level 5 Combat Trapmaster Traps:
Beastform Rune (magical)
Range: Reach.
Trigger: Proximity (same square)
Target: Triggering creature.
Effect: Target must make a Fortitude save or be affected as if by the Baleful Polymorph spell.
Cost: 1500 GP.

Livewire Trap
Range: 2 squares within Reach and no more than 6 squares apart and 6 squares connecting them (not necessarily in a straight line)
Trigger: Continuous.
Duration: 1 minute.
Target: Any creature beginning their turn in one of the squares or entering one of them.
Effect: Target takes 12d6 electricity damage, though they may make a Reflex save to negate the damage.
Cost: 1800 GP.

Spike Roller
Range: 2 adjacent squares in Reach.
Trigger: Pressure (10-ft square in one direction from trap)
Area: 10-ft wide line 60-ft in front of the spike roller.
Effect: Make a melee attack against all creatures within the area in order from the point of origin. Any creature hit takes a 10d6 damage (piercing and bludgeoning) and must make a Strength check (DC 15 + your Int modifier) or be knocked prone. A huge or larger creature struck by this trap stops the trap from moving further towards other creatures and is not knocked prone.

Tarantula Trap
Range: Reach.
Trigger: Proximity (5-ft)
Area: 10-ft.
Effect: All creatures within the area are entangled and must make a Reflex save or be immobilized as well. A full round action allows for either an Escape Artist check or Strength check (both DC 20) to remove one of the two effects.
Cost: 1100 GP.

Temporal Disruptor (magical)
Range: 20-ft.
Trigger: Proximity (5-ft)
Area: 5-ft.
Effect: All creatures within the area must make a Will save. On a failure they blink out of existence for 3 rounds, reappearing where they left (or in the nearest unoccupied square) at the end of this period and taking 6d6 untyped damage as they reappear some parts before others.

Triple Balista Trap
Range: Reach.
Trigger: Pressure (same square or adjacent square of your choice)
Target: First creature in a straight line from the square the trap is set in and each of two squares adjacent to it which flank it (chosen when trap is set) up to 1000-ft, the direction of the line determined when the trap is set.
Effect: Makes a ranged attack (x3 crit) against each target on a hit the target takes 13d6 damage.
Cost: 1200 GP.

Character Level 15 Traps:
WiP

Character Level 16 Traps:
WiP

Character Level 17 Traps:
WiP

Character Level 18 Traps:
WiP

Character Level 19 Traps:
WiP

Character Level 20 Traps:
WiP

Zaydos
2014-01-24, 11:46 PM
JACK OF SPELLS

”...”

BECOMING A JACK OF SPELLS
A Jack of Spells must have a talent for surpassing their own limitations, both physical and magical, coupled with a talent for magic. By honing their natural talent to surpass their own limits they discover new and more powerful magic talents within themselves.

ENTRY REQUIREMENTS
Skills: Knowledge (Arcana) 6 ranks, Spellcraft 6 ranks.
Feats: Skill Focus (Spellcraft)
Exaggerated Skills: Three or more Exaggerated Skills, at least one of which is Intelligence or Charisma based.
Spells: Ability to cast 2nd level arcane spells not granted by an exaggerated skill.

Class Skills
The Jack of Spells' class skills (and the key ability for each skill) are Autohypnosis (Wis), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Disable Device (Int), Forgery (Int), Intimidate (Cha), Knowledge (any) (Int), Listen (Wis), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Speak Language (n/a), Spellcraft (Int), Spot (Wis), Truespeak (Int), and Use Magic Device (Cha).
Skills Points at Each Level: 1 + int

Hit Dice: d6



Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Spellcasting


1st

+0

+0

+0

+2
Continued Exaggerated Skills, Familiar, Improvised Spell 1/day
+1 level arcane spellcasting


2nd

+1

+0

+0

+3
Skill Focus
+1 level arcane spellcasting


3rd

+1

+1

+1

+3
Exceptional Casting +1
+1 level arcane spellcasting


4th

+2

+1

+1

+4
Least Exaggerated Familiar, Improvised Spell 2/day
+1 level arcane spellcasting


5th

+2

+1

+1

+4
Skill Focus, Skill Mastery
+1 level arcane spellcasting


6th

+3

+2

+2

+5
Exceptional Casting +2
+1 level arcane spellcasting


7th

+3

+2

+2

+5
Lesser Exaggerated Familiar
+1 level arcane spellcasting


8th

+4

+2

+2

+6
Improvised Spell 3/day, Skill Focus
+1 level arcane spellcasting


9th

+4

+3

+3

+6
Exceptional Casting +3
+1 level arcane spellcasting


10th

+5

+3

+3

+7
Skill Mastery, True Exaggerated Familiar
+1 level arcane spellcasting



Weapon Proficiencies: A Jack of Spells gains no new armor or weapon proficiencies.

Spellcasting: At each level a Jack of Spells gains new spells per day (and spells known, if applicable) as if they had also gained a level in an arcane spellcasting class to which they belonged before adding the prestige class level. they do not, however, gain any other benefit a character of that class would have gained (such as the bonus feat sometimes gained by a wizard). If they had more than one arcane spellcasting class before becoming a Jack of Spells they must decide to which class to add each level for the purpose of determining spells per day and spells known.

Continued Exaggerated Skills: A Jack of Spells continues to gain new Exaggerated Spells as if they were advancing in Tall Tale, and add their Jack of Spells level to their Tall Tale level to determine how many skill ranks they gain with a new Exaggerated Skill, when they gain access to higher tiers of Exaggerated Skills, and their Tall Tale levels for the purposes of Exaggerated Skills.

Familiar: Levels in Jack of Spells stack with other classes for the purposes of a familiar, if you do not already have a class that grants a familiar you gain the ability to summon a familiar as a sorcerer of your Jack of Spells level.

Improvise Spell (Su): Once per day a Jack of Spells may improvise a spell that they do not know. In the case of prepared casters this allows them to prepare any 1 spell on their spell list without having it in their spellbook, but it requires a spell slot 1 level higher than its actual level. In the case of spontaneous casters which do not know their entire spell list (for example sorcerers) they may cast any spell on their spell list but it requires a spell slot 1 level higher than its actual level. In the case of spontaneous casters that do know their entire spell list (i.e. so called "Fixed List" casters) they may cast any spell they could learn with their class's Advanced Learning ability (if it has one) but it requires a spell slot 1 level higher than its actual level. Beginning at 4th level they may use this ability twice per day, and at 8th level they may use it 3 times per day.

Skill Focus (Ex): At 2th, 5th, and 8th level you gain Skill Focus as a bonus feat.

Exceptional Caster (Ex): A Jack of Spells may be less skilled at arcane magic than a more dedicated mage, they are capable of pulling off unexpected victories in both magical duels and against creatures resistant to magic. Beginning at 3rd level a Jack of Spells gains a +1 bonus to all caster level checks based off of their arcane caster level, this increases to +2 at 6th level and +3 at 9th.

Least Exaggerated Familiar (Ex): A familiar shares a part of its master's soul and destiny, and a Jack of Spells has a most extraordinary soul and destiny. Beginning at 4th level a Jack of Spells' familiar benefits from all Least Exaggerated Skills that they may have, except Handle Animal, Martial Lore, Ride, Truespeak, or any Exaggerated Spell that grants spellcasting or invocations.

Skill Mastery (Ex): A Jack of Spells is a master of their skills. At 5th level a Jack of Spells selects 1 skill they have as an Exaggerated Skill, they may take 10 on that skill even if distracted and/or threatened. At 10th level a Jack of Spells selects another skill they have as an Exaggerated Skill to gain these benefits.

Lesser Exaggerated Familiar: As a truly exceptional individual a Jack of Spells' familiar has truly exceptional abilities. Beginning at 7th level their familiar benefits from any Lesser Exaggerated Skills that they gain the Least Exaggerated Skill benefits for.

True Exaggerated Familiar: As an exceptionally exceptional individual a Jack of Spells' familiar has equally exceptional abilities. Beginning at 10th level their familiar benefits from any Exaggerated Skills that the Jack of Spells has up to the highest tier they have and that the familiar gains the Least Exaggerated Skill benefits for.

Zaydos
2014-01-26, 12:58 PM
PRIEST OF TALES

”Oh it’s nothing. Imitation is the most sincere form of praise after all.”

BECOMING A PRIEST OF TALES
???.

ENTRY REQUIREMENTS
Skills: Knowledge (Religion) 6 ranks.
Feats: At least one devotion feat.
Exaggerated Skills: Three or more Exaggerated Skills, at least one of which is Wisdom based or Knowledge (Religion).
Spells: Ability to cast 2nd level divine spells.
Special: One or more domain granted powers.

