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Zaydos
2016-01-25, 01:22 PM
Community the Many as One

Welcome one and all to the seventh Ancillary Contest. Having class isn't everything, and sometimes it's cool to make the smaller pieces of brew that can really expand a character. So here we are a contest for those smaller pieces of a character which can really make a character your own: Feats, spells, invocations, vestiges, soulmelds, maneuvers and more.

This contests theme is Community. Whether a set of feats for working in a favorite city, a vestige for creating creepy cult-cities of mind thralls, or a set of psionic powers inspired by your favorite bits of the GiantITP community, the possibilities are limited by your imaginations and nothing little else, let's see what you can show us.


Rules


You will be creating a piece of homebrew intended for PC use which is not a Base Class or a Prestige Class. This could be one of many things, feats, spells, invocations, vestiges, soulmelds, maneuvers, or something else.
Your entry must be complete. Incomplete entries will be disqualified.
You are allowed one entry per contest. An entry can include multiple feats, spells, invocations, etc, or even a combination of spells, feats, and so forth but must be connected in some way and one cohesive unit. This could just be a bunch of feats about the contest's theme (mechanically cohesive), or a selection of spells, feats, and vestiges representing the secret arts of a certain sect (fluff cohesion), or so forth.
Your entry must be new and not posted anywhere previously. All entries must be posted in this thread and no where else until after the contest is finished.
Plagiarism is a no no. The point is to stretch your creativity, and the only prize is knowing people like your stuff, so really it'd be rather pointless to do.
Format templates for various things will be posted below. These will be included primarily for your ease and to help ensure you remember to include relevant parts of the spell entry, etc.
If you do go to the GiantITP community as a thing to draw inspiration from try to focus on community projects or standing on the shoulders of giants and not just expanding your own brew... I know I'd need the reminder.


This contest will run through February 11th 15th 23:59 Eastern Standard Time at which point a Voting Thread will be posted and voting will run for a time to still be determined.

Chat thread. (http://www.giantitp.com/forums/showthread.php?399650-3-X-Ancillary-Contest-Chat-Thread)

Jurai
2016-01-25, 01:47 PM
Legionnaire of Hakar

Legionnaires, sometimes called Hakari, are the creation of a long-dead, mad elven deity, who sought to create the perfect race by duplicating himself and then removing their souls. To make up for the loss, he instigated a psychic network linking every Hakari not only to each other, but to Him as well. Eventually, though, the Hakari became so numerous that his very soul was torn apart, returning the souls taken during their creation to them.

Legionnaires adventure for many of the same reasons mortal races do, especially elves, who they share a pantheon with. However, their talents for interpersonal interaction are weaker, made up for with a more perceptive and thoughtful nature.

To determine age, height, and weight, use the same values as Elves (Core Ruleboook). They are known for unusual shades of eye color, typically violet, grey, gold, and sapphire, though green shows up in a few Hakari.

Racial Traits and Features
Outsider (Elf, Native, Psionic)
Medium size
Languages: Hakari are linguists by trade, since only the most insular of them realize that contact with others is impossible to avoid without depriving themselves of their psychic network. They start speaking Hakari and Common, and may take any language so long as it is not a secret language or one that requires special efforts and prerequisites to learn.
+2 Intelligence, +2 Wisdom, -2 Charisma: Hakari are perceptive and intellectual, though their recent blessing with a soul makes it more difficult for them to interact with persons they don’t know.
Hakari Collective (Su): All Hakari are bound to one another by a network called a Collective. This allows all Hakari to communicate with one another telepathically if they are within thirty feet of one another. If the Hakari takes a class with access to the Collective class feature, they do not have to count any Hakari in their collective for the purposes of determining how many members their collective may have in it.
Psychic Dependence: A Hakari that removes itself from the Collective all Hakari share suffers a -2 penalty to all Will saves made to resist the effects of abilities and spells that have the Charm and Compulsion descriptors, but gains a +2 bonus to all Will saves made to resist the effects of abilities and spells that have the Emotion descriptor.
Collective Dominion: If a Hakari would be attacked by a summoned creature, he may, once per day, take control of that summoned creature. The targeted creature’s controller must roll a Will save, with a DC of 10+ character level+ Intelligence modifier. If the targeted creature was summoned by a trap, the creature itself must make the Will save. A creature that makes its Will save cannot be targeted by this ability for 24 hours.

Favored Class bonuses



Class
Bonus


Aegis
Add +1/4 to the aegis's customization points.


Alchemist
The alchemist gains +⅙ of a new discovery.


Antipaladin
Add +1 foot to the size of all the antipaladin's aura class features. This option has no effect unless the paladin has selected it 5 times (or another increment of 5); an aura of 14 feet is effectively the same as a 10-foot aura, for example.


Arcanist
When casting arcanist enchantment spells, add +1/3 to the effective caster level of the spell, but only to determine the spell's duration


Barbarian
Add a +½ bonus to the barbarian's trap sense.


Bard
Add +1 to the total number of bardic performance rounds per day.


Bloodrager
Increase the bonus gained from blood sanctuary by ¼.


Brawler
Gain a +1 bonus to the brawler’s CMD when resisting two combat maneuvers of the brawler’s choice.


Cavalier
Add +¼ to the cavalier's banner bonus.


Cleric
Add +1/3 to the amount of damage dealt or damage healed when the cleric uses channel energy.


Cryptic
The cryptic gains +1/6 of a new insight.


Dread
The dread gains +1/6 of a new terror.


Druid
Select one domain power granted at 1st level that is normally usable a number of times per day equal to 3 + the druid's Wisdom modifier. The druid adds +½ to the number of uses per day of that domain power.


Fighter
Add +1 to the fighter's CMD when resisting two combat maneuvers of the character's choice.


Gunslinger
Add +¼ point to the gunslinger’s grit points.


Harbinger
Add +¼ of a maneuver known from the harbinger’s dark focus disciplines.


Hunter
Add 1 skill rank to the hunter’s animal companion. If the hunter replaces his animal companion, the new animal companion gains these bonus skill ranks.


Inquisitor
Add +¼ to the number of times per day the inquisitor can change her most recent teamwork feat.


Investigator
Gain a +¼ bonus on all inspiration rolls.


Kineticist
Gain a +1/4 bonus on damage rolls that apply the kineticist's elemental overflow bonus.


Magus
Add +¼ to the magus' arcane pool.


Marksman
Add +1/3 to damage rolls made with ranged or thrown weapons when expending focus on Psionic Shot.


Medium
Gain a +1/3 bonus on all skill checks using occult skill unlocks.


Mesmerist
When casting mesmerist enchantment spells, add 1/2 to the effective caster level of the spell, but only to determine the spell's duration.


Monk
Add +¼ point to the monk's ki pool.


Mystic
Add +¼ point of animus to the mystic’s starting animus pool at the beginning of each combat


Ninja
Gain a +½ bonus on Bluff checks to feint and Diplomacy checks to gain information.


