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Ruethgar
2019-01-24, 10:43 PM
This is mostly just here for my notes.

One of the thousand planes of Egya, Zeras was the deityÂ’s latest attempt at balancing magic in one of his worlds after the beings from the last nearly murdered him with circle magic to harvest his essence.


Mostly just here as a reference for now.

Mechanics:
E7: based on ECL not level, feats caped at +20.
P.5: PF base, 3.5 other content allowed(skill prerequisites all lowered by 3). Spheres of Power and Might
Generic (http://www.d20srd.org/srd/variant/classes/genericClasses.htm) class only. Base is Warrior with low BaB and D4 HD. May upgrade any of the following five times in any combination: BaB(max full), HD(max d12), number of good saves(max 3), skills(+2 points per level per upgrade and +3 class skills per upgrade, max 8/lvl), medium and high casting(max high).
Gain any combination of the following progressions totaling to three levels of mastery. Spherecasting, Practitioner, Invoker, or Initiator. You pick your casting/invoker/initiator/practitioner stat from the mental stats for each progression you have.

Maximum spherecasting or invoker mastery is inverse of your BaB and max practitioner and initiator mastery parallels your BaB.

Low/Medium/High Spherecasters gain talents and spell points equal to the talents gained by Proficient/Adept/Expert Practitioners plus casting stat spell points and each gain Unified, Casting, or Martial traditions as appropriate. These are the only casting traditions. You can add more drawbacks and exchange mutually exclusive drawbacks, but cannot remove existing drawbacks from your chosen tradition. While exceptions may exist, the general rule is that you cannot go outside of your tradition's allowed spheres.
Apothecary: Material Casting, Skillful Casting (Profession: Apothecary or Craft: Alchemy), Incompatible Energies, Techno-Miraculous, Special Delivery, Waters of Life, Limited Creation(must choose Alchemical Creation), Limited Protection(lose Wards)
- Creation, Enhance, Life, Protection
Gadgeteer: Focus Casting (artisan tools), Magical Signs, Material Casting, Rigorous Concentration, Skilled Casting (Craft (mechanical)), Kindred Knack (Mind, Constructs), Incompatible Energies, Techno-Miraculous
- Enhance, Mind, Tech, Warp, Time
Hypnotism: Extended Casting, Focus or Verbal Casting, Skilled Casting (Hypnosis or Profession (Hypnotist)), Somatic Casting, Incompatible Energies, Techno-Miraculous
- Mind, War, Enhance, Fate, Illusion
Mind: Madness Mantra(also a save vs madness), Rigorous Concentration, Mental Focus(as Psionic Focus), Psionic not magic
- Mind, Telekinetic, Protection, Divination, Iillusion
Pact Magic: Addictive, Easy Focus, Oathbound Casting
Pick one package plus the Veilweaving sphere and Conjuration sphere. You may substitute a single sphere for a sphere from another pact. May trade two talents for a vestige bind as a binder of your level. Will vs your spell DC or gain 1 associated taint per spell point used. Associated taint granted feats must be from the taint feat list.
- Witchmarked: Death, Dark, Destruction(ignore negative effects of Evil taint up to casting modifier, may remove one Evil and Good taint from self per night’s rest)Taint Feats: Lichloved,
- Focus: Divination, Fate, Mind(ignore negative effects of Law taint up to casting modifier, may remove one Law and Chaos taint from self per night’s rest) Taint Feats:
- Nature Warden: Nature, Weather, Destruction(ignore negative effects of Neutral taint up to casting modifier, may remove one Neutral taint from self per night’s rest) Taint Feats:
-Fey-Infused Magic: Fallen Fey, Illusion, Nature(ignore negative effects of Neutral taint up to casting modifier, may remove one Neutral taint from self per night’s rest)
- Galvanized: Enhance, Protection, War(ignore negative effects of Chaos taint up to casting modifier, may remove one Chaos and Law taint from self per night’s rest) Taint Feats:
- Draining: Life, Light, Creation(ignore negative effects of Good taint up to casting modifier, may remove one Good and Evil taint from self per night’s rest) Taint Feats: Endurance, Enduring Life, Lasting Life, Die Hard, Toughness
Arcanum(Exceptionally Rare):Diagram, Skilled Casting(Craft:Rune, Perform:Dance, or Profession:Scribe), Extended Casting, Strenuous, Ponderous Spellcaster, Methodical Magical Methods, Mana Engineering, (ignore negative effects of Arcane taint up to casting modifier, may remove one Arcane and Divine taint from self per nightÂ’s rest) Taint Feats: All Rune and Gem item creation and any that can improve them. Cantrips, Ritual feats.
-Protection, Divination, Warp, Time, Magitech, Creation, Mana

Magic-Psionic transparency is in fully in effect as far as feats and options.

