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View Full Version : Contest Local Speakeasy: Home Brewing 3.X Competition I: To The Ruin of All



ShiningStarling
2016-06-01, 04:04 AM
TO THE RUIN OF ALL


http://www.erbzine.com/mag41/jcz15.jpgCredit to John Coleman Burroughs http://www.erbzine.com/mag41/4190.html

~I'd rather watch my kingdom fall~
~I discovered that my castle stands upon pillars of salt, pillars of sand~
~Its the end of the world as we know it, and I feel fine~

Welcome one and all to the 3.X Local Speakeasy, custodian of many Home Brews. Bring a new brew to the table, or have a taste of someone else's. The 'brews in this fine establishment are not your heavy Base Classes, or the ever popular 10 level Prestige Classes. Here patrons enjoy lighter fare: Feats, Skill Tricks or Uses, Spells, Powers, Invocations, Vestiges, Soulmelds, and Maneuvers for those looking to add a little flavor to their day, Alternate Class Features, Racial Substitution Levels, Prestige Classes of less than 5 levels, and Monsters for those seeking a bit more kick, and for guests of hearty guts, we also take and provide Alternate Rules for Magic and Combat. But ah, I hear you say, the Theme is the thing...


This month's theme is
RUIN

A fighter that topples buildings with a glare that would intimidate a god, a golem of crumbled towers, a survivor amongst the destroyed, this theme is not just about death or destruction, it is about the act of the fall, the crumbling, and what comes during and after the creation of those ancient ruins adventurers are so fond of wandering through.

Rules

Entry must not be a base class, nor a prestige class exceeding 5 levels, and must be for 3.X
Entry must be original, and made for this contest
Entry must be related to the theme
Entry must be completed by July 1st, 2016
Entry must be easy to read (templates will be provided)
Only one entry may be submitted by any given brewer (the entry may include several things, but they must be part of the same cohesive entry)


Breaking any of these rules will disqualify you, and plagiarism will get you reported.

Bring forth your best!

Ladies, Gentlemen, Distinguished Patrons and Brewers, Entities of Great Signifigance, and all the rest of you...

Let us begin! RIDE TO RUIN! (https://youtu.be/uEpk6hqC8nE?t=2m6s)

Chat Thread is here. (http://www.giantitp.com/forums/showthread.php?489919-Local-Speakeasy-Competition-Chat-No-Reservations-necessary&p=20842312#post20842312) Please only post entries in this thread, the chat thread is for everything other than entries.

Credit to Claire Wyndham for the song Kingdom Fall, Coldplay for the song Viva la Vida, REM for the song It's the End of the World as we Know it
Credit to Tolkien and Peter Jackson for Lord of the Rings
Credit to Temotei for most of the Class template, to Zaydos for the other templates other than Monster, ACF, and RSL

ShiningStarling
2016-06-01, 04:16 AM
Templates


Prestige Class Name
Put an optional image of your class here!
Put a quote by or about a member of your class here!
A general description of what your class is!
Adventures: Why your class might adventure.
Characteristics: What your class is capable of.
Alignment: What alignment or alignments your class may have and why.
Religion: What deities or ideals your class follows, if any, and why.
Background: How you become part of your class and why.
Races: What races most often have members of your class, as well as any races that cannot join, along with why.
Other Classes: How your class relates to other classes, positively or negatively, and why.
Role: What your class does in and for a party.
Adaptation: How a DM might change your class to fit into their campaign or unique world setting.
Prerequisites:
To become a CLASS NAME, a character must fulfill all the following criteria.
Criteria:
GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: A brief description of what ability scores are important to your class.
Alignment: What alignments are available to your class are listed here. "Any" is a possibility.
Hit Die: dx
Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...
Skill Points per Level: x + Int modifier

CLASS NAME


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


1st

+x

+x

+x

+x
Class Ability
Casting



Prestige Class Name
Put an optional image of your class here!
Put a quote by or about a member of your class here!
A general description of what your class is!
Adventures: Why your class might adventure.
Characteristics: What your class is capable of.
Alignment: What alignment or alignments your class may have and why.
Religion: What deities or ideals your class follows, if any, and why.
Background: How you become part of your class and why.
Races: What races most often have members of your class, as well as any races that cannot join, along with why.
Other Classes: How your class relates to other classes, positively or negatively, and why.
Role: What your class does in and for a party.
Adaptation: How a DM might change your class to fit into their campaign or unique world setting.
Prerequisites:
To become a CLASS NAME, a character must fulfill all the following criteria.
Criteria:
GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: A brief description of what ability scores are important to your class.
Alignment: What alignments are available to your class are listed here. "Any" is a possibility.
Hit Die: dx
Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...
Skill Points per Level: x + Int modifier

CLASS NAME


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


1st

+x

+x

+x

+x
Class Ability
Casting



Alternate Class Features:
Feature Name
Description
Class: Class in which the feature may be traded
Level: Level at which the feature may be selected
Replaces: Existing feature replaced by this alternate
Benefit: The new feature
Alternate Class Features:
Feature Name
Description
Class: Class in which the feature may be traded
Level: Level at which the feature may be selected
Replaces: Existing feature replaced by this alternate
Benefit: The new feature

Racial Substitution Levels:
Class Substitution Name
Description
Hit Dice:
Requirements:
Race, and levels at which they are taken
Class Skills
Skill changes (or lack thereof)
Skill Points at Each Level: x+Int modifier (or 4x this as beginning character)

CLASS NAME


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


1st

+x

+x

+x

+x
Class Ability
Casting



Class Features
Ability (Ex, Su, Sp, Ps, etc.):
Racial Substitution Levels:
Class Substitution Name
Description
Hit Dice:
Requirements:
Race, and levels at which they are taken
Class Skills
Skill changes (or lack thereof)
Skill Points at Each Level: x+Int modifier (or 4x this as beginning character)

CLASS NAME


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


1st

+x

+x

+x

+x
Class Ability
Casting



Class Features
Ability (Ex, Su, Sp, Ps, etc.):

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.
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.

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.

Powers:
Name
Discipline [Descriptors]
Level: Where it goes on power lists.
Display:
Manifesting 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 powers.
Power Resistance: Excluded from personal powers.
Power Points: Also XP cost here
Descriptive text
Game mechanic effect.
Augmentation:
Powers:
Name
Discipline [Descriptors]
Level: Where it goes on power lists.
Display:
Manifesting 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 powers.
Power Resistance: Excluded from personal powers.
Power Points: Also XP cost here
Descriptive text
Game mechanic effect.
Augmentation:

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

Vestiges:
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.
Vestiges:
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.