Occultist
Gain a +1/2 bonus on Spellcraft checks to identify the properties of magic items and a +1/2 bonus on Use Magic Device checks to emulate a race.


Oracle
Add +⅙ to the oracle’s level for the purpose of determining the effects of one revelation.


Paladin
Add +1 foot to the size of all the paladin's aura class features. This option has no effect unless the paladin has selected it 5 times (or another increment of 5); an aura of 14 feet is effectively the same as a 10-foot aura, for example.


Psion
Choose one Disciplinetalent gained at 1st level. Add 1/3 to the number of power points that power is treated as being augmented by. This is an exception to the rule that discipline talents cannot be augmented.


Psychic
Gain 1/6 of a new phrenic amplification.


Psychic Warrior
Add +1/3 to the psychic warrior's manifester level when manifesting a path power.


Ranger
Add 1 skill rank to the ranger’s animal companion. If the ranger replaces his animal companion, the new animal companion gains these bonus skill ranks.


Rogue
Gain a +½ bonus on Bluff checks to feint and Diplomacy checks to gain information.


Samurai
Add +¼ to the samurai's banner bonus.


Shaman
The shaman gains ⅙ of a new shaman hex.


Skald
Increase the skald’s total number of raging song rounds per day by 1


Slayer
Gain a +½ bonus on Bluff checks to feint and Diplomacy checks to gain information.


Sorcerer
Select one bloodline power at 1st level that is normally usable a number of times per day equal to 3 + the sorcerer's Charisma modifier. The sorcerer adds +½ to the number of uses per day of that bloodline power.


Soulknife
The soulknife gains +1/6 of a new blade skill.


Spiritualist
Add 1 skill rank to the spiritualist's phantom.


Stalker
Gain ¼ of a new stalker art.


Summoner
The amount of time the summoner must spend to summon his eidolon is reduced by 1 round, to a minimum of 1 round.


Swashbuckler
Increase the total number of points in the swashbuckler’s panache pool by ¼.


Tactician
Add +1/2 to the number of creatures in the tactician’s collective.


Vitalist
Add +1/2 to the number of creatures in the vitalist’s collective.


Warder
Add +¼ to the number of additional extra attacks of opportunity when using Defensive Focus


Warlord
Add +¼ to the number of uses per day of the warlord’s warleader ability.


Warpriest
Gain a +⅓ bonus on the damage dealt or healed with the warpriest’s channel energy ability.


Wilder
Add 1/4 power known from the wilder power list. This power must be at least one level below the highest power level the wilder can manifest.


Witch
The witch gains ⅙ of a new witch hex.


Wizard
When casting wizard enchantment spells, add +1/3 to the effective caster level of the spell, but only to determine the spell's duration.


Zealot
Add +1/2 to the number of creatures in the zealot’s collective.

Lanth Sor
2016-01-27, 06:49 PM
Forum Combat [Tactical Feat]
Talk your enemies to sleep or just exhaust your political enemies.
Prerequisite: Cha 15 and 6(3 PF) ranks any 2 social skills
Benefit: Gain three new options for combat and social encounters.

Make a Point: Make diplomacy, bluff, or Intimidate check providing your view point against a target as a standard action. If stating something that can be supported by a Knowledge check related to the topic. You deal 1d6 nonlethal damage to the target unless they opt to preform a clarification or rebuttal. The damage increases by 1d6 per 4 ranks in the skill used.
Clarification: By making a Knowledge check as a standard action you can redirect a point made to a new target. However you must meet or exceed the Knowledge check to the initiator of the point. If you succeed you take only the minimum damage and transfer the remaining damage to a new target. If your knowledge check exceeded theirs the new DC is your knowledge check and if you have more ranks then they did add one 1d6 per 4 ranks in excess. Clarification cannot be used on the originator of the point.
Rebuttal: By making an opposed diplomacy, bluff, or intimidate check as a standard action you can return the point to the last speaker. Taking minimum damage and transferring any additional damage back to the originator.
Understanding:At any point, as a standard action, a sense motive check can be made against any action provided by this feat, if the sense motive check meets or exceeds the DC drop the damage to minimum, and end the point.

Special: This feat may be taken by as a fighter bonus feat.

Jormengand
2016-01-29, 12:01 PM
Sorry, I feel I should post this for everyone's benefit since you forgot:


Templates

Feats:

Name
Description of feat.
Prerequisites:
Benefit: What the feat actually does mechanically.
Special: Any additional information about the feat, for example whether it can be taken more than once.

Name
Description of feat.
Prerequisites:
Benefit: What the feat actually does mechanically.
Special: Any additional information about the feat, for example whether it can be taken more than once.


Spells:
Name
School (subschool) [Descriptors]
Level: Where it goes on spell lists.
Components:
Casting Time:
Range: Usually Personal, Touch, Close (25-ft +5-ft/2 caster levels), Medium (100-ft + 10-ft/caster level), or Long (400-ft + 40-ft/caster levels), although other ranges are happen largely on Area effects which originate from the caster.
Target: Only one
Effect: of these
Area: three
Duration:
Saving Throw: Excluded from personal spells.
Spell Resistance: Excluded from personal spells.
Descriptive text
Game mechanic effect.

Spells:
Name
School (subschool) [Descriptors]
Level: Where it goes on spell lists.
Components:
Casting Time:
Range: Usually Personal, Touch, Close (25-ft +5-ft/2 caster levels), Medium (100-ft + 10-ft/caster level), or Long (400-ft + 40-ft/caster levels), although other ranges are happen largely on Area effects which originate from the caster.
Target: Only one
Effect: of these
Area: three
Duration:
Saving Throw: Excluded from personal spells.
Spell Resistance: Excluded from personal spells.
Descriptive text
Game mechanic effect.


Invocations:
While I prefer a variation of the spell format with Grade thrown in the official format is

Name
Grade; Level Equivalent; If it is an Eldritch Essence or Invocation.
Game mechanic effect (don’t forget range and duration).

Name
Grade; Level Equivalent; If it is an Eldritch Essence or Invocation.
Game mechanic effect (don’t forget range and duration).

Vestige:
Name
Vestige Level:
Binding DC:
Special Requirement: Y/N
Who/what your vestige is.
Legend: Legend behind the vestige.
Special Requirement: If it has a special requirement list it here.
Manifestation: What the vestige looks like when it manifests.
Sign: The physical manifestation of the pact on your body.
Influence: The mental influence the vestige applies to you, and what actions it objects to.
Granted Abilities: A brief description of the general abilities.
Ability name: Ability effect. Repeat a few times.
Ability name: Ability effect. Repeat a few times.
Ability name: Ability effect. Repeat a few times.