Invokers gain progression as a Warlock(with bonus invocations as listed here (http://www.giantitp.com/forums/showthread.php?172256-PEACH-Warlock-Rewrite-Battle-Warlock&highlight=bonus%20%22warlock%20invocations%22)) of one half, two thirds, or their whole level. You must pick one blast method(Dragonfire Adept, Elemental Adept, or Eldritch Blast) and may pick invocations or gramaric principles(at a 1:1 trade)from any invoker list.

Initiators gain Warblade progression(+1 known at lvl 1 and +1 readied at 7th) of one half, two thirds, or their whole level. IL increases by your initiator modifier for the purpose of determining effects, but not qualifying for maneuvers known. You may pick 4 disciplines to chose from. Recovery method can be any one non-maneuver standard or full round action of your choice to regain initiator modifier maneuvers.
IL equals BaB plus initiator modifier. All classes with BaB count as initiator levels.
VMC is accelerated(1/3/7 instead of 3/7/11).
Feat Tax Patch (http://theworldissquare.com/feat-taxes-in-pathfinder/), Counterspell, Parry, Improved Parry are also base abilities rather than feats.
Rebuilding: You gain a second XP pool which you can transfer into at any time but never out of. When you have enough XP in this secondary pool to equal your current XP, you can completely rebuild given a week of downtime.
Bloodlines: Bloodline levels are not allowed. However WelknairÂ’s, Soulbred, and Commoner Bloodlines may be taken as VMC gaining their 2nd, 4th, and 6th level major bloodline abilities(mudbloods can pick 3 of said abilities from any combination of their parent bloodlines minor are 2nd lvl only, intermediate are 2nd and 4th only).
Spell Recovery: Magical energies replenish more slowly. Spell slots and power points replenish at a rate of your caster level in spell levels per 4hr of rest. Spell points replenish at a rate of half your caster level per 4hr rest. Invocations are now also limited to your casting modifier plus effective invoker level times per encounter(or 10min ooc) else suffer immunity bypassing effects. The initial effect is fatigue for 3d4 minutes. If already fatigued or doubling your limit it escalates to exhaustion for 3d4 times ten minutes with fatigue for twice the time afterwards. If exhausted or tripling your limit you fall into a restless sleep for 1d4 hours with exhaustion for the same time afterwards and fatigue for twice the rolled time after that. These effects can be suppressed with magic and otherwise, but not removed. Any effect other than rest that would instantaneously remove or downgrade the effects of overinvoking instead only function normally for CL(or equivalent for the mitigator) minutes.

Ruethgar
2019-08-23, 05:58 PM
Apologize for this being a bit of an old post, but recent additions caused errors due to going over the text cap so I’m splitting the post.

Races:

Human: PF Human attributes and options on any 3.5 Human. Jotunbrud adds the Giant subtype.

Elf: PF Elf.

Faerie (http://www.giantitp.com/forums/showthread.php?384265-The-Tiny-Folk-PEACH): May only be Neverland Faeries or Leafman Faeries. You may always learn talents from the Fallen Fey sphere regardless of Casting Tradition.

Undead(Necropolitian no base race Generic medium 30ft speed): You gain undead hunger for flesh and may always learn talents from the Death sphere regardless of Casting Tradition.

Dwarf: PF race and options.

Lizardfolk (https://www.d20pfsrd.com/races/other-races/more-races/standard-races-1-10-rp/lizardfolk-8-rp/): PF race and options.