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
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

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

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

If not:
Fluff description
Mechanic description.
Utterances:
Name
Lexicon: Whether it’s Evolved Mind/Crafted Tool/Perfected Map
Level:
Range:
Target: Crafted Tool only.
Duration:

If Evolved 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.
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.

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.
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.

MONSTER NAMESIZE TYPE (Subtypes)
Hit Dice: XdY+Z (? hp)
Initiative: +X
Speed: X ft.
Armor Class: X, touch Y, flat-footed Z
Base Attack/Grapple: +X/+Y
Attack: ATTACK NAME +X (XdY+Z/crit range)
Full Attack: ATTACK NAME +X (XdY+Z/crit range)
Space/Reach: X ft./Y ft.
Special Attacks:
Special Qualities:
Saves: Fort +X, Ref +Y, Will +Z
Abilities: Str XX, Dex XX, Con XX, Int XX, Wis XX, Cha XX
Skills:
Feats:
Environment:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Level Adjustment:

Descriptive text
Combat Abilities
Ability (Ex, Su, Sp, Ps, etc.):
MONSTER NAMESIZE TYPE (Subtypes)
Hit Dice: XdY+Z (? hp)
Initiative: +X
Speed: X ft.
Armor Class: X, touch Y, flat-footed Z
Base Attack/Grapple: +X/+Y
Attack: ATTACK NAME +X (XdY+Z/crit range)
Full Attack: ATTACK NAME +X (XdY+Z/crit range)
Space/Reach: X ft./Y ft.
Special Attacks:
Special Qualities:
Saves: Fort +X, Ref +Y, Will +Z
Abilities: Str XX, Dex XX, Con XX, Int XX, Wis XX, Cha XX
Skills:
Feats:
Environment:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Level Adjustment:

Descriptive text
Combat Abilities
Ability (Ex, Su, Sp, Ps, etc.):

Jormengand
2016-06-01, 09:44 AM
Fixed Sorcerer Lists

Sorcerers are powerful. They're not as powerful as wizards, mind you, but they are powerful. Metamagic aside, a Sorcerer can, at 20th level, whip out one of as many as forty-three different, potentially unrelated spells.

In order to curb this power, one can force a sorcerer to select a pre-made list of spells and stick to it. In doing this, one can restrict a sorcerer to a lower power level than could normally be obtained. Similarly, a bard can be made to use a smaller list, but in general, a bard is not powerful enough to warrant this change.

A sorcerer can select the spells on the fixed list in any order, just as though it were the entire sorcerer spell list. Much like other sorcerers, these fixed list sorcerers gain a few spells not on the sorcerer spell list that they gain an understanding of through study.

Damnation List
Damnation sorcerers walk the path of darkness, calling upon undead servants to do their bidding, while defeating the living with reckless abandon. Their spells are less powerful against non-living objects, constructs and undead, although they work well against Deathless.
0lvl: Acid Splash, Caltrops, Ghost Sound, Inflict Minor Wounds, No Light, Preserve Organ, Ray of Frost, Slash Tongue, Touch of Fatigue
1st: Chill Touch, Cause Fear, Curse Water, Doom, Inflict Light Wounds,
2nd: Command Undead, Darkness, Death Knell, Desecrate, Inflict Moderate Wounds,
3rd: Deeper Darkness, Inflict Serious Wounds, Poison, Vampiric Touch
4th: Animate Dead, Bestow Curse, Contagion, Inflict Critical Wounds
5th: Dominate Person, Mass Inflict Light Wounds, Nightmare, Unhallow
6th: Create Undead, Harm, Mass Inflict Moderate Wounds
7th: Control Undead, Greater Harm, Mass Inflict Serious Wounds
8th: Antipathy, Create Greater Undead, Mass Inflict Critical Wounds
9th: Mass Harm, Implosion, Wail of the Banshee

Destruction List
Destruction sorcerers destroy their foes with reckless abandon, firing off spells that bring down buildings and people alike. Their spells include some to slay creatures, some to topple buildings, and many to set both ablaze.
0lvl: Acid Splash, Caltrops, Deal Minor Damage, Electric Jolt, Inflict Minor Wounds, No Light, Ray of Frost, Slash Tongue, Touch of Fatigue
1st: Burning Hands, Deal Light Damage, Inflict Light Wounds, Magic Missile, Shocking Grasp
2nd: Deal Moderate Damage, Flame Blade, Inflict Moderate Wounds, Pyrotechnics, Scorching Ray
3rd: Deal Serious Damage, Fireball, Flame Arrow, Inflict Serious Wounds
4th: Deal Critical Damage, Enervation, Inflict Critical Wounds, Wall of Fire
5th: Cone of Cold, Mass Deal Light Damage, Flame Strike, Mass Inflict Light Wounds
6th: Chain Lightning, Harm, Obliterate
7th: Destruction, Greater Harm, Greater Obliterate
8th: Mass Deal Critical Damage, Mass Inflict Critical Wounds
9th: Mass Harm, Mass Obliterate, Storm of Vengeance

Flame List
The flame sorcerer feels powerful, even if that feeling is not always warranted. Flame sorcerers simply burn anything that gets in their way, and have access to spells that other sorcerers do not, which allow them to burst into flame and destroy everything with the power of fire.
0lvl: Arcane Mark, Daze, Dancing Lights, Detect Magic, Flare, Light, Prestidigitation, Read magic, Resistance
1st: Burning Hands, Endure Elements, Faerie Fire, Flaming Fist, Produce Flame
2nd: Fire Trap, Flame Blade, Flaming Sphere, Heat Metal, Scorching Ray
3rd: Fireball, Flame Arrow, Protection from Energy, Quench
4th: Angelic Flame, Fire Shield, Fire Trap, Wall of Fire
5th: Burning Dispel, Call Lightning Storm, Flame Strike, Shadow Evocation
6th: Fire Seeds, Greater Glyph of Warding, Walk through Flame
7th: Blazing Trail, Delayed Blast Fireball, Fire Storm,
8th: Incendiary Cloud, Sunburst, Subversion: Fire
9th: Incendiary Angel, Meteor Swarm, Rebirth in Fire