Name
Vestige Level:
Binding DC:
Special Requirement: Y/N
Who/what your vestige is.
Legend: Legend behind the vestige.
Special Requirement: If it has a special requirement list it here.
Manifestation: What the vestige looks like when it manifests.
Sign: The physical manifestation of the pact on your body.
Influence: The mental influence the vestige applies to you, and what actions it objects to.
Granted Abilities: A brief description of the general abilities.
Ability name: Ability effect. Repeat a few times.
Ability name: Ability effect. Repeat a few times.
Ability name: Ability effect. Repeat a few times.


Mysteries:

Name
Path Category, Path Name
Level/School:
Range:
Target: Only one
Effect: of these
Area: three
Duration:
Saving Throw: Excluded from personal spells.
Spell Resistance: Excluded from personal spells.
Fluff description
Game mechanics

Name
Path Category, Path Name
Level/School:
Range:
Target: Only one
Effect: of these
Area: three
Duration:
Saving Throw: Excluded from personal spells.
Spell Resistance: Excluded from personal spells.
Fluff description
Game mechanics

Utterances:

Name
Lexicon: Whether it’s Evolving Mind/Crafted Tool/Perfected Map
Level:
Range:
Target: Crafted Tool only.
Duration:

If Evolving Mind:
Normal: Fluff description
Mechanic description.
Reversed: Fluff description
Mechanic description.

If not:
Fluff description
Mechanic description.

Name
Lexicon: Whether it’s Evolving Mind/Crafted Tool/Perfected Map
Level:
Range:
Target: Crafted Tool only.
Duration:

If Evolving Mind:
Normal: Fluff description
Mechanic description.
Reversed: Fluff description
Mechanic description.

If not:
Fluff description
Mechanic description.

Maneuvers:
Name
Discipline (Maneuver type: Strike/Boost/Counter/Stance) [Descriptors]
Level:
Prerequisites: If any
Initiation Action: Typically standard (strike), swift (boost or stance), or immediate (counter).
Range: Commonly melee attack or personal.
Target: Normally 1 creature or You.
Duration: Exempted from strikes with instantaneous effects. Stances have Stance.
Saving Throw: If a save is allowed.
Fluff description
Mechanics.

Name
Discipline (Maneuver type: Strike/Boost/Counter/Stance) [Descriptors]
Level:
Prerequisites: If any
Initiation Action: Typically standard (strike), swift (boost or stance), or immediate (counter).
Range: Commonly melee attack or personal.
Target: Normally 1 creature or You.
Duration: Exempted from strikes with instantaneous effects. Stances have Stance.
Saving Throw: If a save is allowed.
Fluff description
Mechanics.

Psionic Powers
Name
Discipline [Descriptors]
Level: Where it goes on power lists.
Display:
Manifesting Time:
Range: Usually Personal, Touch, Close (25-ft +5-ft/2 manifester levels), Medium (100-ft + 10-ft/ manifester level), or Long (400-ft + 40-ft/ manifester levels), although other ranges are happen largely on Area effects which originate from the manifester.
Target: Only one
Effect: of these
Area: three
Duration:
Saving Throw: Excluded from personal spells.
Power Resistance: Excluded from personal spells.
Power Points: PP cost and if it costs XP.
Descriptive text
Game mechanic effect.
Augmentation: Augmentation effects.

Name
Discipline [Descriptors]
Level: Where it goes on power lists.
Display:
Manifesting Time:
Range: Usually Personal, Touch, Close (25-ft +5-ft/2 manifester levels), Medium (100-ft + 10-ft/ manifester level), or Long (400-ft + 40-ft/ manifester levels), although other ranges are happen largely on Area effects which originate from the manifester.
Target: Only one
Effect: of these
Area: three
Duration:
Saving Throw: Excluded from personal spells.
Power Resistance: Excluded from personal spells.
Power Points: PP cost and if it costs XP.
Descriptive text
Game mechanic effect.
Augmentation: Augmentation effects.

Soulmelds
Name
Descriptors: None is an option.
Classes: What classes get this meld.
Chakra: What chakras it can occupy. (Totem) is included for Totemist melds.
Saving Throw: None is an option.
Fluff description
Mechanics.
Essentia: Bonus from investment.

Chakra Bind (Chakra)
Fluff description
Mechanics.

Name
Descriptors: None is an option.
Classes: What classes get this meld.
Chakra: What chakras it can occupy. (Totem) is included for Totemist melds.
Saving Throw: None is an option.
Fluff description
Mechanics.
Essentia: Bonus from investment.

Chakra Bind (Chakra)
Fluff description
Mechanics.




Communal Magic
"A hundred sorcerers stand in a circle, enveloping the field in a wave of light that will never leave."

Communal magic allows many creatures to cast a spell together. This requires that a large number of spells be fed into a magical field, and this field directed by the leader of the community.

To create a community simply requires that all the creatures who wish to cast the spell stand within a 100 foot radius circle, and then each one can sacrifice a single spell slot to cast the communal spell. If any creatures refuse to supply spell slots, no spell slots are spent.

Communal spells are a lot more powerful than spells cast by a single caster, and so they have higher levels than normal. They use the primary ability score bonus of the community leader - who is considered the caster - but the community leader doesn't need to have a high ability score bonus to cast the spell, only to have one high enough to have access to the spell that the community leader is expending to cast the communal spell. For example, if the community leader is giving up a fireball to direct a 12th-level communal spell, the required intelligence score is 13, not 22.

Communal spells give the spells that must be given up to cast them in their descriptions.

Creatures can use spell-like abilities, psi-like abilities or psychic powers instead of spells. Rather than giving up spell slots, they give up psi points or uses of their spell-like abilities. The Law of Resistance applies to utterances used in this way; the Law of Sequence doesn't.



Apprentice's Storm
Universal [Communal]
Level: Communal 10
Components: V, S, 200 cantrips (Not orisons).
Casting Time: 1 standard action.
Range: Personal.
Target: The community leader.
Duration: 1 day.
Save: See text.
The leader of the community is imbued with the power of hundreds of prestidigitation effects.

The community leader is the beneficiary of a powerful version of the prestidigitation spell for the duration. The telekinetic function is replaced with the effect of the actual spell telekinesis, though the violent thrust can only be used once per 10 minutes (it doesn't end the spell). Instead of just colouring an object, the apprentice's storm can be used to create images of objects, change the appearance of objects, or seem to make an object appear displaced, though a will save allows this to be disbelieved. Cleaning a creature or object removes disease from it, while soiling it inflicts filth fever on it. Chilling or warming an object deals 1d6/level points of cold or fire damage respectively to that object and each creature touching it. The objects created are much like those created by minor creation.

Army of Angels
Conjuration (Calling) [Community, Good]
Level: Communal 30
Components: V, S, 300 levels of divine Calling spells.
Casting Time: 1 standard action.
Range: 1 mile
Effect: Small legion of angels.
Duration: 1 minute/level
Saving Throw: No.
Spell Resistance: None.
The community calls upon the armies of the heavens to come to their aid.