Alternate Racial Traits

Crocodilian: Default racial traits
Saurian: +2 Str, +2 Dex, Jumper replaces Swim
Drakken: Gliding Wings replaces Swim, Improved Bite replaces Claws, add Dragonblood subtype
Gecko: +2 Str, +2 Dex, Climb replaces Swim, Skill Bonus(Stealth) replaces Natural Armor, Skill Training(Stealth and Climb) replaces Claws
Desert: Desert Runner replaces Swim, add Terrain Glide(Desert)


Elementals (http://www.giantitp.com/forums/showthread.php?553232-Elemental-Bodied-and-Awakened-Living-Spells&p=22908142#post22908142): PF elemental touched options corresponding to type. During character creation, choose Destruction or Nature, you may always learn talents associated with your race’s element from the chosen sphere regardless of Casting Tradition.

Warforged: 3.5, You may always learn Technomancy sphere talents regardless of Casting Tradition. Incarnate Construct turn Warforged into playable LA +1 Biolurgic Chasis as described here (http://www.giantitp.com/forums/showsinglepost.php?p=15557430&postcount=10), however LA is a net 0 and they lose the Living Construct subtype.


Class Option
Science: You may spend one Invocation known, to learn a Gramaric principle you otherwise qualify for. Puissance, Tech and Create Device charges are all interchangeable, however the conversion rate is 3:1 from any direction. Knowledge(Egineering) may replace Scientific Knowledge checks.
Custom Discipline: Now adds your Practitioner modifier to weapons known in addition to the 5.
Craftsman’s Knack(Craft Reserve): You gain one Craft Point per day up to 5 times the number of times you take this Knack. You may subsume 10lb of GEOC principles with one craft point or 1cu ft of material for other Gramarie at the cost of 10 craft points.
Soulbound Weapon: Counts as a mind blade for requirements.
Kleptomania(Rogue Talent):
Treat objects as one size smaller for the purpose of Slight of Hand and gain the Packrat feat but do not replenish it with shopping, instead you gain 1g and 1lb per level of items per day up to 5g per level that doesn't count against your carry weight.

Trait

Naturally Skilled(Prerequisite:Int 9-, Wis 10+): You gain skill points based on half of your Wisdom modifier(minimum 0) instead of your whole Intellect modifier. All Int skills are always considered cross class.


Flaw

Animalistic: Requires-Transformation Racial Trait, Unable to shift into humanoid form.


Generic

Smite Evil: renamed to Smite, may be for any one alignment, requiring the opposite Smite Evil requires Good, Smite Chaos requires Lawful ect.
Turn Undead: renamed to Turn Creature, may choose one of the following to either Turn or Rebuke: Undead, Fire Subtype, Water Subtype, Earth Subtype, Air Subtype, Plants, Animals
Familiar: Renamed Bonded Companion. Choose Special Mount(req Ride class skill and 1 Rank), Animal Companion(req Handle Animal class skill and 1 Rank), or Familiar(req Caster level), or any of their variants, you gain this companion using your class level in place of Paladin, Druid or Spellcaster level.

Special Mounts taken before 5th have the following adjustments. A first level mount has -10ft speed(all modes), -1 flight maneuverability(or -10fy speed if originally clumsy), -2 HD, -1 Size, Emphatic Link, and Shared Saves. At third level they gain +10ft speed(all modes), +1 flight maneuverability(or +10ft speed if originally clumsy), +2 HD, +1 Size, +2 natural armor, an Int of 4, and Improved Evasion.
Sneak Attack: Renamed Precision Damage. Choose one of Sudden, Skirmish, Sneak Attack or similar bonus damage ability. Damage reduced to 1d6+1d6/4 lvls.
Bardic Music: You gain the Bardic Music ability using any perform skill as a Bard of your class level. Requires Perform(Any) as a Class Skill with 1 rank.
Vitalist

Prerequisites: A healing ability
Bonus: You gain the Vitalist Collective and Collective Heaing class features treating the class you qualified for this ability as your Vitalist level and using your casting modifier instead of Wisdom.
Special: This feat can only be taken as a Generic bonus feat.
Soulbound Weapon

Prerequisite: Hidden Talent
Bonus: You gain the Psychic Warrior Soulbound Weapon ability.
Master's Knack

Prerequisite: 4 or more base skill points per level
Bonus: You gain a Master's Knack you meet the prerequisites for from the Master class.
Gramaric Student