Ruin List
Ruin sorcerers stand from their vantage point atop the shattered and broken fortresses of their foes. While some of their spells are potent against creatures, they mainly seek to destroy objects, bringing the world into ruin and blight.
0lvl: Acid Splash, Caltrops, Deal Minor Damage, Electric Jolt, No Light, Ray of Frost, Launch Bolt, Sonic Snap, Touch of Fatigue
1st: Burning Hands, Deal Light Damage, Disguise Self, Erase, Magic Missile
2nd: Deal Moderate Damage, Flaming Sphere, Knock, Shatter, Warp Wood
3rd: Deal Serious Damage, Diminish Plants, Explosive Runes, Fireball
4th: Deal Critical Damage, Rusting Grasp, Shout, Wall of Fire
5th: Blight, Control Winds, Mass Deal Light Damage, Transmute Rock to Mud
6th: Mass Deal Moderate Damage, Disintegrate, Obliterate
7th: Control Weather, Mass Deal Serious Damage, Greater Obliterate
8th: Mass Deal Critical Damage, Earthquake, Greater Shout
9th: Disjunction, Meteor Swarm, Mass Obliterate

New Spells

Angelic Flame
Transmutation [Fire]
Level: Flame 4
Components: -
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 hour/level
Your fire attacks become imbued with angelic might

For the duration of the spell, any fire damage you deal ignores a creature's resistance or immunity to fire. Flames wreathe around your wrists and ankles, which do not harm any clothes but burn away ropes used to bind you.

Burning Dispel
Abjuration [Fire]
Level: Flame 5
You dispel a spell with a great burst of flame

Burning dispel works just like dispel magic, except that for each spell ended in this way, the recipient of that spell may, at your option, take 1d6 points of damage per level of that spell and Catch on Fire. A creature whose spell is dispelled in this way may, at your option, suffer the same fate.

Deal Minor Damage
Transmutation
Level: Destruction 0, Ruin 0
Components: V, S, M
Casting Time: 1 Standard Action
Range: Touch
Target: Object or construct touched
Duration: Instantaneous
Saving Throw: Will Half or Will Half (Object)
Spell Resistance: Yes or Yes (Object)
You deal minor damage to an object or construct.

Your touch deals 1 damage to the touched object or construct.

Deal Light Damage
Transmutation
Level: Destruction 1, Ruin 1
Components: V, S, M
Casting Time: 1 Standard Action
Range: Touch
Target: Object or construct touched
Duration: Instantaneous
Saving Throw: Will Half or Will Half (Object)
Spell Resistance: Yes or Yes (Object)
You deal light damage to an object or construct.

Your touch deals 1d8+1/level (maximum +5) damage to the touched object or construct.

Deal Moderate Damage
Transmutation
Level: Destruction 2, Ruin 2
Components: V, S, M
Casting Time: 1 Standard Action
Range: Touch
Target: Object or construct touched
Duration: Instantaneous
Saving Throw: Will Half or Will Half (Object)
Spell Resistance: Yes or Yes (Object)
You deal moderate damage to an object or construct.

Your touch deals 2d8+1/level (maximum +10) damage to the touched object or construct.

Deal Serious Damage
Transmutation
Level: Destruction 3, Ruin 3
Components: V, S, M
Casting Time: 1 Standard Action
Range: Touch
Target: Object or construct touched
Duration: Instantaneous
Saving Throw: Will Half or Will Half (Object)
Spell Resistance: Yes or Yes (Object)
You deal serious damage to an object or construct.

Your touch deals 3d8+1/level (maximum +15) damage to the touched object or construct.

Deal Critical Damage
Transmutation
Level: Destruction 4, Ruin 4
Components: V, S, M
Casting Time: 1 Standard Action
Range: Touch
Target: Object or construct touched
Duration: Instantaneous
Saving Throw: Will Half or Will Half (Object)
Spell Resistance: Yes or Yes (Object)
You deal critical damage to an object or construct.

Your touch deals 4d8+1/level (maximum +20) damage to the touched object or construct.

Deal Light Damage, Mass
Transmutation
Level: Destruction 5, Ruin 5
Components: V, S, M
Casting Time: 1 Standard Action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One Object or construct/level, no two of which can be more than 30 feet apart
Duration: Instantaneous
Saving Throw: Will Half or Will Half (Object)
Spell Resistance: Yes or Yes (Object)
You deal light damage to many objects or constructs.

You deal 1d8+1/level (maximum +25) damage to each targeted object or construct.

Deal Moderate Damage, Mass
Transmutation
Level: Ruin 6

This spell works just like Mass Deal Light Damage, except as noted above and that you deal 2d8+1/level (maximum +30) damage to each targeted object or construct.

Deal Serious Damage, Mass
Transmutation
Level: Ruin 7

This spell works just like Mass Deal Light Damage, except as noted above and that you deal 3d8+1/level (maximum +35) damage to each targeted object or construct.

Deal Critical Damage, Mass
Transmutation
Level: Destruction 8, Ruin 8

This spell works just like Mass Deal Light Damage, except as noted above and that you deal 4d8+1/level (maximum +40) damage to each targeted object or construct.

Flaming Fist
Evocation [Fire]
Level: Flame 1
Components: V
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level.
Your hands are afire, allowing you to make deadly fist attacks.

For the duration of the spell, fire shoots from your hands, allowing you to burn through restraints on your wrists (and other restraints you can reach) as well as igniting flammable objects you pick up. When you make an unarmed attack, you do so as though you had the improved unarmed strike feat and any creature you hit Catches on Fire, or if they are already on fire takes 1d6 points of fire damage.

Incendiary Angel
Evocation [Fire]
Level: Flame 9
Components: V
Casting Time: 1 Standard Action
Range: Personal and see text
Target: You
Duration: 1 round/level
You become an angel of fire, bringing ruin to all who oppose you.

You are wreathed in fire, and great wings of fire rise from your back. You gain a fly speed of 100 feet (good maneuverability), and can cast fireball at will as a spell-like ability. A creature grappling you takes 1d6 points of fire damage per level per round, and even creatures within 30 feet of you catch on fire, as do flammable objects in the same area.

Whenever you move, you can move through creatures, dealing 1d6 points of fire damage per level to each one.

During the spell's duration, you ignore enemy resistance or immunity to fire.