The Army of Angels can only be called upon by an exclusively good congregation. The Army of Angels calls into service 1000 cometars (http://www.giantitp.com/forums/showsinglepost.php?p=19271048&postcount=2), 500 devas, 150 lunars, 100 solars or 5 cosmics. They serve the will of the community for the duration, as long as the community is well intentioned.

Avatar of the Lost
Abjuration Conjuration Divination Enchantment Evocation Illusion Transmutation Necromancy [Communal]
Level: Communal 50
Components: V, S, 100 Wishes or Reality Revisions.
Casting Time: 6 hours.
Range: See text.
Target: One god.
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No.
By banding together and bringing forth every kind of magic, the assembled congregation attempts to replicate Karsus' final act.

Avatar of the lost slays a single god, anywhere, and grants its divine rank and powers to the community leader.

Avatar of the lost counters but does not dispel divine intervention.

Blight of the Blighted
Necromancy [Communal]
Level: Communal 16
Components: V, S, 30 Blights
Casting Time: 1 standard action
Range: 10 miles
Area: 1 mile radius
Duration: Instantaneous
Saving Throw: Fortitude Half, see text
Spell Resistance: Yes
The air stills for a moment, and then every plant in a massive area dies simultaneously.

Blight of the blighted works much like blight, but it affects every plant in the area.

Bugsby's Crazy Hand
Evocation [Communal, Force]
Level: Communal 18
Components: V, S, 2 Crushing Hands, 2 Clenched Fists, 2 Grasping Hands, 2 Forceful Hands, 2 Interposing Hands
Casting Time: 1 standard action
Range: Long (400 ft + 40 ft/level)
Effect: 10 ft hand
Duration: 10 minutes/level
Saving Throw: None.
Spell Resistance: Yes.
You summon the crazy hand, an even more powerful handlike creature.

Bugsby's crazy hand works just like Bugsby's master hand except that it has all ability scores of 65, and its empowered maximised magic missile spell-like ability are replaced with an ability much like the first function of fire seeds, except that the bombs are created out of nothing and can all be launched instantly.

Bugsby's Master Hand
Evocation [Communal, Force]
Level: Communal 16
Components: V, S, Crushing Hand, Clenched Fist, Grasping Hand, Forceful Hand, Interposing Hand
Casting Time: 1 standard action
Range: Long (400 ft + 40 ft/level)
Effect: 10 ft hand
Duration: 10 minutes/level
Saving Throw: None.
Spell Resistance: Yes.
You summon the Master Hand, a powerful being which is capable of defeating even powerful foes alone.

Bugsby's master hand acts as crushing hand, only it can also attack as a clenched fist, its strength score is 55, and it can do anything that a giant, disembodied hand could reasonably be expected to do, such as picking up and throwing objects, without costing you actions - if it matters, the master hand's ability scores are all treated as 55, and it has a fly speed of 120 feet (perfect).

The master hand can also use the Power Attack, Cleave, Great Cleave and Whirlwind Attack feats, and can cast empowered maximised magic missile and searing light, each of these as a spell-like ability at your own caster level, at will.

Burning Memories
Evocation [Communal, Fire]
Level: Communal 16
Components: V, S, 200 levels of fire spells.
Casting Time: 1 standard action
Range: 1 mile
Area: 400 foot radius.
Duration: Instantaneous and 1 day; see text.
Saving Throw: Reflex half.
Spell Resistance: No.
A roiling cloud of flame burns worlds to cinders and ash.

Each creature or object caught in the initial blast of burning memories takes 20d6 points of damage. Half of this damage (round up) is fire damage; the other half (round down) is true damage and cannot be prevented, mitigated or resisted in any way. The fire continues to burn for 1 day - each creature or object Catches on Fire each round they are in the area, and half the damage dealt in this way (round down) is true damage, even if the spell has already ended.

Call Tarrasque
Conjuration (Calling) [Communal]
Level: Communal 12
Components: V, S, 100 levels of calling spells.
Casting Time: 1 standard action
Range: 100 feet
Effect: One tarrasque
Duration: 1 hour
Saving Throw: No.
Spell Resistance: None.
You call a tarrasque to aid in your struggle.

You call a tarrasque to a location in range. It serves willingly and well for the hour.

Divine Intervention
Evocation [Communal]
Level: Communal 50
Components: V, S, 100 miracles
Casting Time: 5 hours.
Range: See text.
Effect: See text.
Duration: See text.
Saving Throw: No.
Spell Resistance: None.
The gods themselves grant their blessing to the humble supplicants.

Divine intervention is a powerful version of a miracle spell. It has one of the following effects:


Duplicate any spell of 49th level or lower, including spells altered by metamagic to be this high a level.
Undo the effects of any number of harmful spells, such as feeblemind or insanity.
Resurrect (as resurrection) any number of creatures within 400 feet.
Move any number of creatures or objects of any weight within 1 mile to another location or plane.
Protect a city from all ills for one year.


In any case, a deity may still refuse a request out of keeping with its alignment. Duplicated spells allow spell resistance and saving throws as normal, but the save DCs are for a 50th-level spell, minus the spell level adjustment of the metamagic feats that have been applied to the spell.

Divine intervention counters but does not dispel avatar of the lost.

Dragon's Roar
Evocation [Communal, Sonic]
Level: Communal 12
Components: V, S, 100 levels of Sonic spells.
Casting Time: 1 round.
Range: 600 feet
Area: 600 foot cone.
Duration: 1 round.
Saving Throw: Fortitude partial.
Spell Resistance: No.
This spell creates a roar like that of a massive dragon, and powerful winds sweep creatures away.

Tornado-force winds sweep out away from the caster for one round, and during that round each creature who fails a fortitude save in that area is deafened. Even if a creature isn't deafened, they can't hear anything else over the mighty roar.

The dragon's roar cuts through even areas of magical silence.

Excellion's Emancipation
Abjuration Enchantment [Communal]
Level: Communal 12
Components: V, S, Disjunction, Greater Dispel Magic, Dispel Magic, Dominate Monster, Dominate Person, Suggestion, Break Enchantment
Casting Time: 1 round.
Range: 1 mile.
Target: Each creature in range.
Duration: Instantaneous.
Saving Throw: None.
Spell Resistance: No.
This spell frees all victims of mental slavery.

Excellion's emancipation ends each mind-effecting ability affecting a creature in the area, as well as any spell which allows the caster to control another creature. Summoning and Calling spells do not end, but the caster loses control of the creature.

False Blizzard
Evocation Illusion (Figment) [Cold, Communal]
Level: Communal 10
Components: V, S, Ice Storm, Major Image
Casting Time: 1 round
Range: 1 mile
Area: 400 foot radius cylinder, 1000 feet high.
Duration: 1 day/level
Saving Throw: None
Spell Resistance: No
You create the appearance of a mighty blizzard, which obscures vision and leads people to their doom.