Prerequisite: 4 or more base skill points per level
Bonus: You gain a gramaric specialization and the 101 principle for that discipline. You may change all Gramarie related features relying on Cha to a mental stat of your choice when you gain this feat, this decision cannot be changed.
Shapeshifter

Prerequisite: Control Shape and Know(Nature) rank 1
Bonus: You gain the druid Shapeshift class feature as a druid of your level. Adding aquatic form at level 1 for +4 Dex enhancement bonus, 30ft swim speed, the Hold Breath ability, and a 1d6 slam attack, level 4 adds the effect of the Flyby Attack feat for swimming. You must make a Control Shape checks to use this ability as though you were a lycantrope unaffected by the moon(DC 15 to change into an animal, DC 20 to change back). This check is a free action, but you may take 10 or 20 as a 1 minute or 2 minute action respectfully.
Spellfire Adept

Prerequisite: Spellfire Weilder, 2 ranks Spellcraft
Bonus: Your Spellfire may be used to mimic other magic. This can count as a Destructive Blast, Cure(spell heightened to half of caster level or talent), Energy Ray(spell or power heightened to half of caster level always [Fire]), Blast Invocation(Eldritch, Elemental, or Breath heightened to half of caster level), or Burning Blade. The damage is Spellfire and cannot be changed by effects that could normally apply to the mimicked effects. This ability costs Spellfire charges equal to twice the caster level equivalent of the effect. Caster level equivalent is limited to your level. For the purposes of spell level increases or equivalent, add two times the level increase to the charge cost as long as it never exceeds half of the base cost. For the purposes of Sphere effects, you can subsume Spell Point cost as if it were a spell level gain, or pay it as normal. For the purposes of Burning Blade you have Con readied maneuvers and need to burn an equal or greater amount of Spellfire to recover one maneuver. This can be done via any means of releasing Spellfire but is increased to a minimum of a move action.
Special: The Spellfire used in the respective ways count as the mimicked effect and can be modified and qualify as such. However, any effect that can't be qualified for without this ability must use the effects of Spellfire Adept for any additional abilities gained. For example, getting the Feiry Burst reserve feat would deal Spellfire Damage and still burn Spellfire per use as if it were a spell of the reserved level and thus minimum caster level of times two minus one.
Spelltheif

Prerequisite: Spellcraft 1 rank, Slight of Hand 1 rank
Bonus: You gain greater control over magical manipulation. You may take the Steal Spells talent without the skill prerequisite. When countering, breaking, or otherwise eliminating spells, sphere effects, or psionic abilities from enemies, you may absorb some of that power assuming you already have the ability to perform that and level type of magic.

Eliminating spells lets you pick one of the eliminated spells at random and have it prepared instantly as a bonus spell, this spell remains prepared for only CL minutes before it dissipates as if cast.
Eliminating sphere effects grants the temporary spell points of a generic level one unmodified Siphon Blast except in the case of Siphon Blast itself which has its siphoned spell points increased by one die type.
Psionic effects let you reabsorb the un-augmented power point cost of a power one level lower than the highest power eliminated(minimum 1). These temporary power points last ML minutes before dissipating as if manifested.
Eliminations by spellfire let you absorb spellfire charges as if the eliminated magic were a psionic power with spellfire charges equal to power points, spell level equal to power level, and half of caster level(rounded down) equal to spell level for effects without one listed. These charges remain indefinitely, but cannot exceed your normal maximum and your eyes also glow(-4 stealth), shedding light as a candle, for one minute per charge absorbed.

Special: Managing to eliminate with invocations is also possible, but success simply increases your invocation per encounter limit by one. Supernatural effects can also be used, most notably the Arcane discipline, success allows one extra use of the countering ability without need of refreshing.



Spheres of Power

Extra Talent: you can take this feat up to your casting stat modifier times(plus one if Basic Magical Training is converted)
Extra Spell Points: you can take this feat up to your casting stat modifier times
Spell Adept: May only know casting stat modifier divvied by spell level(rounded down, 0 counts as 1) spells per spell level. So someone with casting stat of 20 would have 5 zero level, 5 first level, 2 second level, and 1 third level spell known assuming they have a caster level of 5 or more.
Counterspell: May use any Counterspell feat with Spells, Power Points, or Spellfire(as power points)of equal or higher effective level than the target effect. This also removes Sphere specific prerequisites.
Transformation: May be taken as a racial trait for any race at the cost of 4 RP. If you have this racial trait, you count as four levels higher for the purposes of gaining new traits with Improved Transformation, but for no other purpose.