Rebirth in Fire
Conjuration Evocation (Healing) [Fire]
Level: Flame 9
Components: V, S
Casting Time: 10 minutes
Range: Personal
Target: You
Duration: 10 minutes/level or until discharged
You are reborn in fire upon death

If you would die while Rebirth in Fire is active, you are instead healed (as the spell) and then, if the creature who would have killed you is within 20 feet, cast fireball on yourself, twice, but you and your allies are immune to the effect. If they are not within that range, you instead cast scorching ray on them twice.

Subversion: Fire
Necromancy [Fire]
Level: Flame 8
Components: V, S
Casting Time: 1 Standard Action
Range: Medium (100-ft + 10-ft/caster level)
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude Partial, Will Partial (See text)
Spell Resistance: No.
You turn a creature's resistance to fire against it.

The target takes damage equal to its resistance to fire (if any) plus its spell resistance (if any). Creatures immune to fire or with 101 or more points of fire resistance take 100 points of damage plus damage equal to their spell resistance, and then take a fortitude save against death. Creatures with spell immunity or with 101 or more spell resistance take 100 points of damage plus damage equal to their fire resistance, and then take a will save against death. Creatures who are both immune to fire (or have fire resistance over 100) and immune to spells (or have spell resistance over 100) take 200 points of damage and then take both saves and die if they fail either.

Damage dealt by subversion spells is true damage. True damage cannot be prevented, resisted or mitigated by any means.


Obliterate
Transmutation
Level: Destruction 6, Ruin 6
Components: V, S, M
Casting Time: 1 Standard Action
Range: Touch
Target: Object or construct touched
Duration: Instantaneous
Saving Throw: Will Half or Will Half (Object)
Spell Resistance: Yes or Yes (Object)
You obliterate an object or construct.

Your touch deals 10/level (maximum 150) damage to the touched object or construct. On a passed save, it cannot reduce the target below 1 health (as well as the fact that it deals half damage).

Obliterate, Greater
Transmutation
Level: Destruction 7, Ruin 7
Range: Close (25 ft + 5 ft/2 levels)

As obliterate, except as noted above and in that this spell deals 1d12 points of damage per caster level, to a maximum of 20d12 at 20th level.

Obliterate, Mass
Transmutation
Level: Destruction 9, Ruin 9
Target: One Object or construct/level, no two of which can be more than 30 feet apart

As greater obliterate, except as noted above.

Walk Through Flame
Transmutation [Fire]
Level: Flame 6
Components: V, S
Casting Time: 1 Standard Action
Range: Personal and see text.
Target: You
Duration: 1 round per level.
Where you tread, the world burns.

Whenever you move for any reason, the last square you moved out of starts to burn creatures who pass through just like a wall of fire, except that a creature takes damage for each square they move through, the wall does not radiate heat, and you are immune to this effect.


XYZ List
Text to say what the list does.
0lvl:
1st:
2nd:
3rd:
4th:
5th:
6th:
7th:
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9th:

sengmeng
2016-06-11, 01:38 PM
Ruiner
I'm the best there is at what I do, and what I do is ruin everything!
The name is pretty inclusive of the Ruiner's role, abilities, and attitude.
Adventures: Ruiners are filled with a rage that can barely be contained. Adventures mostly happen to them whether they like it or not.
Characteristics: Ruiners ruin things.
Alignment: Chaotic non-good.
Religion: Ruiners mostly follow gods of chaos, battle, rage, slaughter, or evil.
Background: Most have levels in barbarian, or similar have a similar rage-like ability. One day, the rage never really went away.
Races: Orcs and half-orcs produce by far the most ruiners. Other races produce them very occasionally.
Other Classes: Ruiners do not get along well with others.
Role: The ruiner is a frontline melee combatant, striker, and lockdown/debuffer/killer/destroyer/slaughterer-type
Adaptation: The basic fluff (rage user who just never stopped being mad) can be adapted to being touched by some type of madness or rage god. Also, the DM must arbitrate on whether a given ability is similar enough to the barbarian's rage to count as a prerequisite for this prestige class.
Prerequisites: Rage, Frenzy, or similar ability, Ruinous Rage feat, Extended Rage feat, Base attack bonus +18.

GAME RULE INFORMATION
RUINER's have the following game statistics.
Abilities: Strength and Constitution are by far the Ruiner's most important abilities.
Alignment: Chaotic Nongood
Hit Die: d12
Class Skills
The RUINER's class skills (and the key ability for each skill) are Climb, Intimidate, Jump, Surivival, Swim
Skill Points per Level: 2 + Int modifier



Level
BAB
Fort
Ref
Will
Special


1
+1
+2
+0
+0
I Must Break You, Spell Ruiner


2
+2
+3
+0
+0
+1 Rage/Day, Demolisher


3
+3
+3
+0
+0
Unrelenting Anger, Destroyer


4
+4
+4
+1
+1
Unstoppable Rage, Fury 1/Day


5
+5
+4
+1
+1
Enchantment Breaker, Powerful Rage



Weapon and Armor Proficiency: The ruiner does not gain any weapon or armor proficiencies.

I Must Break You: The Ruiner gains +1d6 damage to all attacks while raging or frenzied, or whatever ability qualified them for the prestige class. This damage goes up by 1d6 for each level of the Ruiner prestige class. They ignore an additional point of hardness for each Ruiner level, and gain +2 per Ruiner level on strength checks to break objects.

Spell Ruiner: In addition to the damage, a Ruiner adds twice his Ruiner level to the DC of any Concentration check he causes by striking a spellcaster. Additionally, a failed spell deals 1d6 true damage to the caster per spell level.

+1 Rage per day: The Ruiner gains an additional use of the Rage ability that allowed him to qualify for the prestige class. If he had multiple such abilities, he gains an additional use per day of each.

Demolisher: As a full-round action, a Ruiner may make a single attack against an object that counts as a Disintegrate spell, except it can only affect a 5 foot cube. This ability cannot damage creatures, even constructs. The attack must deal at least one point of damage to the object (so extremely hard materials may present some challenge). Additionally, the Ruiner may use this attack to turn a square adjacent to him into difficult terrain for anyone but himself, by dealing a singly point of damage.

Unrelenting Anger: The Ruiner gains a permanent untyped bonus to Strength of +2. Additionally, all types of rage or frenzy or whatever he has grant an additional +2 to strength when used.