A false blizzard is an illusion of a blizzard, with tactile, thermal, visible, audible and even olfactory and gustatory components; it seems to all inspection just like a real blizzard and the illusion component is hidden to spells such as detect magic. Further, the blizzard appears easier to move through the more dangerous an area is in actuality.

Frozen Lake
Evocation [Cold, Communal]
Level: Communal 12
Components: V, S, 20 Freezing Spheres
Casting Time: 1 minute
Range: 1 mile
Target: Any amount of one body of water that fits in range.
Duration: 1 year
Saving Throw: Reflex see text.
Spell Resistance: No.
You put your wits together to freeze a river or lake over completely.

The chosen area of water freezes solid for the duration. This is almost certainly enough to prevent any further water breaking through the ice.

Creatures at the surface of the water can clamber onto the ice with a successful reflex save, taking only 5d6 points of cold damage, but each other creature in the water takes 1d6/level and is frozen under the water, preventing movement unless the creature is at the surface, in which case a DC 20 strength check frees them. Creatures stuck in the ice take 1d6 points of cold damage each round.

The ice can be melted, but the natural temperature of the area is -40 degrees. This means that the ice will very quickly refreeze, although in the case of a naturally fast-flowing river, it may be possible to turn it into a glacier by throwing fires over the area.

The spell can't be ended by dispelling it. The only way to end the spell is with a burning memories spell cast onto the river, or a divine intervention or magedeath to end the spell.

Iconoclasm
Evocation Transmutation [Communal, Force]
Level: Communal 12
Components: V, S, M (A holy symbol), disintegrate, 100 magic missiles.
Casting Time: 1 round.
Range: 1 mile
Target: Each holy symbol or religious structure in range.
Duration: Instantaneous
Saving Throw: Fortitude partial (Object)
Spell Resistance: No.
This powerful spell seeks out and destroys symbols of faith.

Each holy symbol and religious structure in the area is destroyed. Attended holy symbols - even those unsuitable for use as divine foci - or occupied structures (or those of either which are intelligent) can take a fortitude saving throw, but they still take 1d6 points of force damage per level, ignoring hardness, if they pass.

A holy symbol destroyed in this way shatters into fragments, dealing 1d6 points of slashing damage to each creature within 5 feet of it and an additional 1d6 to a creature wearing or holding it (This damage is dealt by the holy symbol, so silver holy symbols will bypass DR/silver). A holy symbol which is drawn on paper is simply destroyed along with the paper; so too is the fate of those inscribed on most other surfaces. A holy symbol on a cliff face will not bring down the cliff, but a little of the face of the cliff crumbles. Incredibly durable materials such as adamantine will resist, and only a minute layer (invariably not enough to deal any real damage to the adamantine) will fall off.

A holy symbol tattooed on a creature explodes off them, dealing them 2d6 points of force damage, whereas a symbol only inked on merely reddens the skin as it leaves, just like rubbing it off with a pumice stone. Any kind of birthmark is not treated as a religious symbol and the spell ignores it. The creature can take the fortitude save for its symbol.

A religious structure's collapse is treated as a cave-in for a creature inside. Creatures in a doorway to the outside of the building are almost invariably (Reflex DC 5) able to abandon the building fast enough to avoid being trapped.

Illusory World
Illusion (Figment) [Communal]
Level: Communal 16
Components: V, S, 200 levels of figments.
Casting Time: 1 standard action.
Range: 100 miles
Area: Everywhere in range.
Duration: 1 hour/level.
Saving Throw: Will disbelief
Spell Resistance: No.
You create an illusion that spans fields and mountains, seas and cities.

Illusory world works just the same as persistent image except as noted here and that the community leader can change what the illusion does as a move action, and radically overhauling the image both entitles creatures who previously believed the illusion to save again to disbelieve it, and forces those who previously disbelieved it to do the same.

Immortal Coil
Abjuration [Communal]
Level: Communal 14
Components: V, S, 150 levels of abjuration spells.
Casting Time: 1 hour
Range: Personal
Target: The community leader.
Duration: 1 day/level (D)
Saving Throw: No.
Spell Resistance: None.
The community leader is afforded temporary immunity.

The first time during the duration that the community leader would die, instead immortal coil restores the community leader to perfect state and grants immunity to the type of effect that would have killed the community leader for the rest of the duration.

Some community leaders use this spell and deliberately have their acolytes attempt to kill them with normal damage to render themselves immune for the duration, but you can't have more than one instance of immortal coil active at once.

Undead, constructs and deathless can use this spell, and it triggers when they would be destroyed.

Khadgar's Kinetic Bombardment
Evocation Transmutation [Communal, Force]
Level: Communal 18
Components: Earthquake, Telekinesis, 200 levels of force spells
Casting Time: 1 standard action
Range: 10 miles
Effect: Random bombardments scattered through the area.
Duration: 1 round/level
Saving Throw: Reflex half
Spell Resistance: No.
You pull items from orbit and slam them into the ground with high speed and abysmal accuracy.

Each round, you choose a place within range, and then randomly determine a location 10d6-10d6 feet away from the chosen location in a random direction. Then, every creature within 100 feet of the chosen location takes 1d6/level points of force damage as an object tumbles down from space and slams into the location. Creatures with evasion can't possibly evade the entire attack and take a quarter of the damage even if they pass the save.

Buildings near the impact take 3d6/level force damage, ignoring their hardness, while anyone or anything actually impacted by the falling projectile takes 10d6/level force damage, and is extremely unlucky.

Knowledge Overload
Divination [Communal]
Level: Communal 15
Components: V, S, 1 Discern Location, 100 Detect Thoughts
Casting Time: 1 minute
Range: Infinite
Target: 1 creature
Duration: Instantaneous
Saving Throw: Will half (Community leader only)
Spell Resistance: No
You choose a creature, and suddenly every detail of their life is yours.

The community leader strains under the effort of the spell, and immediately takes 2d6 points of intelligence, wisdom and charisma damage (save once for each). Even if the community leader falls comatose, every detail of the target's existence is transferred to the community leader's knowledge.

Information transferred includes everything that the creature has ever done or had done to them, everything done because of or in relation to that creature, and every piece of information about that creature in existence. The community leader can never forget any of this information. The ability damage, though, heals normally.

Magedeath
Abjuration [Communal]
Level: Communal 15
Components: Disjunction, protection from spells, spell turning, antimagic field, greater dispel magic, globe of invulnerability, lesser globe of invulnerability, dispel magic.
Casting Time: 1 round.
Range: 1 mile
Area: 1 mile radius, centred on the community leader.
Duration: Instantaneous.
Saving Throw: None.
Spell Resistance: No.
Magedeath ends all magic in its area.