Normal

Dual Casting Tradition:

Prerequisites: Spherecasting
Benefit: You may choose two spheres to add to your casting tradition limitation.
Special: This may only be taken once.
Spellbreaker:

Prerequisites: Base attack bonus +4 or Spellthief, Spellcraft 2 ranks
Benefit: You may make a spellbreaker strike. Make a normal standard action melee attack. If you hit and deal damage, you destroy one of the target’s highest-level spell slots, power points, or a spell point. The slot or points are expended, as if the victim had used it to cast a spell, sphere ability or power. You cannot destroy a spell slot of a higher level than you have ranks in Spellcraft; you destroy the highest spell slot possible if your ranks in Spellcraft are lower than the target’s highest-level spell slot.
Special: You may activate Spellthief as a move action to steal a broken spell, effectively casting it as a move action. Or you may convert it into pure power, granting a temporary spell point, equivalent spell slot, spellfire, or power points for your caster level rounds.
Feedback

Prerequisites: Spellbreaker, base attack bonus +6 or Spellthief with 3d6 bonus damage, Spellcraft 4 ranks.
Benefit: When you destroy an enemy’s spell slot, power points, or spell point with the Spellbreaker feat, the energy is converted into raw power that damages the opponent. The opponent takes 1d4 points of damage per spell or power level destroyed with spell points counting as spells of half the target's caster level. This damage is in addition to the damage your attack deals. Spell resistance connot prevent this damage.
Open Least Chakra: You may open your Totwm Chakra, grants +1 insight bonus on Knowledge(Nature) and Survival.
Extra Spell: You may only take this up to your casting stat modifier times.
Extra Slot: You may only take this up to twice your casting stat modifier times.
Spellfire Weilder: You may now also absorb sphere effects as spells of half their CL(rounded down).



Racial
Undead:

Bloodsucker:

Prerequisites: Undead
Bonus: Your hunger is living blood. You are treated as a vampire or dhamir for all prerequisites and may choose a vampiric heritage. You gain the dhampir Fangs and Light Sensitivity racial traits. You may also take the Blood and Life spheres with the Glory drawback.
Special: This may only be taken at first level and you may only take one first level racial feat.
Vampirism:

Prerequisites: Undead, Bloodsucker, Blood Drinker, character level 6
Bonus: Any humanoid, or monstrous humanoid who takes Con damage from you drinking their blood must make a Fortitude save(DC 10+Cha+Con drained) or be afflicted with mild vampirism. This is a supernatural disease. Initial onset is instant with further saves once per week(DC increasing by 1 per week and by 1 per failed hunger save), it requires Cha consecutive saves to cure. This causes them to gain hunger as a vampire in addition to their normal sustenance needs. As an added detriment, they take a Con penalty equal to the Str/Cha penalty from hunger, were they to reach 0 Con or otherwise die while afflicted, they come back as a level 1 Undead with the Bloodsucker feat as their first level feat, but gain the Fast experience track instead of Medium to reflect the knowledge of their previous lives.
Special: Any creature with this ability that gains the Evolved Undead template does not gain SLAs, but instead gains the Lifewell ability of a Lifedrinker and may spend a point to count as a meal. Subsequent applications of the template increase effective Lifedrinker level by one, at 5 you gain Invigorate, at 10 you gain Greater Invigorate. After that you gain SLAs as normal.
Rattling Bones:

Prerequisites: Undead
Bonus: Your lose your hunger. You take -10 to disguise yourself as anything other than a skeleton.
Special: This may only be taken at first level and you may only take one racial feat.
Brain Eater:

Prerequisites: Undead
Bonus: Your hunger is brains. Once per day, upon eating a brain, you may cast Speak With Dead on the brain as an SLA as a 1 min cast, CL equal to HD. This is done internally, nonverbally and you must make an Autohypnosis check equal to 10+ HD of the target to get the information you want as the target’s memories flash in your mind.
Special: This may only be taken at first level and you may only take one first level racial feat.
Zombie Infection:

Prerequisites: Undead, Brain Eater, character level 6
Bonus: You gain a supernatural injury disease. It only takes effect if they die from one of your natural attacks or unarmed strikes. The target becomes a Zombie and, if it has at least 6 HD, gains this feat as a bonus feat weather or not they would otherwise qualify. They may make a Will save(DC 10+your HD) for their soul to remain in their body. If they succeed, they don't gain this ability as a bonus feat. Instead they regain half of their total health(rounded down) and may act normally for 1d6 minutes, the only change is that their type becomes Undead. Every minute after the 1d6 minutes is up, they get a permanent negative level that bypasses immunity, when they reach 0, they rebuild into a level 1 Undead with the Brain Eater feat as their first level and the Fast experience track instead of Medium. You have no special control over this zombie, weather it remains sentient or not, but if mindless it is indifferent toward other Undead.
Special: If any creature with this ability gains the Evolved Undead template, they may forego the SLAs they would have gained from that template in order to apply a disease template to this ability.

Elemental:

Pseudoelemental Being:

Prerequisites: Elemental-Bodied
Bonus: You have another choice beyond the normal Pseudoelemental Being feat.

Arcane: You have no elemental subtype, and gain SR 5, +2 Cha, the Magical Body trait of an Awakened Spell, and the effects of the Draining Casting drawback for any form of magic used. But you also gain a boon depending on your magic.
Invocation: You may add your Con modifier to your effective Cha in determining bonus Invocations. You may increase casting time one step to ignore the effects of Draining Casting.
Spells: You gain the Blood Component ability of the Tainted Sorcerer.
Spheres: You gain the Fortified Casting boon.
Initiators: Only affects Su maneuvers. You may add your Con modifier to your IL. You base IL counts as your caster level for determining the effects of Draining Casting.
Spellfire: You may gain Con charges as a full round action that provokes attacks of opportunity. Your healing Spellfire also adds Con temporary health for Con rounds, this health does not stack. Your caster level counts as the number of charges you have at time of casting for determining the effects of Draining Casting.


Special: This feat may only be taken at 1st level.

Ruethgar
2020-01-17, 06:23 PM
E6

Rigorous Study: requires Gramaric Student, 6 ranks in the associated skill, and at least three Gramaric principles. Gain access to Magesterial principles of your specialization.
Eureka: requires Gramaric Student and Rigorous Study. You gain a Discovery you qualify for.
[indent]Special: You may take this feat up to 3 times.
Spellfire Weaver: requires Spellfire Adept, 6 ranks of Spellcraft. You add Break Enchantment and Dispel Magic to mimicked abilities. You gain the doubly expanded pool of a Spellfire Channeler. You also learn an Incantation to repair the weave.



Ley Genesis
Sphere: Creation; Level: 9th
Skill Check: DC 35 every day in order one Knowledge(Geography), alternating four Spellcraft, four Craft(Weaving)
Casting Time: 36hr
Components: S, V, XP(5000), Spellfire(equal to five times the desired caster level each day)
Range: Touch
Effect: One Class 1 earth node with a 20-ft. diameter
Duration: Intantaneous
Saving Throw: Will Negates(Harmless), SR: No

Description
Ley Genesis has the same effects of Node Genesis plus the weave repair of Silver Fire over the same area. You start by surveying the area which the Knowledge(Geography) check. Then you begin to draw in the ley lines, weaving them together into a perfect tapestry. Unlike many incantations, Ley Genesis can be, and is in fact intended to be, used in a dead, or wild magic zone(but not antimagic).

Backlash
You cause an Extraordinary Spell Ward(as the Protection Sphere Talent) to blanket 15ft radius per target caster level of the node that lasts a year per caster level. Furthermore, a 30ft radius per caster level Dead Magic zone appears(or expands). Any normal magic zones out to 45ft per caster level become Wild Magic zones. The caster loses the ability to benefit from all forms of magic for month per caster level and is targeted with a Disjunction at the node's caster level. Furthermore, they take 1d6 ability damage to their casting ability per two caster levels of the node(not limited to 0).