Class Skills
The Priest of Tales' class skills (and the key ability for each skill) are Autohypnosis (Wis), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Heal (Wis), Intimidate (Cha), Knowledge (the Planes) (Int), Knowledge (Religion) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Speak Language (n/a), Spellcraft (Int), Spot (Wis), Survival (Wis), and Use Magic Device (Cha).
Skills Points at Each Level: 1 + int

Hit Dice: d8



Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Spellcasting


1st

+0

+0

+0

+2
Continued Exaggerated Skills, Divine Skill , Domain Power
+1 level divine spellcasting


2nd

+1

+0

+0

+3
Skilled Smite 1/day
+1 level divine spellcasting


3rd

+2

+1

+1

+3
Turn/Rebuke Undead
+1 level divine spellcasting


4th

+3

+1

+1

+4
Bonus Domain
+1 level divine spellcasting


5th

+3

+1

+1

+4
Skill Mastery, Skilled Smite 2/day
+1 level divine spellcasting


6th

+4

+2

+2

+5
Exaggerated Turning
+1 level divine spellcasting


7th

+5

+2

+2

+5
Blessing of Insight
+1 level divine spellcasting


8th

+6

+2

+2

+6
Bonus Domain, Skilled Smite 3/day
+1 level divine spellcasting


9th

+6

+3

+3

+6
Storied Turning
+1 level divine spellcasting


10th

+7

+3

+3

+7
Divine Guidance, Skill Mastery
+1 level divine spellcasting



Weapon Proficiencies: A Priest of Tales gains no new armor or weapon proficiencies.

Spellcasting: At each level a Priest of Tales gains new spells per day (and spells known, if applicable) as if they had also gained a level in a divine spellcasting class to which they belonged before adding the prestige class level. They do not, however, gain any other benefit a character of that class would have gained (such as wild shape gained by a druid). If they had more than one divine spellcasting class before becoming a Priest of Tales they must decide to which class to add each level for the purpose of determining spells per day and spells known.

Continued Exaggerated Skills: A Priest of Tales continues to gain new Exaggerated Spells as if they were advancing in Tall Tale, and add their Priest of Tales level to their Tall Tale level to determine how many skill ranks they gain with a new Exaggerated Skill, when they gain access to higher tiers of Exaggerated Skills, and their Tall Tale levels for the purposes of Exaggerated Skills.

Domain Power (Ex): Levels in Priest of Tales stack with any cleric levels you possess for the purposes of Domains’ granted powers (if gained as an Exaggerated Skill they do not add twice).

Divine Skill (Su): A Priest of Tales allows their god, or even just ideals, to guide them and move through them, granting their already phenomenal use of skills that divine touch to make them truly stand out above all others. As part of making a skill check, before actually rolling the check, a Priest of Tales may expend one divine spell prepared or spell slot. If they do so they gain a competence bonus equal to 3 times the expended spell or slot’s level to that check.

Skilled Smite (Su): A Priest of Tales sees their talents as an expression of their god’s might, and sometimes take that very literally. Beginning at 2nd level 1/day they may declare a weapon attack a skilled smite. This attack is made with a bonus to hit equal to their Charisma modifier (if positive) and deals extra damage equal to ½ the result of a skill check made by the Priest of Tales using one of their Exaggerated Skills (they may take 10 on this check if they have Skill Mastery). At 5th, and again at 8th, level a priest of tales gains an extra daily use of this ability.

Turn Undead (Su): A Priest of Tales is still a priest and as such has power over the dead given a mockery of life through necromantic forces. Beginning at 3rd level a Priest of Tales may turn or rebuke undead as a cleric of their level in classes which grant divine spellcasting, as appropriate to their alignment (good Priests of Tales turn undead, evil ones rebuke them, neutral ones pick). If they already have Turn or Rebuke Undead you may now use your level in classes which grant divine spellcasting as your cleric level instead of just your level in those classes that grant Turn or Rebuke Undead and gain Extra Turning, but do not gain the other of Turn or Rebuke Undead even if you have one that does not match your alignment or are neutral.

Bonus Domain: A Priest of Tales continues to develop a closer connection to their god. At 4th level, and again at 8th, a Priest of Tales gains another domain from their god’s list. If they already have all such domains, either wholly or as granted powers through Exaggerated Skill in Knowledge (Religion), they may select another domain not granted by their god.

Skill Mastery (Ex): A Priest of Tales is a master of their skills. At 5th level a Priest of Tales selects 1 skill they have as an Exaggerated Skill, they may take 10 on that skill even if distracted and/or threatened. At 10th level a Priest of Tales selects another skill they have as an Exaggerated Skill to gain these benefits.

Exaggerated Turning (Su): A priest of tales can use their (un)holy power to influence more than the undead, but divine beings as well. Beginning at 6th level they may expend a daily use of Turn or Rebuke Undead to Turn Outsiders. If they normally would turn undead this ability turns (or destroys) outsiders with the evil subtype, while if they would normally rebuke undead this ability instead turns outsiders with the good subtype. For the purposes of this ability outsiders are considered to have turn resistance of +1 +1/2 their Charisma modifier (if it is positive).

Blessing of Insight (Su): A priest of tales learns how to share their blessings with others. Beginning at 7th level whenever another creature within 30-ft makes a skill check the priest of tales may expend a divine spell or spell slot as an immediate action to grant that creature a competence bonus on that skill check equal to 3 times the spell level of the expended spell or slot.

Storied Turning (Su): A priest of tales can use their (un)holy power to influence even mortal creatures, and those which have no connection either to necromancy or the gods. Beginning at 9th level a priest of tales may expend a daily use of turn or rebuke undead to turn creatures that share the alignment with the alignment subtype of outsiders allowed through Exaggerated Turning. If they do so their effective cleric level for turn (or rebuke) undead is reduced by 4, and creatures are considered to have a turn resistance of +1 +1/2 their charisma modifier (if positive). This ability affects any creature of the proper alignment or alignment subtype (so if used by a good Priest of Tales it would affect an evil construct, an evil dragon, or a lawful good succubus paladin).

Divine Guidance (Su): The guidance of the divine flows through a priest of tales in every movement they take. A priest of tales gains an insight bonus equal to their Wisdom modifier (if positive) to all Strength or Dexterity checks or Strength or Dexterity based skill checks.

Zaydos
2014-01-26, 12:59 PM
SHADOWJACK

”Don’t you know, I am the shadows.”

BECOMING A SHADOWJACK
Some Tall Tales exaggerate skills, a Shadowjack is one which exaggerates the shadows themselves. They gain a mastery of shadows, to surpass even a master shadowcaster, although they do so at the cost of some portion of their raw magical power.

ENTRY REQUIREMENTS
Skills: Hide 9 ranks, Knowledge (Arcana) 6 ranks.
Feats: Darkstalker.
Exaggerated Skills: Three or more Exaggerated Skills, one of must be Hide.
Mysteries: Ability to cast 2nd level mysteries.

Class Skills
The Shadowjack's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (the Planes) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), Tumble (Dex), Use Magic Device (Cha) and Use Rope (Dex).
Skills Points at Each Level: 2 + int

Hit Dice: d6



Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Mysteries


1st

+0

+2

+0

+2
Continued Exaggerated Skills, Eyes of Shadow
+1 level existing class


2nd

+1

+3

+0

+3
Name of Shadows
+1 level existing class


3rd

+2

+3

+1

+3
Shadow Skills
+1 level existing class


4th

+3

+4

+1

+4
Eyes of Shadow (magical darkness)
+1 level existing class


5th

+3

+4

+1

+4
Skill Mastery, Shadowport
+1 level existing class


6th

+4

+5

+2

+5
Hide in Plain Sight
+1 level existing class


7th

+5

+5

+2

+5
Ears of Shadow, Improved Name of Shadows
+1 level existing class


8th

+6

+6

+2

+6
Step through Shadows
+1 level existing class


9th

+6

+6

+3

+6
Shadowport (40-ft)
+1 level existing class


10th

+7

+7

+3

+7
Aura of Shadows, Skill Mastery
+1 level existing class



Weapon Proficiencies: A Shadowjack gains no new armor or weapon proficiencies.

Mysteries: At each level a Shadowjack gains new mysteries (and mysteries known, if applicable) as if they had also gained a level in a mystery using class (i.e. Shadowcaster) to which they belonged before adding the prestige class level. They do not, however, gain any other benefit a character of that class would have gained (such as sustaining shadows). If they had more than one mystery using class before becoming a Shadowjack they must decide to which class to add each level for the purpose of determining mysteries.

Continued Exaggerated Skills: A Shadowjack continues to gain new Exaggerated Spells as if they were advancing in Tall Tale, and add their Shadowjack level to their Tall Tale level to determine how many skill ranks they gain with a new Exaggerated Skill, when they gain access to higher tiers of Exaggerated Skills, and their Tall Tale levels for the purposes of Exaggerated Skills.

Eyes of Shadow (Ex): A Shadowjack is one with the shadows, able to see and act within them with utmost ease. A Shadowjack gains darkvision 60-ft (or their existing darkvision extends by 60-ft) and a bonus to Search and Spot checks made in shadowy or no illumination equal to their Charisma modifier. Beginning at 4th level a Shadowjack can see in magical darkness out to their darkvision distance, and gain an additional insight bonus to Search and Spot checks in shadowy or no illumination equal to ½ their Shadowjack level.

Name of Shadows (Su): A Shadowjack is a being of the shadows, part of them, and his name resonates with them. If a creature on the same plane mentions the Shadowjack’s name (or nickname) in an area of shadowy or no illumination the Shadowjack can hear it, sensing the direction (but not distance) to the speaker, as well as hearing what is said around the speaker (as if you were standing where the speaker is) for the next 1 round per Shadowjack level.

Shadow Skills (Su): As a Shadowjack merges more and more thoroughly with the essence of shadow they find that they can draw greater competence from the darkness. For every two paths of mysteries a Shadowjack completes they gain an untyped +3 bonus to a single skill, they may not choose the same skill for this ability more than once.