Magedeath ends each spell, power, spell-like, psi-like or supernatural ability in its area, except for supernatural abilities that are not activated and are simply a quality of a creature (such as a dryad's tree dependency). They are simply ended, not dispelled, so spells such as fly which behave in a specific way when dispelled or when the duration expires do not do so.

Noone's Black Hole
Conjuration Evocation (Creation Teleportation) [Communal, Darkness, Force]
Level: Communal 21
Components: V, S, Gate, 20 Plane Shifts, 10 Deeper Darknesses, 200 levels of force spells
Casting Time: 1 hour
Range: 1 mile/level
Effect: One black hole
Duration: See text
Saving Throw: Fortitude see text
Spell Resistance: No
You create a singularity point that drags creatures into a gate into the plane of void.

Noone's black hole creates a singularity point whose radius increases at a rate of 5 feet/round as long as the community leader concentrates. Everything within a range up to 5 times the black hole's own radius experiences tornado force winds towards the centre, with the winds decreasing by one step for each further five times the black hole's radius.

A creature or object which touches the black hole is torn apart by it, taking 100d6 points of true damage and, even if they somehow survive, being sucked into the plane of void. True damage cannot be resisted, mitigated or prevented by any means, and the plane of void is an empty plane where there is no magic, and which cannot normally be accessed. Creatures in the plane of void take damage as though nailed to the sky. Because you invariably don't have the body on hand of a creature in the plane of void, you will need a true resurrection or similar means of returning a creature to life (unless you have a severed body part, in which case resurrection will work just fine).

After one round per level, or if the community leader stops concentrating (or both), the black hole shrinks as fast as it grew until it disappears.

Noone's Perdition
Necromancy [Communal, Death]
Level: Communal 11
Components: V, S, 120 levels of [Death] spells
Casting Time: 1 round
Range: Infinite
Target: One creature
Duration: Instantaneous
Saving Throw: Will partial
Spell Resistance: No.
This spell severs a creature's connection to reality, destroying it instantly.

Noone's perdition slays a single creature anywhere on the same plane, even if no-one casting the spell has line of effect to that creature or the slightest clue where it is (but if it's not on the same plane, the spell fails). A creature that passes its will save still takes true damage equal to half its current hit points, plus five. True damage can't be prevented, mitigated or resisted.

A creature slain by Noone's perdition is utterly destroyed. Only a miracle, wish, reality revision or ritual of renaming to restore the creature's existence followed by either another wish, miracle or reality revision and either another of those spells or resurrection, or just a true resurrection, to restore the creature's body and life, can actually resurrect the creature.

A creature who takes true damage from this effect can't be killed by that true damage. If they would be, then they are kept alive as the damage is dealt, healed to -9 hit points, and then they resume bleeding unless they stabilise successfully.

Phoenix Anew
Abjuration Evocation [Communal, Fire]
Level: Communal 16
Components: V, S, immortal coil (See above), 50 levels of fire spells.
A more powerful version of immortal coil takes retribution on the person who would kill the community leader.

Phoenix anew works just like immortal coil except that when a creature tries to kill the community leader and is foiled by the spell's effect, they take 1d6 points of damage level. Half of this damage is fire damage, but the other half is true damage, and cannot be prevented, mitigated or resisted in any way.

Raging Storm
Evocation Transmutation [Communal, Electricity]
Level: Communal 15
Components: V, S, Whirlwind, 10 Control Weathers, 50 levels of electricity spells
Casting Time: 10 minutes
Range: 100 miles
Area: 10 mile radius
Duration: 1 day/level
Saving Throw: Fortitude partial, Reflex half, See text
Spell Resistance: No.
You create a storm of epic proportions that rages across the lands.

All storms in the area are increased in severity by three steps, putting them to a minimum of severe. Cataclysm-force winds (Tornado+1) blow away huge or smaller creatures, knock down gargantuan and check colossal creatures (DC 35). Skyrender-force winds (Tornado+2) blow away gargantuan or smaller creatures and knock down colossal creatures (DC 40). Armageddon-Force winds (Tornado+3) blow away all creatures (DC 50).

In addition, the creatures who cast the spell can each fire a lightning bolt (as call lightning storm) at their own caster level into anywhere in the area once per hour.

Shadow Form
Illusion (Shadow) [Communal]
Level: Communal 17
Components: V, S, 200 levels of shadow spells.
Casting Time: 1 minute
Range: 400 feet
Area: Everything within range.
Duration: 1 hour/level.
Saving Throw: None
Spell Resistance: No.
You can use your illusions as though they were real.

Any figment in range of the shadow form spell becomes partially real, allowing you and your allies to use it - you can pick up an illusory sword and wield it, for example. However, objects made in this way are never of magical quality, though they can be masterwork. Further, illusory creatures made like this can't actually harm enemies, although you can use them as mounts and they can't themselves be harmed. You can use an illusory glass wall to block enemy projectiles and let your own through, and you can make illusory siege weapons, even ones that reload themselves if you are using an illusion spell good enough to do that.

Standing on an illusion and moving it under your feet allows you to attain high speeds, but you can't move more than 100 feet per round in this way.

True Light
Evocation [Communal, Light]
Level: Communal 25
Components: V, S, 300 levels of [Light] spells
Casting Time: 8 hours.
Range: 1 mile/level.
Area: 1 mile radius burst.
Duration: Instantaneous.
Saving Throw: None.
Spell Resistance: No.
You bathe an area in constant bright light, forever.

The illumination of the area is bright light. No spells or other effects can reduce the area's illumination below this level. The only way to stop it is to cast 300 levels of [Darkness] spells simultaneously into the area.

Undead Horde
Necromancy [Communal]
Level: Communal 14
Components: 130 levels of spells that create undead.
Casting Time: See text.
Range: 1 mile
Target: Many dead bodies in range, see text.
Duration: Instantaneous
Saving Throw: None.
Spell Resistance: No.
Together, you summon an undead horde which you collectively control.

Each of the casters, starting with the community leader, raises a number of hit dice of undead equal to or less than 1d4 per level of the spell that particular caster used (roll xd4, not 1d4*x), much as the animate dead spell. The key advantage of this, however, is that they may also create any kind of undead that could be created through create greater undead, as well as the fact that this can be done from afar, and it is costless.

The casting time is one round per caster, but each caster can act normally after raising their undead.

Volcano
Evocation Transmutation [Communal, Fire]
Level: Communal 13
Components: V, S, Move Earth, Earthquake, 100 levels of fire spells.
Casting Time: 1 minute
Range: Very Long (800 feet + 80 ft/level)
Effect: One volcano.
Duration: See text.
Saving Throw: See text.
Spell Resistance: No.
It's a volcano; what do you expect?

A crater, full of lava and 20 feet across, appears at a location within range. Creatures are entitled to a reflex save to get out of the way, otherwise they fall into a pit of magma. The crater, and the surrounding 120 feet of land, starts to rise to form a small hill over the next 6 rounds, dealing 40d6 points of damage to each building, or discrete damageable part of a building, on top of it each of these rounds. Then, the crater erupts, causing choking smoke to move out of the crater at a speed of 300 feet/round for 20 rounds, and lava to move out at the comparatively leisurely pace of 60 feet/round for 20 rounds. Each creature in the smoke must take a fortitude save each round or be staggered in that round.