Destroyer: The Ruiner can affect creatures whose types normally cannot be killed by massive damage when he deals more than 50 points of damage in a single hit. Creatures killed this way also have their remains disintegrated.

Unstoppable Rage: While raging or frenzied or any other similar ability, the Ruiner is under the effects of a Freedom of Movement spell, and treats difficult terrain as normal terrain, and gains a +10 feet bonus to his movement that stacks with a barbarian's fast movement.

Fury 1/day: Fury is similar to Rage and has the same benefits and drawbacks and duration, but only provides a +2 to Strength and Constitution. It stacks with Rage, Frenzy, and any other ability that can qualify a character for the Ruiner Prestige Class. In addition, Fury gives the Ruiner DR/- equal to twice his Ruiner levels. Fury counts as a similar ability to Rage or Frenzy.

Enchantment Breaker: Once per rage or frenzy or fury or whatever, the Ruiner may designate the subject of a successful attack to endure the effects of a Mage's Disjunction spell. This does not affect anyone but the target and their gear. The save DC against this effect is equal to 10 + The ruiner's class levels, + his strength bonus.

Powerful Rage: While raging, the Ruiner gains the Poweful Build quality.


FEAT INTERACTIONS

The Ruiner qualifies for the Awesome Blow feat. Whenever the Ruiner takes a feat from character advancement, they may instead take two fighter feats. They gain the benefit of these feats only while in a rage, frenzy, fury, or similar ability.


EPIC RUINERS

After fulfilling the five levels of the Ruiner prestige class, the Epic Ruiner may continue to advance as a Ruiner. They gain no more special abilities, but all their level-dependent Ruiner abilities continue to advance.

Amechra
2016-06-12, 12:11 AM
The Soul of Ruin

Endings are a natural result of beginnings - all things must come to a close. Permanence is blasphemy.


The humanoid mind lusts for order and stability. They want an assurance that the sun will come up tomorrow and that the walls of their houses will stand here next week. This is an ignorant, short-term view - the world would be choked by permanent things if most people had their way.

Occasionally, there are those that come along that have endings in their soul. In their wake, ruined keepsakes stand as a silent warning: look upon what remains of my works, and despair.

Prerequisites
To become a Soul of Ruin, a character must fulfil all the following:
Skills: Knowledge (Architecture and Engineering) 8 ranks
Feats: Destruction Devotion
Essentia Pool: 1

GAME RULE INFORMATION
Souls of Ruin have the following game statistics.
Alignment: Any
Hit Die: d8

Class Skills
A Soul of Ruin's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (Architecture and Engineering) (Int), Listen (Wis), Open Lock (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), and Spot (Wis).
Skill Points per Level: 4 + Int modifier

SOUL OF RUIN


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special

Essentia Pool


1st

+1


+2


+0


+2

Touch of Endings, Vessel of Disaster


+1




2nd

+2


+3


+0


+3

Caress of Entropy (+1d8)


+2




3rd

+3


+3


+1


+3

All Things End, Dismiss the Transient


+3




4th

+4


+4


+1


+4

Caress of Entropy (+2d8)


+4




5th

+5


+4


+1


+4

Worldbreaker's Hand


+5





Weapon and Armor Proficiencies: A Soul of Ruin does not gain proficiency in any additional weapons or armor.

Touch of Endings (Ex): There once was a maiden, and she was called Disaster

At 1st level, a Soul of Ruin expands the capabilities of her Destruction Devotion feat in various ways. First of all, any melee attack she makes when the feat is active ignores Hardness and deals full damage to objects - her fingers part steel and stone like an axe splits wood. Secondly, in addition to reducing Armor and Natural Armor bonuses, her attacks may also reduce any Hardness her target might have, as well as any Shield or Deflection bonuses to AC they might possess.

Finally, she may apply the effects of Destruction Devotion to any melee attack or melee touch attack she makes while that feat is active, regardless of whether or not it inflicts damage.

Vessel of Disaster (Su): So she filled herself to the brim with violence

At 1st level, a Soul of Ruin gains the ability to fill a part of her soul with the pure longing for an end that all souls feel. She gains an additional use of Destruction Devotion; in addition, she may invest essentia into this class feature. Each point of essentia invested into this class feature grants her an additional daily use of Destruction Devotion.

In addition, as long as Destruction Domain is active, the Soul of Ruin gains a bonus on any melee damage she deals equal to 2 + the Essentia invested in this class feature; this bonus is doubled against inanimate objects.

Caress of Entropy (Ex): But still, she found herself empty

As long as Destruction Devotion is active, a Soul of Ruin of at least 2nd level deals an additional 1d8 untyped damage on any melee attack she makes. If she so chooses, she may deal this damage with a melee touch attack. If the target has temporary hit points, the bonus damage from Caress of Entropy is applied directly to their hit points; if this would reduce their non-temporary hit points below the point where the target would die or be destroyed, they immediately lose all of their temporary hit points as well.

At 4th level, the Soul of Ruin deals 2d8 additional damage instead.

All Things End (Su): All the wonders of the world turned to dust in her fingers

At 3rd level, a Soul of Ruin begins to destroy things on a more metaphorical level. Once per round while Destruction Devotion is active, she may choose to forgo reducing the target's AC bonus or Hardness to instead reduce the duration of a single effect the target is subject to by an equal number of rounds. If this would reduce the duration to less than 1 round, the effect immediately ends.

In addition, whenever a Soul of Ruin reduces an AC bonus or Hardness granted by a spell and the attack deals damage, she may immediately and automatically dispel that spell.

Dismiss the Transient (Su): So she shunned the company of others

Also at 3rd level, any attack made against the Soul of Ruin suffers a penalty equal to the Essentia she has invested in Vessel of Disaster, as the destructive seat of her soul forms a negative mandorla around her body. If she currently has Destruction Devotion active, any creature that makes a melee attack against her and misses provokes an attack of opportunity from the Soul of Ruin.

In addition, she may expend a daily use of Destruction Devotion as an Immediate action to gain additional attacks of opportunity that round equal to the Essentia invested in Vessel of Disaster.

Worldbreaker's Hand (Su): "The world is false", she said.

At 5th level, a Soul of Ruin under the effects of Destruction Devotion may expend an additional use of that feat as a Swift action - if she does so, she may apply the effects of Annihilating Blast (http://www.giantitp.com/forums/showthread.php?26394-Warlock-Invocations) to the next melee attack she makes, using 10 + Essentia invested in Vessal of Disaster + her Constitution modifier as the Fortitude save DC.