Skill Mastery (Ex): A Shadowjack is a master of their skills. At 5th level a Priest of Tales selects 1 skill they have as an Exaggerated Skill, they may take 10 on that skill even if distracted and/or threatened. At 10th level a Shadowjack selects another skill they have as an Exaggerated Skill to gain these benefits.

Shadowport (Su): While in shadowy or dark illumination a Shadowjack may make quick ports through the darkness, stepping in and out of the darkness. Beginning at 5th level a Shadowjack can teleport 20 feet as a move action as long as they begin and end in shadowy or no illumination. This distance doubles to 40 feet at 10th level.

Hide in Plain Sight (Su): A Shadowjack blends easily with the darkness around them fading into the shadows. A Shadowjack may use the hide skill even when observed and without cover or concealment as long as they are not in full (natural) sunlight or the area of a daylight spell or stronger light.

Ears of Shadow (Su): A Shadowjack’s very essence resonates with the darkness extending throughout it. Beginning at 7th level a Shadowjack gains blindsight out to 30-ft, but this blindsight only applies to squares which have shadowy or no illumination (even if the Shadowjack himself is not in one such square).

Improved Name of Shadow (Su): A Shadowjack of grand stature can attune a web of shadows which stretches across the planes themselves. Beginning at 7th level your Name of Shadows ability now extends between planes, works whenever you are referred to even if it is not by your name or nickname (for example just with a pronoun, or in code), grants full visual reception as well as auditory (as if you were next to the speaker, able to change your vantage point by 1 square each round), and begins 1 round before your name was spoken.

Step through Shadows (Su): A Shadowjack may pass between the world and the world of shadows with unsurpassed ease. Beginning at 8th level a Shadowjack may use the mystery Voyage into Shadows as a supernatural ability 1/day + 1/day per 3 character levels beyond 11th.

Aura of Shadows (Su): A Shadowjack carries darkness with themselves, creating an aura of shadows around them. Beginning at 10th level a Shadowjack is continuously surrounded by an aura which reduces the illumination within 20-ft to shadowy. From 11 to 20 feet this aura will negate magical light effects of 2nd level or lower but is negated by light effects of 2nd level or higher (leaving the normal illumination within the overlap and possibly fully suppressing the light effect if the origin is within the aura). Within 10-ft this aura will negate magical light effects up to 6th level but is negated by ones that are 4th level or higher (leaving the normal illumination within the overlap, possibly fully suppressing the aura if the Shadowjack is within the light effect, the light effect if its origin is within the aura, or even both).

Zaydos
2014-01-26, 01:02 PM
JACK OF BLADES

A Jack of Blades is to the Sublime Way what a Tall Tale is to a normal athlete. They approach the Sublime Way in a manner which is larger than life, using their adaptability, flexibility, and knack for taking things to extents that even fellow practitioners find surprising. A Jack of Blades practicing the Desert Wind, burns their blade with every strike, releasing a flurry of blows as quick as the eye can see, burning the red dragon and causing the surging flames to strike and sear its servants who rally around it. A master of Setting Sun throws a titan hundreds of feet with a single toss. A master of Iron Heart becomes an unstoppable juggernaut on the field, pressing past magic to hold their motions or control their will.

BECOMING A JACK OF BLADES
Tall Tales exaggerate skills, showcasing wild feats and talents beyond normal men. Those who exaggerate skill of arms, and the techniques of the sublime way, become something of natural initiators. These are the Jacks of Blades, who show exaggerated skills in a single discipline of the Sublime Way and who dabble in others.

ENTRY REQUIREMENTS
Feats: At least 2 Fighter feats.
Exaggerated Skills: Greater Exaggerated Skill Martial Lore, Lesser Exaggerated Skill in the skill associated with your chosen martial discipline.

Class Skills
The Jack of Blades' class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Concentration (Con), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Knowledge (history) (Int), Knowledge (local) (Int), Martial Lore (Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Sense Motive (Wis), Spot (Wis), Tumble (Dex), any Exaggerated Skill you possess, and the Associated Skill for any martial discipline you have a maneuver from.
Skills Points at Each Level: 2 + int

Hit Dice: d10



Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Maneuvers Known
Maneuvers Readied
Stances


1st

+1

+2

+0

+0
Chosen Discipline, Second Discipline
1
1
0


2nd

+2

+3

+0

+0
Discipline Exaggeration
1
0
1


3rd

+3

+3

+1

+1
Exaggerated Skill, Third Discipline
1
1
0


4th

+4

+4

+1

+1
Flexible Maneuver, Methods of Renewal
1
0
1


5th

+5

+4

+1

+1
Sublime Exaggeration
1
1
0



Weapon and Armor Proficiencies: A Jack of Blades gains no armor proficiency, and proficiency in all weapons (including exotic weapons).

Jack of Blades and Exaggerated Skills: A Jack of Blades gains additional skill points each level in Martial Lore and the skill associated with their Chosen Discipline (see below) as if still gaining levels in Tall Tale, as well as the skill associated with their 2nd Discipline, and, once they gain a 3rd Discipline at 3rd level the skill associated with it. Although levels in Jack of Blades do not grant Exaggerated Skills (except 3rd), they stack with Tall Tale levels for determining whether a character has access to Storied Skills (though you must have a Greater Exaggerated Skill in a Skill to select it’s Storied Skill), and for your effective Tall Tale level for Exaggerated Skills with effects based off of your class level.

At 3rd level a Jack of Blades gains the next tier of Exaggerated Skill in their Chosen Disciplines associated skill even if they do not have the level requirement for that tier of Exaggerated Skill (which is barely possible through Tall Tale 12/Jack of Blades 3).

Chosen Discipline: A Jack of Blades’ Chosen Discipline is that Discipline selected for their Exaggerated Martial Lore skill.

Second Discipline: At 1st level a Jack of Blades chooses a martial discipline with an associated skill for which they have the Least (or better) Exaggerated Skill. They immediately learn 2 2nd level or lower maneuvers from that discipline, 2 4th level or lower maneuvers from that discipline, and 2 6th level or lower maneuvers from that discipline, and 1 Stance from it.

Maneuvers: A Jack of Blades learns maneuvers as any other sublime PrC, they may select their new maneuvers from their Chosen Discipline, their Second Discipline, or beginning at 3rd level in this class their 3rd Discipline.

Discipline Exaggeration: At 2nd level a Jack of Blades learns an exaggerated ability based upon their Chosen Discipline.
Desert Wind (Ex): Whenever you make an attack or full attack action you may make an additional attack as part of it by taking a -2 penalty to all attacks for a round. You may not do this with a maneuver that grants a single attack, but may apply it to a maneuver that allows for a full attack.
Devoted Spirit (Su): Any weapon you wield is considered to be your alignment for the purpose of overcoming DR, and deals +1d6 damage to a creature for each axis in which its alignment opposes yours.
Diamond Mind (Ex): Whenever you use a counter you gain a +2 insight bonus to attack, AC, saves, and Concentration checks for 1 round (this is applied to any roll made as part of the counter as well).
Iron Heart (Ex): You do not provoke attacks of opportunity for making Trip attempts, Bull Rush attempts, Sunder attempts, Grapple attempts, or Disarm attempts and may attempt to trip with any weapon (on a failure you may drop the weapon instead of allowing the enemy a chance to trip you back). In addition you may add your Charisma bonus (if positive) to any roll made as part of any of the above.
Setting Sun (Ex): When in Light or No Armor you gain a bonus to your armor class equal to your Wisdom modifier and as long as you are not flat-footed against an attack negate all bonus damage from Power Attack that attack would receive.
Shadow Hand (Su): You may hide without cover or concealment as long as you are out of true sunlight (a daylight spell doesn’t count) and there are shadows other than your own within 10-ft of you.
Stone Dragon (Ex): You gain DR X/- where X is your Jack of Blades level and you ignore 5 points of DR and hardness with your attacks (DR 15/- would stop 10 of your damage not 15).
Tiger Claw (Ex): The penalties you suffer for wielding two weapons are reduced by 2.
White Raven (Ex): Allies deal +1d8 damage to creatures you threaten in melee.
Adamant Eagle (Ex): You gain a +5-ft increase to your melee reach; this bonus is not multiplied when wielding a reach weapon.
Crone's Hex (Sp): You gain Alter Self (female forms only), Bestow Curse, Divination, Fear, Nightmare, and Solid Fog as spell-like abilities (CL = character level) each usable 1/day.
Crushing Avalanche (Ex): Whenever you hit a creature with a martial strike they are unable to take 5-ft steps for 1 round.
Darting Viper (Ex): Whenever you use a strike you inflict terrible bleeding on your target. They receive damage equal to the strike’s level each round at the beginning of their turn which lasts for Cha mod rounds (minimum 1). This has no effect on unloving creatures, elementals, or oozes.
Edge of the Apocalypse (Su): You gain +5-ft reach with slashing and piercing weapns, this is not doubled with a reach weapon, as your weapon strikes beyond its physical reach and +5-ft to the range of Black Breeze, Black Wind's Cry, Black Wind's Wail, Black Wind's Rebuke, Black Wind's Howl, and Black Wind's Reign.
Eldritch Rain (Su): You gain the ability to make a ranged touch attack dealing 1d6 damage per 2 initiator levels with a range of 60-ft as a standard action. This counts as a maneuver for the purposes of interaction with Eldritch Blast.
[b]Feral Hunger (Ex): Your natural weapons deal damage as if you were 1 size category larger.
Flashing Lightning (Ex): Whenever you get a critical hit (even if the creature would be immune) you may immediately make another attack at the same bonus.
Hewn Tree (Ex): Your favored enemy bonus against Plant creatures improves by +2 and whenever you trip a creature or otherwise knock them prone they take damage equal to your Strength modifier.
Jeering Monkey (Ex): You land speed increases by 20-ft.
Lunar Spirit (Su): Whenever you strike a target it loses 1 spell slot or one use of a daily spell like ability of its highest level (if they have both, they lose from whichever has higher level slots, if both are equal random).
Protean Hunter (Ex): You gain a bonus to natural armor equal to your Jack of Blades’ class level.
Star Dream (Sp): You gain Charm Monster, Dimension Door, Dominate Person, Greater Invisibility, and Major Image as spell-like abilities (CL = character level) each usable 1/day.