The lava produced by this spell is nonmagical, so it goes through antimagic fields much like the results of instantaneous conjurations.

Xul's Shadow Power
Illusion (Shadow) [Communal]
Level: Communal 18
Components: V, S, Shades, 150 levels of other shadow spells.
Casting Time: See text
Range: See text
Target: See text
Duration: See text
Saving Throw: Will half
Spell Resistance: No
You create a half-real duplicate of a spell, but each half - real or fake - is as potent as the spell itself.

Xul's shadow power mimicks a single conjuration or evocation spell of up to 10th level, but the effect is applied twice. A successful will save disbelieves the second version of the spell, meaning that the spell only affects the target on

Zaydos' Dragonform
Transmutation [Communal]
Level: Communal 15
Components: V, S, 200 levels of spells/powers/etc with "Dragon" in their name.
Casting Time: 1 round
Range: Infinite
Target: The entire community
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No
The community coalesces into a giant dragon.

The community merges into a great wyrm dragon of the community leader's choice, centred as close as possible on the community leader's original space. (This should be restricted to one of the great wyrm dragons presented in the Monster Manual, or others at DM discretion). Remember where all the community members are at this time. The community leader essentially controls the dragon, but each other member of the community can still cast spells or powers using their own actions, measuring ranges from any point on the dragon.

When the dragon is slain or the duration expires, each community member returns to their original location relative to the dragon. That is, a creature that was three squares behind the dragon when the spell was cast appears three squares behind the location that the dragon died or expired in.


School (subschool) [Communal]
Level: Communal
Components:
Casting Time:
Range:
Target:
Duration:
Saving Throw:
Spell Resistance:




(Permissions to use playgrounders as inspiration can be found here (http://www.giantitp.com/forums/showthread.php?445955-3-5-PF-GitP-Regulars-as-Permapermissions).)

Temotei
2016-01-31, 09:25 PM
Goblin Swordsage
Goblin swordsages focus on teamwork more than a typical swordsage, using their strength in numbers to defeat challenges no single swordsage would be able to overcome. With access to the White Raven discipline and a chance to take the Devoted Spirit discipline, a goblin swordsage often takes on a secondary support role while dishing out the pain and selflessly protecting allies with their quick reflexes.

Hit Die: d8.

Requirements
To take a goblin swordsage substitution level, a character must be a goblin about to take his 1st, 6th, 9th, 14th, or 17th level of swordsage.

Class Skills
Goblin swordsage substitution levels have the class skills of the standard swordsage class, plus Knowledge (dungeoneering) and Spot.

Skill Points at Each Level: 6 + Int modifier (or four times this number as a beginning character).

The standard swordsage gains six times the normal number of skill points per level at 1st level as written. If this is the case in your group, the goblin swordsage also gets this benefit.

Class Features
All of the following are class features of the goblin swordsage racial substitution levels.

Goblin Swordsage Disciplines: A goblin swordsage who takes the 1st-level racial substitution level replaces the Diamond Mind discipline with the White Raven discipline and may replace the Tiger Claw discipline with the Devoted Spirit discipline. This choice cannot be changed after it is made. The goblin swordsage loses Concentration as a class skill, but gains Diplomacy as a class skill. He gains Intimidate as a class skill if he replaces the Tiger Claw discipline with the Devoted Spirit discipline.

Cave-Mouth Snap (Ex): At 6th level, the goblin swordsage can expend a readied maneuver as a standard action to make a single melee attack against an enemy within reach. If this attack hits, a single ally within 30 feet also makes a single melee attack against an enemy within their reach. If this attack hits, both targets are immobilized until the beginning of the goblin swordsage's next turn. This feature is treated as a 3rd-level strike of the Stone Dragon discipline.
This substitution feature replaces the maneuver known gained by a standard swordsage at 6th level. From 6th level on, a goblin swordsage knows one less maneuver than shown on Table 1-2 (ToB 16).

Save Their Skin (Ex): At 9th level, a goblin swordsage gains the standard swordsage's evasion, except the goblin swordsage can also grant an adjacent ally evasion as an immediate action.
This substitution feature replaces the standard swordsage's evasion.

Cavern-Kin Onslaught (Su): At 14th level, the goblin swordsage can expend a readied maneuver as a full-round action to allow all allies (including himself) within 30 feet to burrow underground and move up to 60 feet, then surface immediately (regardless of how far underground they burrow). Upon surfacing, each ally deals 1d6 damage per level of the expended maneuver to each creature within 5 feet. In addition, the square in which each ally surfaces becomes difficult terrain for enemies (but not allies) for 3 rounds. During this time, an ally (including the goblin swordsage) can burrow into one of these squares and move to another square out of which an ally burrowed (as long as this movement does not exceed their land speed). The damage is not repeated. This feature is treated as a 7th-level strike of the Stone Dragon discipline.
This substitution feature replaces the maneuver known gained by a standard swordsage at 14th level. From 14th level on, a goblin swordsage knows one less maneuver than shown on Table 1-2 (ToB 16).

Improved Save Their Skin (Ex): At 17th level, a goblin swordsage gains the standard swordsage's improved evasion, except the goblin rogue can also grant an adjacent ally uncanny dodge as an immediate action.
This substitution feature replaces the standard swordsage's improved evasion.


GOBLIN SWORDSAGE RACIAL SUBSTITUTION LEVELS


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


1st
+0
+0
+2
+2
Goblin swordsage disciplines, discipline focus (Weapon Focus), quick to act +1
Same as swordsage


6th
+4
+2
+5
+5
Cave-mouth snap
One less maneuver known; see text


9th
+6/+1
+3
+6
+6
Save their skin
Same as swordsage


14th
+10/+5
+4
+9
+9
Cavern-kin onslaught
One less maneuver known; see text


17th
+13/+8/+3
+5
+10
+10
Improved save their skin
Same as swordsage

sengmeng
2016-02-05, 08:32 PM
Swarm Form
Transmutation
Level: Sor/Wiz 9
Components: V, S, F
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 min./level (D)

You undergo a horrifying transformation, bulging and sprouting heads and limbs, and splitting apart into miniature versions of yourself. You now exist as a swarm of 18-24 inch tall people who otherwise look like exact copies of you, complete with any gear you were carrying when you transformed.

You gain the Swarm subtype and all relevant abilities and immunities, including space and reach, and damage. Your swarm form's damage and distraction abilities use your caster level as its hit die. Your swarm form has as many hitpoints as you do when undamaged.