In addition, the Essentia Capacity for Vessel of Disaster increases by 1.

Just to Browse
2016-06-15, 04:18 PM
Ebon Ruin
New invocations for the Ebon Initiate (http://www.giantitp.com/forums/showthread.php?163297-3-5-The-Ebon-Initiate-warrior-necrolock-Base-Class)

Ruin can always serve a purpose. No one understands that better than a necromancer, who can embrace ruin in all its forms. The living can become material for loyal servants, the dead can become weapons or ammunition, even mortal souls can be used to achieve greater things.

Castle of the Damned
Greater; 6th
As you focus, the dead around you break apart and begin to assemble your new creation.
By concentrating on this invocation, you can destroy undead creatures you control to magically construct buildings in much the same way as a lyre of building. 30 minutes of playing is equal to the work of 100 humans laboring for three days. For every 30 minutes you concentrate on this invocation, you must sacrifice 10 HD of undead under your control, which are then incorporated into the structure. these undead cannot be temporary such as those from boneweird, shadow over the sun, or call the walking dead.

Devouring Touch
Lesser; 4th
By contorting your soul, you create a hole that sucks nonliving matter into a void. With a shudder, the object disappears, leaving nothing but dust and a painful gnawing in your chest.
When you use this invocation, destroy a 10-foot cube of nonliving matter that you touch. Using this invocation reduces all your saves by 2, and multiple uses of this ability apply cumulative penalties. You cannot use this invocation if your penalty to saves from baleful touch is greater than your caster level.

Shadow Over The Sun
Dark; 9th (Summon)
At the end of your incantation, formless liquid shadow begins to seep from your eyes and spill over the ground. It seeks out the living and pries at their souls. They barely have time to scream.
This invocation requires a 1 hour ritual involving chanting and special components that cost 100gp. At the end of the cast time, this invocation kills all creatures with 2 HD or fewer within a 1 mile radius. Targets wearing a holy symbol are allowed a Fortitude Save (DC 19 + your Intelligence modifier). Each small or larger creature killed this way rises as a shadow, which you can command. If a shadow is created using this invocation, you command that shadow as well (instead of the creature that spawned it). After 1 hour per caster level, all shadows you control using this invocation are destroyed.

Weapon of Desolation
As you pass your hand over the weapon, it shatters. As the air around you grows cold, the pieces turn inky black and reforge into a copy that throws deeper shadows and leaks black mist.
Lesser; 3rd; Nether Shape
When you use this invocation, choose a weapon that has been anointed to deal netherchannel damage. The weapon is consumed by the invocation, and your netherchannel takes on the shape and all properties of that weapon (including magic enhancements, weight, and normal weapon properties). If a weapon of desolation is destroyed or leaves your possession, it reforms after 24 hours in your hands.

This invocation requires 1 hour to cast, and lasts until you dismiss it (a full-round action) or die. When the effect is ends this way, a broken version of the original weapon appears in your possession as though sundered. Only 1 weapon may be affected by weapon of desolation this way.

ShiningStarling
2016-06-17, 12:42 AM
Ruinous Magic

Sometimes, a magic user may not want to target the soft bits of a creature, or indeed may not be concerned with creatures at all. Mageocracies need not use ordinary siege engines to attack their rival nations, when they could do so with magic.

Shattering Spell
Your magic that focuses on single targets seems to also prove effective against items.
Prerequisites: Must be able to cast 2nd level spells
Benefit: When casting a single-creature targeted, instantaneous spell that does damage, you may choose to modify your spell such that it will target an item rather than a creature. A spell so altered ignores half of that object's hardness. Attended Items and Magic Items are entitled to saving throws, if applicable. If the item is attended, the wielder may make a Reflex saving throw equal to the spell's save DC to attempt to intercept the spell, such that it would target the wielder rather than the item. If they choose to do so, they forgo their own Armor Class or Reflex saving throw for the purposes of the spell. A Shattering Spell takes up a spell slot 1 level higher than it otherwise would.

Ruinous Spell
Your area of effect magic has a detrimental effect on not only objects, but also structures, even the very ground.
Prerequisites: Must be able to cast 4th level spells
Benefit: When casting an area of effect (not merely multiple creature target), instantaneous spell that does damage, you may modify your spell such that it ignores hardness, and damages not only unattended objects and creatures in its area, but also any obstructions to its progress, such as walls, ceilings, floors, ground, and more. If there are layered impediments, such as a wall thicker than 5 feet, the first must be successfully destroyed to damage the next, unless the area of the spell could otherwise reach that obstruction without passing through the first (ex: a Ruinous Fireball targeted on a 90 degree corner wall could damage all outermost sections of wall without destroying the corner piece, but a Ruinous Lightning Bolt could not). A Ruinous Spell takes up a spell slot 2 levels higher than it otherwise would.

Irreparable Spell
Your spells seem to cause more and longer lasting damage to constructs
Prerequisites: Must be able to cast 5th level spells
Benefit: When casting any spell, you may choose to modify it such that it will affect Constructs as if they were not immune to magic. Their other immunities, saving throws, spell resistance, and special interactions with spells, still apply (ex: they are still immune to mind-affecting effects and poison, among other things). You may not modify spells in this manner that only target specific, non-construct type creatures (i.e., charm person). In addition, any construct damaged by a spell modified in this way (after considering special interactions and other resistances) has its maximum hit point total reduced by 1/10 the damage done, rounded down (ex: An Iron Golem hit by an Irreparable Fireball is still healed, but a Stone Golem hit with one will take damage and have its maximum hit points reduced if it takes more than 9 damage.). An Irreparable Spell takes up a spell slot 2 levels higher than it otherwise would.

Grand Arbiter
2016-06-30, 10:03 PM
In many campaign settings, ancient races leave a legacy or two behind when they pass from the world. The Giants of Xen’drik in Eberron, Netherese in Faerun, and Suloise in Greyhawk are all examples. Rising from the ruins of their creators, I’d like to present….


The Taldar

“Our creators are gone,
Ended is their reign
Old foes press on,
And we remain.

The old gods did fall,
Proud and vain,
Yet our duty we recall,
And we remain.

Awoken at last,
To wage war again,
Blades of the past.
We shall remain.”