Flexible Maneuver (Ex): At 4th level a Jack of Blades gains a sublime understanding of the art of battle, able to flexibly adapt their combat talents. You gain a special maneuver which may be any maneuver which you have the Initiator Level to use, regardless of its discipline and ignoring its prerequisites, this maneuver is automatically readied, does not count against your maneuvers readied, and may be identical to another maneuver you have readied normally. You may change this maneuver to any other with 10 minutes of practice after 8 hours of rest.

Methods of Renewal: At 4th level a Jack of Blades gains versatility in how they renew maneuvers. They may select 2 methods from this list gaining these in addition to their normal maneuver renewal method(s) for all maneuvers they possess.

Pay 8 hit points/maneuver level (free action)
As warblade.
As morphic claw.
As Wildwood Knight
As Argent Blade.
As Exaggerated Martial Lore using your Chosen Discipline’s Associated Skill.
Standard action, regain all maneuvers and may select one maneuver to have no longer be readied and ready a different maneuver in its place.
At the beginning of your turn, if you are at less than 1/3rd your maximum health, you regain 1 maneuver; you may not have used this maneuver since the beginning of your previous turn.
Regain 1 expended maneuver, you have not used within the last round, as a swift action.
Become fatigued as a free action to recover a maneuver (if already fatigued become exhausted instead)
At the beginning of your turn roll 1d6, on a 6 regain 1 maneuver as a free action.


By spending 10 minutes practicing following an 8 hour rest you may reselect what 2 methods this ability grants you.

Sublime Exaggeration: A Jack of Blades learns to exaggerate their chosen discipline. Already they have used it to take themselves a step further than is the norm, but a master they take next step forward with themselves and the discipline.
Desert Wind (Su): Every attack you make deals an additional 2d6 fire damage. Fire damage you deal as part of weapon attacks ignore energy resistance and deals half damage to creatures immune to fire unless they are elementals with the fire subtype. Finally whenever you attack an enemy you may have any fire damage they receive be dealt to each creature adjacent to them other than yourself.
Devoted Spirit (Su): You add your Charisma as a bonus to AC against attacks from creatures whose alignment opposes yours in one or more axes (this is sacred if you’re good or neutral and profane if evil), and whenever a stance or strike you use heals a creature you may heal a 2nd creature that would be a legitimate target half as much. If the stance or maneuver heals effects other than hit point damage that is healed in full for both targets.
Diamond Mind(Ex): You gain a pool of bonus dice equal to your rank in Concentration each day. You may use these bonus dice to add 1d6 to any d20 roll or 1d10 to damage rolls and may spend up to 2 bonus dice on a single roll. Spending bonus dice in this way is a free action and you may see the roll before spending bonus dice.
Iron Heart (Ex): You gain immunity to daze, stun, paralysis, hold effects, sleep effects and effects which would render you unconscious without dealing damage to you (if drowning you are not rendered unconscious on the first round, but are still reduced to -1 hit point on the second). If you are engaged in combat with a creature you may ignore domination or charm effects from that creature until you spend at least 3 rounds without engaging in directly hostile actions towards it.
Setting Sun (Ex): You gain a +2 bonus on Trip attempts for each size category larger than you a creature is. In addition whenever you trip a creature you may throw it 10-ft. If you are using a maneuver that would normally allow you to throw your target you may instead throw them 10-ft or up to twice the usual distance whichever is larger. In addition your throws which deal damage deal +4d6 damage.
Shadow Hand (Su): Whenever you use a Shadow Hand strike on a living creature which is unaware of your presence it must make a Fort save (DC 20 + your Charisma modifier) or die instantly; this is a Death effect. Merely being flat-footed is not enough to gain this benefit, they must be unaware as of yet that you are there.
Stone Dragon (Ex): Your melee attacks ignore damage reduction entirely, and your use of the Power Attack and/or Stone Power feats improve. First when you use one you gain the benefit of the other even if you do not have it. Second when you use Stone Power the only cap to how much temp hp you can gain is your BAB. Finally when you use Power Attack you deal an additional point of damage per point of attack sacrificed (this effect is not multiplied by things that multiple PA benefit).
Tiger Claw (Ex): Your off-hand weapon gains full strength bonus to damage (instead of ½). Whenever you use a maneuver that allows you to make a single attack, or perform a standard attack action, you may make an attack with your off-hand weapon (it does not benefit from the maneuver). Finally you gain Oversized Two-Weapon Fighting and may make an additional off-hand attack as part of a full attack at an additional -5 over what your two-weapon fighting feats would normally allow.
White Raven (Ex): Once during your turn you may have a willing ally within 30-ft who can see and hear you make an attack at their highest attack bonus as a free action.
Adamantine Eagle (Su): You cut magic itself with the warding aegis of your blade. Allies within your melee reach, including yourself, gain spell resistance 12 + your Initiator Level. In addition you gain +5 damage against creatures which have damaged your allies within the last minute.
Crone's Hex: Your body changes to become more like a hag's. You grow claws (each dealing 1d6 damage) and if you are in the Crone's Talons stance gain an additional +1 enhancement bonus to attack and damage, and your appearance becomes twisted and horrifying to look upon giving you a -4 penalty to Charisma based checks to interact with other creatures except for Intimidate, a +4 bonus to Intimidate checks, and, as a supernatural ability, any creature which looks upon you must make a Fortitude save (DC 20 + Charisma modifier) or be stricken weak by it taking 2d6 Strength damage; a creature which has been affected by this ability or which succeeds their save is immune to that Tall Tale's appearance for 24 hours. You may, as a supernatural ability, suppress this change to your body, reverting to your old form; when you do so you take on your appearance in full bloom of youth and ignore any aging penalties you may have suffered. It requires a standard action to revert to your youthful form, but is a free action to return to your new, horrific appearance.
Crushing Avalanche (Su): Every attack you make deals an additional 2d6 cold damage. Cold damage you deal as part of weapon attacks ignore energy resistance and deals half damage to creatures immune to cold unless they are elementals with the cold subtype. Finally whenever you attack an enemy their speed is reduced by 5-ft per 5 points of cold damage the attack dealt for 1 round; this effect does not stack with itself, only the largest speed reduction applies.
Darting Viper (Su): Whenever you make an attack of opportunity the target suffers 1 negative level on a hit. This effect is a direct assailment of their animating essence and is not negative energy based and may affect undead, constructs, and creatures with Death Ward.
Edge of Apocalypse (Su): 1/week you may call the black winds of destruction howling into the multiverse, dealing 1d6 damage/rank in Knowledge (Arcana) you possess in a 1 mile radius (Ref halves). In addition you gain Cleave as a bonus feat (or Great Cleave if you already have it) and whenever that feat triggers you may teleport up to 100-ft but must make your bonus attack from Cleave or Great Cleave at the end of it.
Eldritch Rain (Su): You deal +4d6 damage with maneuvers, as well as your ray granted by this class.
[b]Feral Hunger (Ex): If you deal a creature with at least 1 whole hit die enough damage to make it drop (typically by dropping it to below 0 hit points or killing it) all enemies within 30-ft must make a Will save (DC 20 + Charisma modifier) or be shaken for 1 minute and you gain a +4 bonus to Strength for 1 round. If you down another creature before you lose this bonus its duration is reset and your bonus to Strength is increased by +2.
Flashing Lightning (Su): Every attack you make deals an additional 2d6 electricity damage. Electricity damage you deal as part of weapon attacks ignore energy resistance and deals half damage to creatures immune to electricity unless they are elementals with the air subtype. Finally whenever you attack an enemy you may have any electricity damage they receive be dealt to one (other) creature within 30-ft of them, this requires a ranged touch attack on your part to hit this second creature.
Hewn Tree (Ex): Once per round you may make a trip attempt as a free action.
Jeering Monkey (Su): Whenever a creature attack you in melee you may make a Sleight of Hand check opposed by their AC. If you succeed you may swap BAB with that creature for 1 round following the resolution of that attack (but before others in the sequence if it is making more than one).
Lunar Spirit (Su): Your spell resistance increases by 2 regardless of the source. Whenever a spell fails to overcome your spell resistance by 5 or more it is reflected as if by Spell Turning if it would be a valid target for Spell Turning.
Protean Hunter (Su): You gain Thousand Faces (as the druid ability) and gain the ability to enter an alternate form (as the alternate form ability) for 1 round/character level each day. You may select any form available to the Polymorph spell, and may change form as a free action each round. These rounds need not be continuous, though you must return to your form at the end of your turn to avoid having the next round count (first thing in your turn doesn’t cut it).
Star Dream (Ex): As long as you are in a Star Dream stance you are immune to mind-affecting effects.