A swarm is a collection of Fine, Diminutive, or Tiny creatures that acts as a single creature. A swarm has the characteristics of its type, except as noted here. A swarm has a single pool of Hit Dice and hit points, a single initiative modifier, a single speed, and a single Armor Class. A swarm makes saving throws as a single creature. A single swarm occupies a square (if it is made up of nonflying creatures) or a cube (of flying creatures) 10 feet on a side, but its reach is 0 feet, like its component creatures. In order to attack, it moves into an opponent’s space, which provokes an attack of opportunity. It can occupy the same space as a creature of any size, since it crawls all over its prey. A swarm can move through squares occupied by enemies and vice versa without impediment, although the swarm provokes an attack of opportunity if it does so. A swarm can move through cracks or holes large enough for its component creatures.

A swarm of Tiny creatures consists of 300 nonflying creatures or 1,000 flying creatures. A swarm of Diminutive creatures consists of 1,500 nonflying creatures or 5,000 flying creatures. A swarm of Fine creatures consists of 10,000 creatures, whether they are flying or not. Swarms of nonflying creatures include many more creatures than could normally fit in a 10-foot square based on their normal space, because creatures in a swarm are packed tightly together and generally crawl over each other and their prey when moving or attacking. Larger swarms are represented by multiples of single swarms. The area occupied by a large swarm is completely shapeable, though the swarm usually remains in contiguous squares.

Traits
A swarm has no clear front or back and no discernable anatomy, so it is not subject to critical hits or flanking. A swarm made up of Tiny creatures takes half damage from slashing and piercing weapons. A swarm composed of Fine or Diminutive creatures is immune to all weapon damage. Reducing a swarm to 0 hit points or lower causes it to break up, though damage taken until that point does not degrade its ability to attack or resist attack. Swarms are never staggered or reduced to a dying state by damage. Also, they cannot be tripped, grappled, or bull rushed, and they cannot grapple an opponent.

A swarm is immune to any spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate), with the exception of mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects) if the swarm has an Intelligence score and a hive mind. A swarm takes half again as much damage (+50%) from spells or effects that affect an area, such as splash weapons and many evocation spells.

Swarms made up of Diminutive or Fine creatures are susceptible to high winds such as that created by a gust of wind spell. For purposes of determining the effects of wind on a swarm, treat the swarm as a creature of the same size as its constituent creatures. A swarm rendered unconscious by means of nonlethal damage becomes disorganized and dispersed, and does not reform until its hit points exceed its nonlethal damage.

Swarm Attack
Creatures with the swarm subtype don’t make standard melee attacks. Instead, they deal automatic damage to any creature whose space they occupy at the end of their move, with no attack roll needed. Swarm attacks are not subject to a miss chance for concealment or cover. A swarm’s statistics block has “swarm” in the Attack and Full Attack entries, with no attack bonus given. The amount of damage a swarm deals is based on its Hit Dice, as shown in the table.

HD
Damage


1-5
1d6


6-10
2d6


11-15
3d6


16-20
4d6


21+
5d6



A swarm’s attacks are nonmagical, unless the swarm’s description states otherwise. Damage reduction sufficient to reduce a swarm attack’s damage to 0, being incorporeal, and other special abilities usually give a creature immunity (or at least resistance) to damage from a swarm. Some swarms also have acid, poison, blood drain, or other special attacks in addition to normal damage.

Swarms do not threaten creatures in their square, and do not make attacks of opportunity with their swarm attack. However, they distract foes whose squares they occupy, as described below.

Distraction (Ex)
Any living creature vulnerable to a swarm’s damage that begins its turn with a swarm in its square is nauseated for 1 round; a Fortitude save (DC 10 + ½ swarm’s HD + swarm’s Con modifier; the exact DC is given in a swarm’s description) negates the effect. Spellcasting or concentrating on spells within the area of a swarm requires a Concentration check (DC 20 + spell level). Using skills that involve patience and concentration requires a DC 20 Concentration check.
In addition to a Swarm's normal abilities, you can still cast spells, drink potions, or use spell-completion items, and your swarm attack damage, nausea, and distraction abilities still function. Only one of your copies performs these actions, and the other copies protect the one who is casting a spell or using an item, so you gain +8 to AC against attacks of opportunity and a +16 circumstance bonus to Concentration checks. In fact, you gain a +16 bonus to all skills that can be aided by having others assist you as your copies cooperate to get the task done, and to all types of Perform skills, as the coordination adds an impressive element to any theatrics. You make spot checks with a +8 bonus as you can look in all directions at once, but you do not gain a bonus to Listen checks because your copies make too much noise themselves. Using any items copied by the spell (the gear you had when you cast it) uses it for all copies; when you return to normal, it will have been consumed. If you cast a spell on yourself, it applies to all members of the swarm. Spells can originate from any square your swarm form occupies. If you cast a touch spell, its effects apply automatically (no need for a touch attack) against every creature within your space who takes swarm damage. Your swarm damage is bludgeoning if it was dealt with your fists, or corresponding to the damage type of any weapon(s) you were carrying when you cast the spell. If you have a special effect that applies when you attack someone in melee, such as a lich's paralyzing touch or a flaming weapon's fire damage, that extra effect or damage is applied whenever you successfully damage someone with your swarm attack. Items copied by the spell that leave the possession of your copies dissolve in one round.

Your swarm form has your saves, your AC (+2 for being size Tiny and +2 for your new Dexterity score), your base attack bonus, and all movement types you had, -10 feet, but no less than 10 feet. Your copies are size Tiny versions of you, with the same mental stats (though you share a single consciousness) and your Strength -4 and your Dexterity +4. While in swarm form, the only time you need to make an attack roll is if you make a ranged touch attack as part of a spell, and you gain a +2 size bonus and a +2 from your Dexterity being boosted as well. Any ranged weapons you may have had are assumed to be part of the swarm attack damage.

As a move action, the swarm can disperse. Your copies scatter in all direction, and all but one disappear after one round. You can choose for the remaining copy to be anywhere within forty feet of the last space the swarm from occupied. That copy is now you, effectively, with a new size and new Strength and Dexterity scores, and however many hitpoints you had when you cast the spell. You can return to normal size or reform the swarm with another move action. At the end of the spell's duration, the swarm disperses automatically, and you can once again choose where your remaining copy ends up, and you immediately return to your normal size.

If the swarm form is brought to zero hitpoints, it disperses as if you did it voluntarily, and you can remain in Tiny form until the spell's duration is over, or return to normal size immediately, but you can't return to swarm form unless you cast the spell again.

When you speak in swarm form, you sound like a chorus of children speaking in unison. This doesn't have a game effect, but it is really creepy.

Focus:
A small doll which superficially resembles you, worth no less than 10 gp.

Zaydos
2016-02-16, 01:08 AM
Closed.

Voting Thread is up (http://www.giantitp.com/forums/showthread.php?478654-3-X-Ancillary-Contest-VII-Voting-Thread&p=20428475#post20428475)