~A Taldar chant~

“Eons ago, before even elves walked this world, the ancient evil Hresh was formed from emanations from the Far Realms. An immense horror spun from the cloth of nightmares, it twisted life wherever it went, forming an army of aberrations to do its bidding. Empire after empire fell to the unending horde, and hope was fading with each passing day.
The last of the great nations, to hold against the endless tide, forged the Taldar; tireless machines of war to halt the aberrations’ advance. They rose above expectations. In mere weeks, they achieved a greater victory than any previous military effort had, driving the horde back to Hresh’s primary hive. To save its life, the abomination fled into space, never to be seen again.
Slowly, the world recovered, returning to its natural course, but all was not well. The Taldar were created with the personalities and memories of great heroes, and were as close to living as pure constructs could be. Each capable of thinking independently and bearing wills and ambitions above mere servitude, the Taldar chaffed at their present state; bound to the do their creators’ bidding. As an era of peace arrived, the war machines that accompanied the Taldar on the field of battle were either dismantled or placed into stasis. Fearing a similar fate, they rebelled against their creators, who still saw them as no more than mere machines. They inflicted great losses upon the capital before being locked away in stasis themselves for what could have been the rest of time.
Millenia passed, and their creators were no more. What happened is still a mystery, but none of their race yet remain. The Taldar, however, endured. Preserved in stasis, they were awakened only when explorers tampered with the device that kept them so. In the years since “The Awakening”, as they call it, they have fortified their prison into a citadel, and begun striving to recover the machines that were locked away all those years ago. They don’t share it aloud, but they are preparing for war. Not with the races of this world, but Hresh and its aberrations. The Taldar believe it is only a matter of time until it returns to seek vengeance upon them. Until that day comes, it cannot be said what they will do, but we can only hope that when this “Hresh” returns, the Taldar will be waiting.”

~Tor Graycloack, sage.


Built as machines of war, the Taldar are intelligent constructs capable of prolonged conflict. They lack some of the traditional immunities of constructs, but are typically more intelligent and better able to think and adapt to new situations.

Personality: The Taldar often come across as cold or distant to other races, view which may seem to be supported by the quiet determination they exhibit during combat. However, outside of combat the Taldar can be quite personable. Some have hobbies or trades and more than a few have been known to tell stories of their exploits. Emotions can be difficult for some Taldar to comprehend, but most can “remember” the lives they were imprinted with to understand living races.

Physical description: The Taldar are humanoid in configuration, fashioned from silver and gray metal. Most have lights/glowing portions, commonly orange in color, but others are possible. Two other characteristics that distinguish them from warforged are their physical structure and lack of mouth. Purifiers cannot ingest consumables, and their speech is generated through a mix of psionics and technology.
For an image, google SC2 protoss purifier. Unfortunately my link to the Starcraft wiki is broken.

Relations: The Taldar have yet to become acquainted with most races, but have come to know a few well. Humans are confounding to the Taldar, both in their ability to survive and the disunity that plagues them as a race. Dwarves are enjoyed as company, as both races are apt to trade war stories and converse on the topic of crafting/forging metal. Elves are respected for their magical ability and longevity, but are seen as weak by the Taldar. Halflings, gnomes, half-elves, and half-orcs have not been encountered as of yet.
In Eberron, warforged are seen with varying viewpoints. Some embrace them like cousins, while others see them as an inferior replica.
Elans (Expanded Psionics Handbook), are treated coldly, if not with outright hostility. The Taldar have not forgotten their ancient war with Hresh and its aberrations.

Alignment: Taldar tend toward lawful alignments. Their military background has left order as an integral aspect of their society. Good is more common than evil, as they were programmed to protect the defenseless.

Religion: The Taldar do not follow any deities; none have shown concern for them, so they give the same unconcern in return. They acknowledge that deities exist, but do not worship them. As such, Divine Minds (Complete Psionic) are rare and divine casters of any sort are unheard of.
However, some Taldar do have strong beliefs about universal ideas to become Ardents (Complete Psionic). The Conflict, Force, Freedom, Guardian, and Knowledge mantles are most commonly chosen.

Lands: The Taldar possess little territory, consisting of a central fortress and surrounding outposts.

Languages: Common and Kalahr. The Common tongue has been learned by the Taldar to communicate with other races in the new world they found when they rose out of the ruins of the empire that forged them. Kalahr is a mental language spoken between Taldar through the short range telepathic conduit they share.

Names: Most Taldar names are longer and have a archaic sound to them.
I would suggest googling protoss names or a protoss name generator for this.

Adventurers: Taldar typically adventure either to explore how the world has changed since their stasis or to seek out the glory of combat once again.



•Construct Type: The Taldar are actual constructs, not Living Constructs like the warforged. That being said, they do differ from standard constructs in a few ways…
-A Taldar derives its Hit Dice, base attack bonus progression, saving throws, and skill points from the class it selects.
-Unlike other constructs, the Taldar possess a Constitution score and do not gain bonus hit points based upon size.
-Unlike other constructs, the Taldar do not possess low light vision.
-Taldar do not possess immunity to mind-affecting effects (charms, compulsions, phantasms, patterns, and moral effects).
-Taldar are immune to poison, sleep effects , paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, energy drain, death effects, and positive/negative energy damage.
-Unlike other constructs, Taldar are subject to critical hits, nonlethal damage, stunning, ability damage, and ability drain.
-Taldar cannot heal damage naturally as most living creatures do, nor be repaired by healing spells, but see repair cycle below.
-The construction of Taldar makes them vulnerable to start spells the fax. Taldar take damage from sheet metal and chill metal as if they were wearing metal armor. Likewise, a Taldar is affected by it repel metal or stone as if they were wearing metal armor.
-A Taldar responds differently from living creatures, and standard constructs, when reduced to 0 hit points. A Taldar with 0 hit points is disabled, just like a living creature. They can only take a single move action or standard action in each round, but strenuous activity does not risk further injury. When its hit points are less than 0 and greater than -10, a Taldar is inert. They are unconscious and helpless, and cannot perform any actions however, a Taldar does not lose additional points unless more damage is dealt to them.
-Taldar cannot neither be raised nor resurrected.
-Taldar do not need to eat sleep or breathe and cannot benefit from the effects of consumables.
-Although Taldar do not need to sleep, they must still rest the required amount of time to regain spells/power points.
•Medium: As Medium Constructs, Taldar have no special bonuses or penalties due to their size.
•Taldar base land speed is 30 feet.
•Repair Cycle: To lengthen the Taldar’s life expectancy in the field, and decrease reliance upon repair effects, their creators built in a repair cycle which enables the Taldar to power down to self-repair.
Every continuous four hours spent in repair cycle enables the Taldar to repair one point of damage per level. Thus, if a first-level Taldar soulknife spent eight hours in a repair cycle, it would repair two points of damage.
When the Taldar enters a repair cycle, it is treated as asleep for the purpose of listen checks. They may rouse themselves as a full-round action.
•Unity Matrix (Su); The Taldar can communicate telepathically at a short range (30ft.) with any creature that they are a language with. It was named the unity matrix for enabling the Taldar to coordinate on the battlefield.
•Taldar are naturally psionic, gaining one bonus power point at first level.
•Automatic Languages: Common and Kalahr. Bonus languages: None. The Taldar have not been awakened long enough to be able to learn other languages.
•Favored Class: Soulknife (Expanded Psionics Handbook). A multiclass Taldar’s soulknife class does not count when determining whether they take an experience point penalty for multiclassing.