Beelzebub1111
2014-01-26, 07:52 PM
Got a part I'd really like some feedback on. The casting exaggerated skills, are they too strong? I'm thinking I might should lower them to 6th level spells as their cap at 19th/20th and a little less casting all around. Any opinions?

Also feel free to suggest ideas, or even add requests.
I think that the Tall Tale, is amazing at a whole lot of things. You could have a viable party made of nothing but tall tales and have everyone be great at a standard role. It's almost a system on its own. That said, I'd say a 7th level cap would do fine.

Saidoro
2014-01-26, 08:03 PM
Oh wow. This is really good.

Yeah, the casting skills are a bit stronger than the rest, but not massively so. You would probably be fine just limiting people to one of them or delaying their progression by a couple character levels.

Zaydos
2014-01-27, 12:05 PM
Ok, decided to make two sets of casting tables (the current one and one ending at 6th level spells) for direct comparison.

Least Casting Table:
{table=head]Level|0|1st|2nd
1|3|1|-
2|4|1|-
3|4|2|-
4|4|2|-
5|4|2|0
6|4|2|0
7|4|2|1
8|4|2|1
9+|4|2|1[/table]

Lesser Casting Table
{table=head]Level|0|1st|2nd|3rd|4th
6|4|2|1|-|-
7|4|2|1|0|-
8|4|3|2|1|-
9|4|3|2|1|-
10|5|3|2|2|0
11|5|3|2|2|0
12|5|3|2|2|0
13|5|3|2|2|0
14+|5|3|2|2|1[/table]

Greater Casting Table
{table=head]Level|0|1st|2nd|3rd|4th|5th|6th
11|5|3|3|2|0|-|-
12|5|4|3|2|1|-|-
13|5|4|3|2|1|0|-
14|5|4|3|2|2|0|-
15|5|4|3|2|2|1|-
16|5|4|3|2|2|1|-
17|5|4|3|2|2|1|-
18|5|4|3|2|2|2|0
19+|5|4|3|2|2|2|0[/table]

Storied Casting Table
{table=head]Level|0|1st|2nd|3rd|4th|5th|6th|7th
16|5|4|3|2|2|1|0|-
17|5|4|3|3|2|2|0|
18|5|4|3|3|2|2|1|-
19|5|4|3|3|3|2|1|0
20|5|4|3|3|3|2|2|1[/table]

Least Casting Table:
{table=head]Level|0|1st|2nd
1|3|1|-
2|4|1|-
3|4|2|-
4|4|2|-
5|4|2|0
6|4|2|0
7|4|2|1
8|4|2|1
9+|4|2|1[/table]

Lesser Casting Table
{table=head]Level|0|1st|2nd|3rd
6|4|2|1|-
7|4|2|1|0
8|4|3|2|1
9|4|3|2|1
10|5|3|2|2
11|5|3|2|2
12|5|3|2|2
13|5|3|2|2
14+|5|3|2|2[/table]

Greater Casting Table
{table=head]Level|0|1st|2nd|3rd|4th|5th
11|5|3|3|2|0|-
12|5|4|3|2|1|-
13|5|4|3|2|1|-
14|5|4|3|2|2|0
15|5|4|3|2|2|0
16|5|4|3|2|2|1
17|5|4|3|2|2|1
18|5|4|3|2|2|1
19+|5|4|3|2|2|2[/table]

Storied Casting Table
{table=head]Level|0|1st|2nd|3rd|4th|5th|6th
16|5|4|3|2|2|2|-
17|5|4|3|3|2|2|0
18|5|4|3|3|3|2|0
19|5|4|3|3|3|2|1
20|5|4|3|3|3|3|1[/table]

@Beelzebub1111: Yeah, I seem to have a bit of fondness for classes which have enough options you can build a whole party and feel like each one is different (not actually sure how well non-casting Tall Tales accomplish this, but assuming Martial Lore and Truespeak are still allowed they ought to have some pretty good range).

Beelzebub1111
2014-01-27, 01:37 PM
Well...Lumberjack, Gambler, and Miner gets a damn fine non-caster no matter what your other skill picked is. (Porter, perhaps? Survival?)

There is something to be said for that level of customization, yet it's also what caused me to leave it in second for my vote. To fix it would basically ruin the class if you tried to invoke it, but I felt that it lacked internal consistency, It's easy to come up with something mechanically cohesive. but not thematically so.

Don't get me wrong, I still love it. But I guess I'm more the type to stick with one goal and give freedom within that goal.

Zaydos
2014-01-29, 01:33 PM
For that the Prestige Class adaptation is probably better (actually the PrC adaptation is better at duplicating an actual tall tale character because those typically have like one storied skill).

Also any opinions on the two possible spells per day tables?

Zaydos
2015-03-11, 12:51 PM
Added Jack of Blades by editing it into the post which originally was used to voice some specific questions (mainly about spellcasting tables for Knowledge skills). Mostly just noting it for anybody who has the thread subscribed (I don't know if any such exists but... vanity thy name is peanut). Feel free to comment on it, or the class (or any of the other PrCs).

roko10
2015-03-18, 02:14 PM
So about Tall Tale initiation(with Martial Lore), are you limited by maneuver level in chosing the maneuvers you can use?

Zaydos
2015-03-18, 02:25 PM
So about Tall Tale initiation(with Martial Lore), are you limited by maneuver level in chosing the maneuvers you can use?

Like any initiator you must meet the minimum initiator level to learn a maneuver. With the Least Exaggerated Skill your IL will be 1 (if taken at 2nd level; or 1st if you take a Martial Discipline with Martial Lore as its associated skill), 2 (if taken at 3rd), or 3rd (if taken at 4th or 5th) allowing 2nd level maneuvers. When the Lesser one is gained your Initiator Level increases to equal your Class Level. Things get a little more complicated with multiclassing and the Least Exaggerated Skill (Tall Tale adds +0.75/level, other classes +0.5, so 3 levels in X adds +2 IL with 1, 2, or 5 levels in TT).

You are limited in maneuver recovery, in theory, but it will always be an exaggerated skill meaning that at 1st level you have a minimum of +4 + Stat so unless you have a -2 penalty in the ability score can recover a 9th level maneuver on a nat 20, and if you do have a -2 Int (as it'd have to be Martial Lore) you can still recover a 9th level maneuver out of combat this way or through Adaptive Style. At low levels it can be up to chance to recover a maneuver (at 2nd level you have 5 ranks + Stat and are trying to make a DC 7 check; at 5th it's 8 + mod and DC 9), but for the most part it's not so much "do I recover maneuver of highest level" as "how many maneuvers do I recover" (17th level you have 20 ranks, can probably take 15, and probably have Skill Focus for a minimum of 3 maneuvers recovered unless you have an ability penalty).

roko10
2015-03-19, 04:29 AM
Ah, okay.

Does the Ray Attack granted by the Eldritch Rain Exaggerated Discipline count as Eldritch Blast for the purposes of Eldritch Rain?

Zaydos
2015-03-19, 11:58 AM
Ah, okay.

Does the Ray Attack granted by the Eldritch Rain Exaggerated Discipline count as Eldritch Blast for the purposes of Eldritch Rain?

No. I didn't want to make the lesser ability +3d6-5d6 damage with all strikes (though was tempted). I should clarify that it counts as a [Blast] maneuver for interaction with Eldritch Blast if you do have Eldritch Blast.

Zaydos
2015-04-07, 09:14 PM
Exaggerated Ascetic

An Exaggerated Ascetic lives by a strict code shaped by holy vows, acting as an example to others and a paragon of all things Good. An Exaggerated Ascetic takes these Sacred Vows and lives them larger than life, becoming a being of radiant and world recognized goodness and purity.

BECOMING AN EXAGGERATED ASCETIC
To become an Exaggerated Ascetic one must take upon themselves a series of Sacred Vows and adhere to these vows living by their strictures and living out the vows beyond their normal scope, performing extraordinary feats empowered by them.

ENTRY REQUIREMENTS
Alignment: Any Good.
Feats: Sacred Vow and 2 feats requiring it as a prerequisite.
Exaggerated Skills: Any three exaggerated skills.
Skills: Knowledge (Religion) 8 ranks.
Special: Must maintain an Exalted life style.

Class Skills
The Exaggerated Ascetic's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (local) (Int), Knowledge (religion) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Speak Language (na), Spot (Wis), and any Exaggerated Skill you possess.
Skills Points at Each Level: 2 + int

Hit Dice: d6



Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+0

+0

+0

+2
Additional Vow, Exaggerated Vow, Radiance of Purity


2nd

+1

+0

+0

+3
Exaggerated Skill, Sacred Gift


3rd

+1

+1

+1

+3
Exaggerated Skill, Untempted


4th

+2

+1

+1

+4
Exaggerated Vow, Sacred Gift


5th

+2

+1

+1

+4
Additional Vow, Exaggerated Skill


6th

+3

+2

+2

+5
Sacred Gift, Exalted Skill Focus


7th

+3

+2

+2

+5
Exaggerated Skill, Exaggerated Vow


8th

+4

+2

+2

+6
Exaggerated Skill, Sacred Gift


9th

+4

+3

+3

+6
Miraculous Gift


10th

+5

+3

+3

+7
Additional Vow, Exaggerated Vow, Exaggerated Skill



Weapon and Armor Proficiencies: An Exaggerated Ascetic gains no armor or weapon proficiencies.

Exaggerated Ascetic and Exaggerated Skills: An Exaggerated Ascetic gains additional skill points each level in each skill they have the Least Exaggerated skill. An Exaggerated Ascetic adds their Exaggerated Ascetic level to their Tall Tale level to determine access to Lesser, Greater, and Storied Exaggerated Skills and their effective Tall Tale level for Exaggerated Skills. An Exaggerated Ascetic, however, only gains additional Exaggerated Skills at 2nd, 3rd, 5th, 7th, 8th, and 10th level; they may select new Least Exaggerated Skills with these additional Exaggerated Skills as long as they have less than 5 Least Exaggerated Skills already, or they may select an Exaggerated Skill one grade higher than one they already possess, as long as they fulfill the requisite level for that grade of Exaggerated Skill.

Additional Vow: At 1st level, and again at 5th and 10th level, an Exaggerated Ascetic gains one feat with Sacred Vow as a prerequisite as a bonus feat; the Exaggerated Ascetic must meet any prerequisites of this feat.

Exaggerated Vow: At 1st level, 4th level, 7th level, and 10th level an Exaggerated Ascetic gains the Exaggerated Vow ability associated with one of Sacred Vow or a feat which requires it as a prerequisite. An Exaggerated Ascetic may not select the same Exaggerated Vow twice. An Exaggerated Ascetic may also atone for breaking a vow due to magical compulsion or unintentionally on their part as a free action; Vow of Purity still uses its own special purification rules for fighting undead or accidentally breaking it.

Vow of Romance [Exalted]
You have sworn yourself to another, a pact of love and faithfulness. This loyal faith grants you a variety of bonuses when your beloved is in danger, and if they return it they gain the same such when you are in danger.
Prerequisites: Sacred Vow.
Benefit: When you take this feat select a creature who is your beloved. Whenever your beloved is at less than 1/2 hit points and threatened in some way (such as being in combat) you gain a +1 perfection bonus to attack rolls, AC, saving throws, ability and skill checks. If your beloved returns the affections and you are at less than 1/2 hit points and threatened they gain a +1 perfection bonus to attack rolls, AC, saving throws, ability and skill checks.
Special: You must remain faithful to your beloved, if you cheat on them, betray them, or otherwise break the faith with them then you lose the benefits of this vow. For your beloved to gain its benefits they must have remained faithful to you for at least one month. If your beloved betrays you, you may choose to give up the effects of this feat for 1 month to select a new beloved. If your beloved dies you must attempt to revive them and failing that wait at least 3 months before selecting a new beloved.
Special: If your beloved also has this feat in regards to you then the bonuses from this feat are doubled.

Sacred Vow (Ex): You are recognized by all living things for your purity of spirit. Any good aligned creature which meets you has a default attitude no worse than Indifferent towards you, this also applies to any living non-sentient creature (Int 1, 2, or -). Your actions may cause their hearts to turn against her, and Player Characters are unaffected by this ability regardless of alignment. Once you have obtained 5th level in Exaggerated Ascetic they default to Friendly instead of Indifferent, and non-sentient living creatures will not attack you unless magically compelled. Once you have obtained 10th level in Exaggerated Ascetic they default to Helpful instead of Indifferent, and magical compulsion to force a non-sentient living creature to attack you is considered to be an unacceptable command similar like an obviously suicidal order.

Vow of Abstinence (Ex and Sp): You gain immunity to poison and drugs. You may use Neutralize Poison as a spell-like ability at-will but it has no effect against self-inflicted poisons, and creatures within 30-ft of you gain a +4 bonus on saves against drugs they do not willingly take. As a final benefit any creature making a saving throw against drug addiction which spent at least 8 out of the last 24 hours within line of sight of you gains a perfection bonus to that save equal to your Exaggerated Ascetic level.

Vow of Chastity (Ex): You are immune to Charm and Phantasm effects. As a standard action you may touch a creature allowing them an additional save against each Charm or Phantasm effect affecting them with a +4 perfection bonus. As a final benefit you may radiate an aura of temperance out to 30-ft which curbs sexual desires, imposing a -4 penalty on any Charisma check involving sexual flirtation or temptation (but not involved in resisting such) and a -4 penalty to the saving throw DCs of any ability reliant on such; this includes any ability of a Succubus, Nymph, Lilitu (FCI), or Pleasure Devil (FCII) even if it would not seem to directly rely upon this.

Vow of Nonviolence (Ex): You are able to curb violent tendencies in others. As a standard action you may cause a humanoid or monstrous humanoid within 10-ft per class level to be unable to intentionally cause lethal damage, ability damage, or death to humanoids and/or monstrous humanoids for 1 round per Exalted Ascetic level if they fail a Will save (DC 10 + Exalted Ascetic level + Cha or Wis modifier); this is a mind-affecting effect usable at-will. If you have the Vow of Peace feat you may use this ability against any living creature and they are unable to intentionally harm any living creature if they fail their save. In addition you may choose to have any attack or effect of your own deal non-lethal damage to living creatures instead of lethal.

Vow of Obedience (Ex and Sp): You gain the ability to use Command as a spell-like ability at-will (CL = twice your Exalted Ascetic level, you may have the DC based off of your Wisdom instead of Charisma) but only in the pursuit of obeying your superior's orders or furthering the goals of your organization. You may heighten this spell-like ability, as if with Heighten Spell, to a effective spell level of your Exalted Ascetic level, up to 10th level. In addition when directly following your superior's orders or working to further the goals of your organization you gain a +2 perfection bonus to all attack rolls and saving throws; this is an Ex ability.

Vow of Peace (Su): Any creature striking you receives non-lethal damage equal to the damage that they would have dealt to you before any Damage Reduction or Energy Resistance (but not immunity) you possess. This damage is not reduced by Damage Reduction or Energy Resistance on their part.

Vow of Poverty (Su): You gain the ability to duplicate the effects of certain magic items each day. To duplicate the effects of an item which uses its own physical properties (such as a weapon, or a Bag of Holding) you must have an acceptable substitute (a weapon, a bag). You may not duplicate any item which has a limited number of uses unless they are recharged daily or more quickly. Each day at dawn you choose a total gold piece value of magic items to emulate equal to 1/4th the wealth by level for your level (see DMG page 130). If you emulate a magic weapon you may apply its effects to one weapon you wield each round, if you emulate magic armor you may apply its effects to your Exalted Bonus to AC granted by this feat.

Vow of Purity (Ex and Su): You are immune to Disease and Death effects; this is an Ex ability. In addition you gain the ability to Turn Undead as a cleric of twice your Exaggerated Ascetic level, and may expend one or more Turn Undead attempts as an immediate action to grant that many creatures within 30-ft a perfection bonus to saving throws against Death effects for 1 round.

Vow of Romance (Ex and Su): If you also have the Vow of Chastity feat indiscretions with your beloved do not count for the purposes of that feat (this is Ex). Whenever your beloved is within 60-ft would take damage or suffer a hostile effect you may choose to take that damage or suffer that effect for them. You do not apply your own damage reduction, regeneration, saving throws, or other defensive abilities against that damage or effect (though abilities which heal it afterwards still function) including immunity, but your beloved's damage reduction, regeneration, etc do apply.

Radiance of Purity (Ex): An Exaggerated Ascetic's inner goodness is apparent enough on the surface, that any creature can automatically sense that they are good aligned. An Exaggerated Ascetic which ceases to be exalted in behavior loses this class feature.

Sacred Gift: At 2nd level, 4th level, 6th level, and 8th level an Exaggerated Ascetic may select one Sacred Gift from the list below that they meet the prerequisites for (if any). Any saving throw is DC 10 + Exaggerated Ascetic level + Cha or Wis modifier unless it is a Spell-like Ability in which case it is DC 10 + Spell level + Cha or Wis modifier. When you would gain a bonus Exalted Feat granted from Vow of Poverty you may choose to gain an additional Sacred Gift instead.

Lay on Hands (Su): An Exaggerated Ascetic which selects this Sacred Gift may use Lay on Hands as a paladin of twice their Exaggerated Ascetic level and may choose to use Wisdom in place of Charisma for the purposes of this ability. If the Exaggerated Ascetic has the Exaggerated Heal skill they may add their Tall Tale level to their effective Paladin level for this ability.

Sacrosanct Flesh (Su): Summoned evil creatures may not touch you as if you were under the effects of a Protection from Evil spell. Other evil creatures which touch you take 1d6 plus your Charisma or Wisdom modifier damage, this damage is doubled for Undead and Outsiders with the Evil subtype, and creatures grappling you receive this damage for each grapple check they make against you. In addition any evil creature which touches you must make a Fortitude save or be Sickened for 1 round, this ability may affect Undead despite their lack of Con score and type based immunity to Sickening effects.

Purifying Touch (Su and Sp): Your touch purifies food and water as if with the spell Purify Food and Water. In addition whenever you heal a creature at least 15 hit points with your Lay on Hands ability you may use Lesser Restoration or Remove Disease upon that creature as a spell-like ability as part of the same action (this provokes attacks of opportunity as normal for a spell-like ability).