Advanced Plating
The heavy armor plating that most Taldar bear was made optional to enable Taldar arcanists to avoid having their gestures fouled.
Prerequisites: Taldar
Benefit: The Taldar gains armor plating that takes up the body slot. It is treated as medium armor, grants a +7 armor bonus to AC, Light Fortification (25% to ignore critical hits), their base land speed is unchanged, and the maximum Dexterity bonus to AC is +4. Spell failureIt may be enchanted as normal armor.
Special: May only be taken at first level.

Spells:
As constructs cannot be raised/resurrected, new magic was required

Rebuild
Transmutation
Level: Sor/Wiz 5
Components: V,S,M
Casting Time: 5 minutes
Range: Touch
Target: Destroyed construct touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: None
You restore function to a destroyed construct creature. You can rebuild a construct that has been destroyed for no longer than one day per caster level. The construct has no choice in whether or not to be rebuilt.
Constructs never come back as good as they were prior to destruction. A rebuilt construct loses one level/one HD when rebuilt. Constructs with constitution scores and one HD instead lose two points of Constitution. Constructs with only one HD and no constitution score cannot be rebuilt. This level loss or Constitution loss cannot be repaired by any means.
The rebuilt construct is returned with only one hit point, and its remains must be mostly intact.
This spell neither grants ownership nor control over the rebuilt construct.
Material Component
Rubies worth a total of least 5,000 gp.

Reassemble
Transmutation
Level: Sor/Wiz 7
Components: V,S,M
Casting Time: 10 minutes
Range: Touch
Target: Destroyed construct touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: None
This spell functions like Rebuild, except that you are able to restore function to nearly any construct.
The condition of the remains is not a factor. So long as some small portion of the construct’s body still exists, it can be reassembled, but the portion receiving the spell must have been part of the construct’s body at the time of death. (The remains of a construct hit by a disintegrate spell count as a small portion of its body.) The construct can have been destroyed no longer than 10 years per caster level.
Upon completion of the spell, the construct is immediately restored to full hit points. However, the construct loses one level/one HD, or 2 points of Constitution if the construct had one HD and a Con. score. A one HD construct cannot be reassembled. This level loss or Constitution loss cannot be repaired by any means.
This spell neither grants ownership nor control over the reassembled construct.
Material Component
Rubies worth a total of least 10,000 gp.

Reconstruct
Transmutation
Level: Sor/Wiz 9
Components: V,S,M
Casting Time: 10 minutes
Range: Touch
Target: Destroyed construct touched or unambiguously identified
Duration: Instantaneous
Saving Throw: None
Spell Resistance: None
This spell functions like Rebuild, except that you can reconstruct a construct that has been destroyed for as long as 10 years per caster level. This spell can even bring back construct whose bodies have been destroyed, provided that you unambiguously identify the destroyed in some fashion (reciting the time and place of crafting or destruction is the most common method).
Upon completion of the spell, the construct is immediately restored to full hit points with no loss of level, HD or Constitution points.
Material Component
Rubies worth a total of least 25,000 gp.

Repair Damage
Psychometabolism
Level: 1
Display: Mental
Manifesting Time:
Standard ActionRange: Touch
Target: Construct touched
Duration: Instantaneous
Saving Throw: Will half (harmless)
Power Resistance: Yes (harmless)
Power Points: 1
With the faint sound of a hammer on an anvil, the construct’s from twists and mends.
The target construct is repaired by 1d8 hit points.
Augmentation: For every two additional power points spent, the damage repaired increases by 1d8.

Inflict Damage
Psychometabolism
Level: 1
Display: Mental
Manifesting Time: Standard Action
Range: Touch
Target: Construct touched
Duration: Instantaneous
Saving Throw: Will half
Power Resistance: Yes
Power Points: 1
With the faint sound of rendingsteel, the construct’s from twists and warps.
The target construct is damaged by 1d8 hit points.
Augmentation: For every two additional power points spent, the damage repaired increases by 1d8.


Taldar Purifier
The Taldar Purifiers were the elite of the Taldar soulknives, able to both endure longer and fight better.
Hit Dice: 1d12
Requirements:
Taldar, levels 1,
Class Skills
Skill changes: no change
Skill Points at Each Level: 4+Int modifier (4x(4+Int modifier) at first level.)

CCLASS NAME


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+1

+2

+0

+2
Mind Blade, Wild Talent, Purifier


3rd

+3

+3

+1

+3
Psychic strike +1d8, Purifier’s Blade


4th

+4

+4

+1

+4
+1 Mind Blade, Kinetic Shielding



Class Features
Purifier: The following changes are made to the soulknife for first level and all future levels. Full BAB, d12 Hit Dice, Good Fortitude and Will saves, and poor reflex saves.
This replaces the Weapon Focus (mind blade) feat gained at first level.
Purifier’s Blade: The Taldar Purifier may ignore one point of DR, except DR/-, per class level of purifier.
Kinetic Shielding: The Taldar Purifier gains DR 1/- , which increases by one for every 4 levels after 4th.

ShiningStarling
2016-07-02, 02:14 PM
Contest has ended, please go to the voting thread Here (http://www.giantitp.com/forums/showthread.php?493837-Local-Speakeasy-Home-Brewing-3-X-Voting-Thread-I-To-the-Ruin-of-All&p=20968635#post20968635)