Radiance of Light (Su): You must have Nimbus of Light to select this ability. You may increase the brightness of your Nimbus of Light feat to radiate bright light up to 60-ft and shadowy twice that distance; you may choose any radius for this bright light between 5-ft and 60-ft and the shadowy illumination is always out to twice that distance. This light suppresses Darkness descriptor magic within the area with a spell level less than your Exaggerated Ascetic level, and grants creatures a +2 perfection bonus to saving throws against Illusion spells which are within the bright light. If you have the Holy Radiance feat it inflicts damage to undead within the area of bright light (instead of merely 10-ft) shed by this ability and inflicts an additional 1d4 damage per 2 Exaggerated Ascetic levels you possess per round.

Expanded Lay on Hands: When you use Lay on Hands to heal hit point damage you heal 2 hit points per hit point worth of Lay on Hands expended (this does not apply to other uses of Lay on Hands such as damage to undead, triggering Purifying Touch, Reviving Touch, etc).

Revitalizing Touch (Su): You must have Lay on Hands to select this ability. As a standard action you may use your Lay on Hands ability on a creature which has died within 1 round per 2 Exaggerated Ascetic levels you possess, expending 50 hit points worth of healing, to revive them as a Revivify spell.

Hallowed Footsteps (Ex): Your inner goodness is such that it permeates the world around you. Within 60-ft of you any plane without the Evil Aligned Planar trait (Major or Minor) gains the Major Good Aligned Planar trait, and any plane with the Evil Aligned Planar trait loses it and gains the Minor Good Aligned Planar trait.

Repulse Fiends (Su): 3 times per day + your Charisma modifier you may attempt to turn creatures with the Evil subtype as a cleric of twice your Exaggerated Ascetic level turns undead. These creatures are considered to have Turn Resistance equal to 1/4th their hit dice to resist this effect.

Banish Fiends (Su): You must have the Repulse Fiends ability to select this ability. When you successfully Turn an extraplanar creature with your ability to turn evil creatures it is returned to a random location on its home plane.

Turn Evil (Su): You must have the Repulse Fiends ability to select this ability. When you use Repulse Fiends you may expend a 2nd use of it to turn all evil creatures instead of simply those with the Evil subtype.

Drive Forth Fiends (Su): You must have the Repulse Fiends ability to select this ability. Any Outsider with the Evil subtype with hit dice equal to your Exaggerated Ascetic level or less which comes within 30-ft of you is automatically panicked for 1 minute, no save. This may affect even Mindless creatures such as Lemures.

Smite Evil (Su): You gain the ability to Smite Evil as a paladin of twice your Exaggerated Ascetic level once per encounter. You may take this Sacred Gift multiple times, each time you do you gain an additional use each encounter.

Unflinching Faith (Ex): You must have Gift of Faith to select this ability. You gain immunity to any effect it grants you a bonus against.

Lesser Vow (Su): You may have a number of creatures up to your Charisma or Wisdom modifier swear to do their best to keep your holy vows, granting them the benefits of any and all of your feats which require Sacred Vow as a prerequisite as long as they oblige by their strictures, or until you cut the connection (as a standard action).

Impose Stricture (Su): Creatures within 30-ft of you which have broken one of your vows within the last 24 hours suffer a penalty based upon which vow it was that they have willingly broken (you must have this vow for them to suffer this penalty). Abstinence: -2 to Fortitude saves. Chastity: -2 to Will saves. Nonviolence: -2 to attack rolls, does not stack with penalty for breaking Vow of Peace. Peace: -1 penalty to attack rolls. Obedience: -2 penalty to skill checks; this applies if they have broken it in regards to their superiors and organization not any you belong to. Poverty: -1 to your effective class level, caster level, or caster level equivalent for any abilities based off of them, this does not disqualify you from using abilities instead only affecting calculations such as Saving Throw DCs, range, and damage, or checks such as Caster Level checks. Purity: -2 penalty to skill checks.

Favored Servant (Ex): You must have the Favored of the Companions, the Knight of Stars, or the Servant of Heaven feat to select this ability. You may use your the Favored of the Companions, the Knight of Stars, or the Servant of Heaven feat three times per minute, but no more than once per round, instead of 1/day.

Insightful Strike (Ex): You must have the Intuitive Strike feat to select this ability. You may add your Wisdom modifier to damage with simple or natural weapons.

Sense Evil (Su): You may sense the presence of evil creatures within 30-ft. You learn that they are evil, and their location as if with Blindsense. If they remain within range for at least 3 rounds you also learn how powerful the evil aura is (as with the Detect Evil spell).

Consecrated Presence (Su): You radiate an aura that duplicates the effects of a Consecrate spell out to 30-ft. If you would also have an aura of consecration from Greater Exaggerated Knowledge (Religion) this aura's strength doubles.

Shielding Aura (Su): You must have Consecrated Presence to select this ability. You radiate an aura out to 10-ft which replicates the effects of a Magic Circle against Evil. If you hold a Holy Avenger this extends out to 30-ft instead.

Blessed Presence (Su): Your presence serves as a blessing to all those around you. Creatures within 30-ft of you overcome damage reduction as if their weapons were Good aligned, and any water within the same range is considered to be holy water.

Hallowed Resilience (Su): You gain damage reduction equal to one half your Exaggerated Ascetic level. This damage reduction only applies against attacks from evil creatures or which overcome damage reduction as if evil.

Bahamut's Boon (Su): Any weapon you wield (including natural weapons) is considered to have the Bane (Dragon) special quality against Evil aligned dragons.

Ward of Peace (Su): You must have Vow of Peace to select this ability. You gain a continual Sanctuary effect (this is a supernatural not spell-like ability). This sanctuary effect is lost for 1 minute if you perform an act which would normally break a sanctuary effect.

Hallowed Hymn (Su): You must have Greater Exaggerated Perform (Sing) to select this ability. You add Lupinal (MMII), Hound Archon, Lantern Archon, Musteval (BoED), and Coure Eladrin (BoED) to the creatures you can summon at 11th and 12th level, and Equinal (BoED), Holyphant (BoED), Asura (BoED), and Warden Archon (BoED) to those you can summon at 13th level and onwards. If you gain the Storied version you add Ursinal (BoED), Firre (BoED), Owl Archon (BoED), and Sword Archon (BoED) to those you can summon at 16th-19th level, and Leonals, Trumpet Archons, and Monadic Devas to those you can summon beginning at 20th level.

Sublime Exaltation (Ex): You must have Exaggerated Martial Lore to select this ability. You gain the ability to learn Devoted Spirit maneuvers and stances in addition to your chosen discipline with Exaggerated Martial Lore and immediately learn 1 Devoted Spirit maneuver per grade of Exaggerated Martial Lore you possess. If you gain another grade of Exaggerated Martial Lore you gain a bonus Devoted Spirit maneuver known.

Warrior of Heaven (Ex): Your Base Attack Bonus improves by 1 up to your character level. You may select this sacred gift multiple times, its effects stack.

Reflect Evil (Su): You must have Spell Resistance to select this ability. Whenever your Spell Resistance protects you from a spell (power, spell-like ability, etc) cast by an Evil creature or which has the Evil descriptor and which can be affected by the Spell Turning spell reflect it back upon the caster as if it with the Spell Turning spell. Your spell resistance is increased by 5 against Corrupt spells.

Invoke Miracle (Sp): Select a sanctified spell or cleric spell with a spell level no higher than one-half your Exaggerated Ascetic level. You may use that spell as a spell-like ability 1/day, you do not need to pay its sacrifice component to do so, and gain an additional use each day for each additional spell level you could have selected, or 2 Exaggerated Ascetic levels you gain after selecting it.

Bear Suffering (Su): With a touch you may heal a creature any amount of damage or ability damage, but suffer the same amount yourself; this damage cannot be reduced or mitigated in any way.

One with Life (Ex): Whenever you would regain hit points due to a positive energy effect, you regain twice that many instead.

Purifying Presence (Su): You gain immunity to taint. In addition creatures within 80-ft of you gain a +4 bonus on any save or check to resist gaining taint, to resist being stunned or nauseated by gaining too much taint at once, and time spent within this area does not count towards the 24 hours before gaining a new taint threshold becomes (semi) permanent and only counts as half the normal time for the purposes of gaining taint from being in a tainted area.

Untempted (Ex): An Exaggerated Ascetic has learned to curb their temptations completely, no longer being bound by them. Beginning at 3rd level if a magical compulsion effect would cause you to break one of your Vows or perform an act which would if committed willingly lose you your Exalted status that compulsion is ended immediately, the same is true of any mind-affecting effect which would cause such or attempt to cause such e.g. if you were charmed and they attempted to use that state to get you to commit an act which would do so. In addition you automatically know if an action would break a Vow, jeopardize your Exalted status, or break any code of conduct you possess. You know this before you are committed to performing the action.

Exalted Skill Focus (Ex): An Exaggerated Ascetic is still at their heart a Tall Tale and more than capable at a variety of skills, their sanctified way of life improving, not detracting, from this. Beginning at 6th level you gain a bonus to any skill you have Skill Focus or Skill Mastery with equal to the number of feats with Sacred Vow as a prerequisite you have +1.

Miraculous Gift (Sp): An Exaggerated Ascetic can work the stuff of miracles. Beginning at 9th level once per day they may call upon the gods and cosmic powers of good to perform a miracle. This can duplicate any cleric spell with a spell level of 3rd or less if they have 10 or less ranks in Knowledge (Religion), 4th or less if they have 11 to 13, 5th if they have 14 to 16, 6th if they have 17 to 19, 7th if they have 20 to 22, and 8th if they have 23 or more, with a caster level of their ranks in Knowledge (Religion). At the DM's discretion this may perform other feats and effects in line with the power level of such a spell.

ezkajii
2015-04-10, 04:26 PM
Okay, I've only just finished reading the main class itself (not the feats, prestige class/es, etc.) but I have to say - I love this! I've had an idea for an exclusively skill-based class rolling around in my head for a while but I never quite had the execution. This is done wonderfully, and when you reach Storied levels it really gives that feel of legendary tales passed down for generations. I am also excited by the possibilities of throwing this onto one 'side' of a gestalt build.

In the interest of PEACH, I had a few questions/critiques:
- First, a note, that the tables you have within your spoilers all seem to use the old forum formatting.
- When using Autohypnosis to grant yourself spell reduction, how long does the effect last? It doesn't seem to state a duration.
- I'm a little confused about how identifying natural/unnatural poisons works, under Knowledge (nature). Can you clarify/elaborate?
- I noticed you don't have anything for Knowledge (psionics) (or psicraft) - should one just translate from the Knowledge (arcana) and Spellcraft exaggerated skills?
- For the sake of consistency: Most exaggerated skill spoilers include "Least, Lesser, Greater, Storied" but a few (Balance, Bluff, Escape Artist, Hide, Listen, Sleight of Hand, and Spot) state "Least Tier, Lesser Tier, Greater Tier, Storied Tier".
- Probably an artifact of updates, but Perform (all those instruments) states you can play one of four special songs listed below, but the lists far exceed four. Also Profession (porter)'s Storied benefit refers to "instead of 8x", but the next-lowest level is 12x.

Now back to reading the rest of the material!

Zaydos
2015-04-10, 05:07 PM
Okay, I've only just finished reading the main class itself (not the feats, prestige class/es, etc.) but I have to say - I love this! I've had an idea for an exclusively skill-based class rolling around in my head for a while but I never quite had the execution. This is done wonderfully, and when you reach Storied levels it really gives that feel of legendary tales passed down for generations. I am also excited by the possibilities of throwing this onto one 'side' of a gestalt build.

In the interesting of PEACH, I had a few questions/critiques:
- First, a note, that the tables you have within your spoilers all seem to use the old forum formatting.
- When using Autohypnosis to grant yourself spell reduction, how long does the effect last? It doesn't seem to state a duration.
- I'm a little confused about how identifying natural/unnatural poisons works, under Knowledge (nature). Can you clarify/elaborate?
- I noticed you don't have anything for Knowledge (psionics) (or psicraft) - should one just translate from the Knowledge (arcana) and Spellcraft exaggerated skills?
- For the sake of consistency: Most exaggerated skill spoilers include "Least, Lesser, Greater, Storied" but a few (Balance, Bluff, Escape Artist, Hide, Listen, Sleight of Hand, and Spot) state "Least Tier, Lesser Tier, Greater Tier, Storied Tier".
- Probably an artifact of updates, but Perform (all those instruments) states you can play one of four special songs listed below, but the lists far exceed four. Also Profession (porter)'s Storied benefit refers to "instead of 8x", but the next-lowest level is 12x.

Now back to reading the rest of the material!

In order with the questions
-Yeah... I need to fix that eventually.
-Was supposed to be until the start of turn, fixed.
-Filth fever from a dire rat's bite would be "natural" as would a scorpion's venom, or a naturally toxic plant. A disease created by the Contagion spell which copied Filth Fever would be "unnatural", as would a poison created by the poison spell, or a new poison that was synthesized with a Craft skill. I do think I'm going to change it, make it so naturally occurring poison and disease have a certain DC and those that are Supernatural in nature (Mummy Rot) or do not occur in nature (something made by the Oinoloth, or a mad scientist) has a higher DC.
-One could translate Spellcraft to Psicraft easily (change Arcanists to Psionic subtype), Knowledge (Arcana) is mostly anti-dragon and anti-construct abilities so it doesn't work just to translate to Knowledge (Psionic), a Knowledge (Psionic) Exaggerated Skill should be made at some point. Probably get some psionic bonus feats, power points, and naturally something beyond that. Added Knowledge (Psionic), which grants 4 Psionic Feats, 60 PP, an ability to spend PP defensively, and the ability to temporarily learn 3 powers with all four tiers put together, and Psicraft, which is the anti-psi ability with Favored Enemy and anti-psionic aura and similar abilities.
-Guess which ones were the first few I made (here's a hint, originally I was only going to do rogue-esque skills).
-Yeah, fixed those two.

Zaydos
2015-04-13, 09:24 PM
Exaggerated Tall Tale (Gestalt Only Variant)

Since I seem to have an obsession with this atm, I have decided to make rules for gestalting Tall Tale with itself. The class table for such a monstrosity is below as well as rules. This replaces both your classes in the gestalt (or two classes in tristalt or morestalt).

HD: d8.
Class Skills: All skills.
Skill points per Level: 2 + Int mod (x4 at 1st level).

EXAGGERATED TALL TALE


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+1

+0*

+2

+0*
Exaggerated Skills, 2 Least Skills, Trapfinding, Flexible Resistance


2nd

+2

+0*

+3

+0*
2 Least Skills, Skill Focus, Skin of your Teeth (bonus to AC, Atk, and damage at low hp)


3rd

+3

+1*

+3

+1*
2 Least Skills, Skill Focus, Blessing of Kindness


4th

+4

+1*

+4

+1*
2 Least Skills, Uncanny Dodge


5th

+5

+1*

+4

+1*
2 Least Skills, Skill Focus, Evasion


6th

+6

+2*

+5

+2*
2 Lesser Skills, Skill Focus


7th

+7

+2*

+5

+2*
2 Lesser Skills, Improved Uncanny Dodge, Skill Mastery


8th

+8

+2*

+6

+2*
2 Lesser Skills, Skill Focus


9th

+9

+3*

+6

+3*
2 Lesser Skills, Skill Focus, Skill Mastery


10th

+10

+3*

+7

+3*
2 Lesser Skills, Exaggerated Ease (take 12)


11th

+11

+3*

+7

+3*
2 Greater Skills, Skill Focus, Skill Mastery


12th

+12

+4*

+8

+4*
2 Greater Skills, Skill Focus, Extended Skin of Your Teeth


13th

+13

+4*

+8

+4*
2 Greater Skills, Skill Mastery


14th

+14

+4*

+9

+4*
2 Greater Skills, Skill Focus, Grit or Resolve


15th

+15

+5*

+9

+5*
2 Greater Skills, Skill Focus, Skill Mastery


16th

+16

+5

+10

+5
2 Storied Skills, Greater Exaggerated Ease


17th

+17

+5*

+10

+5*
2 Storied Skills, Skill Focus, Skill Mastery, Uncanny Luck


18th

+18

+6*

+11

+6*
2 Storied Skills, Skill Focus


19th

+19

+6*

+11

+6*
2 Storied Skills, Skill Mastery


20th

+20

+6*

+12

+6*
2 Storied Skills, Skill Focus, 2 Skill Masteries, Legendary Ease



Exaggerated Skills: An Exaggerated Tall Tale gains 2 Exaggerated Skills per level, 10 of each grade instead of 5 of each grade. They still get full ranks in all of these skills.

Flexible Resistance: At 1st level select Fort or Will. That save is a Good save (using the same progression as Reflex) for your Exaggerated Tall Tale levels instead of a Poor save (as it is listed).

Skill Focus: An Exaggerated Tall Tale gains Skill Focus at 2nd level and every 3rd level thereafter (5th, 8th, 11th, 14th, 17th, and 20th) in addition to 3rd and every 3rd level thereafter.

Skill Mastery: An Exaggerated Tall Tale gains Skill Mastery at 7th level and every odd level thereafter (9th, 11th, 13th, 15th, 17th, and 19th) as well as twice at 20th level. This functions as a Tall Tale's Skill Mastery.

Grit or Resolve (Ex): At 14th level an Exaggerated Tall Tale gains Grit if they selected Fortitude for Flexible Resistance or Resolve if they selected Will for Flexible Resistance. If they gain Grit whenever they succeed a Fort save for partial or half they take no effect. If they gain Resolve whenever they succeed a Will save for partial or half they take no effect.

Zaydos
2015-06-15, 02:51 PM
Just letting anyone who watches this thread (and didn't see/vote in the what should I expand one) that I added 5 new Exaggerated Skills (Appraise, Use Rope, Craft Origami, Profession Alienist, and Profession Undertaker).

Zaydos
2016-01-08, 02:38 PM
Added Lucid Dreaming as an exaggerated skill upon request.

Zaydos
2016-01-12, 11:51 AM
Added a unique Craft (Alchemy) upon request and because it'd always been a regret making just "Craft" which eventually turned you into some sort of all around uber-crafter but whose only practical value was economy breaking by replicating Fabricate and figuring out which craft skill let you build a wall as a swift action.