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RandomFellow
2007-12-06, 10:56 AM
Root

Timeline (http://www.giantitp.com/forums/showpost.php?p=3622064&postcount=2)
Nation List

The Aluran Republic (http://www.giantitp.com/forums/showpost.php?p=3622071&postcount=3)

The Kingdom of Noram (http://www.giantitp.com/forums/showpost.php?p=3622077&postcount=4)

The Kingdom of the Fae (Note, Common Nickname.) (http://www.giantitp.com/forums/showpost.php?p=3622088&postcount=5)

The Kingdom of the Obscurum (Note, Common Nickname.) (http://www.giantitp.com/forums/showpost.php?p=3622097&postcount=6)

The Second Human Empire (http://www.giantitp.com/forums/showpost.php?p=3622103&postcount=7)
Calendars, Astronomy, and Cosmology! Oh My!

Calendar (http://www.giantitp.com/forums/showpost.php?p=3669889&postcount=80)

Astronomy (http://www.giantitp.com/forums/showpost.php?p=3677456&postcount=83)

Cosmology (http://www.giantitp.com/forums/showpost.php?p=3707948&postcount=84)
Pantheons

Southern Gods


TBD

Northern Gods


TBD

The One True Faith


TBD

The Fae Pantheon


TBD

The Dark Triad


Morthos


Sonnii


Orcus
Regions

The Canton Archipelago (http://www.giantitp.com/forums/showpost.php?p=3658598&postcount=77)


The Isle of Canton (Aluran Republic, Far West)



Colony Information (Aluran Republic) (http://www.giantitp.com/forums/showpost.php?p=3622261&postcount=19)



The Tribes of the Isle of Canton (http://www.giantitp.com/forums/showpost.php?p=3640635&postcount=75)



Map – Island Detail (http://www.giantitp.com/forums/showpost.php?p=3622266&postcount=20)



Map(s) – Fine Detail

The Isle of the Winds (http://www.giantitp.com/forums/showthread.php?t=66441)



Island Information (http://www.giantitp.com/forums/showpost.php?p=3794023&postcount=88)



Organizations



Map – Island Detail (http://www.giantitp.com/forums/showpost.php?p=3794013&postcount=87)



Map(s) – Fine Detail
Templates

Nation/Region Ancestry Templates


Southerner (Aluran) (http://www.giantitp.com/forums/showpost.php?p=3622293&postcount=22)


Northerner (Noram) (http://www.giantitp.com/forums/showpost.php?p=3622300&postcount=23)


Elf of the Kingdom (http://www.giantitp.com/forums/showpost.php?p=3622314&postcount=26)


Creature of the Deep Earth (Obscurum) (http://www.giantitp.com/forums/showpost.php?p=3622329&postcount=28)


Imperial (http://www.giantitp.com/forums/showpost.php?p=3622304&postcount=24)


Canton Goblin Elder (http://www.giantitp.com/forums/showpost.php?p=3717998&postcount=85)

Half-Race Templates


Half-Devil (http://www.giantitp.com/forums/showpost.php?p=3794031&postcount=89)

Divine Reward Templates


Chosen of Asmodeus (http://www.giantitp.com/forums/showpost.php?p=3794034&postcount=90)


Death Thane (http://www.giantitp.com/forums/showpost.php?p=3844114&postcount=95)

Major Organizations

TBD
National Classes

The Aluran Republic


Spellcasters



The Aluran Arcanist (Base Class) (http://www.giantitp.com/forums/showpost.php?p=3622354&postcount=31)



The Aluran High Mage (PrC) (http://www.giantitp.com/forums/showpost.php?p=3622417&postcount=33)



The Aluran Shadow Mage (PrC) (http://www.giantitp.com/forums/showpost.php?p=3622443&postcount=34)



The Aluran Blue Mage (PrC) (http://www.giantitp.com/forums/showpost.php?p=3622473&postcount=35)



Aluran Mage-Captain (PrC) (http://www.giantitp.com/forums/showpost.php?p=3622533&postcount=40)



Aluran Mage-General (PrC) (http://www.giantitp.com/forums/showpost.php?p=3622539&postcount=41)



Base Class Variants (http://www.giantitp.com/forums/showpost.php?p=3622481&postcount=36)


Direct Combat Classes



The Aluran Mage-Guard (Base Class) (http://www.giantitp.com/forums/showpost.php?p=3622508&postcount=37)



The Aluran Rune Soldier (PrC) (http://www.giantitp.com/forums/showpost.php?p=3622521&postcount=38)


Skill Monkeys



Base Class Variants (http://www.giantitp.com/forums/showpost.php?p=3622526&postcount=39)


Socially Unacceptable Classes (http://www.giantitp.com/forums/showpost.php?p=3622544&postcount=42)

The Kingdom of Noram


Spellcasters



Druid of the Frozen North (PrC)



Northern Shaman (Base Class) (http://www.giantitp.com/forums/showpost.php?p=3622561&postcount=44)



Base Class Variants


Direct Combat Classes



Beserker Of Aeros (PrC)



Base Class Variants


Skill Monkey



Base Class Variants


Socially Unacceptable Classes

The Second Human Empire


Spellcasters



Imperial War Wizard (PrC) (http://www.giantitp.com/forums/showpost.php?p=3622596&postcount=50)



Imperial Inquisitor (PrC)



Imperial Necromancer (PrC) (http://www.giantitp.com/forums/showpost.php?p=3622609&postcount=52)


Direct Combat Classes



Imperial Crusader (PrC)



Base Class Variants (http://www.giantitp.com/forums/showpost.php?p=3622620&postcount=54)


Skill Monkey



Imperial Cleaner (PrC) (http://www.giantitp.com/forums/showpost.php?p=3622627&postcount=55)



Base Class Variants


Socially Unacceptable Classes (http://www.giantitp.com/forums/showpost.php?p=3622640&postcount=57)

Kingdom of the Fae


TBD

Kingdom of the Obscurum


TBD
Organizational Classes (e.g. Specific Church High Priest Class)

High Priest of Asmodeus (http://www.giantitp.com/forums/showpost.php?p=3794073&postcount=94)
Flora
Fauna

Soul Hound (http://www.giantitp.com/forums/showpost.php?p=3664748&postcount=78)
Feats

General (http://www.giantitp.com/forums/showpost.php?p=3622662&postcount=60)

Corpsecrafting (http://www.giantitp.com/forums/showpost.php?p=3622674&postcount=61)

Metamagic (http://www.giantitp.com/forums/showpost.php?p=3622680&postcount=62)
Skills

Language List (http://www.giantitp.com/forums/showpost.php?p=3669026&postcount=79)
Magic Items

Magic Items, Craftable (http://www.giantitp.com/forums/showpost.php?p=3622689&postcount=63)

Magic Items, Artifacts (http://www.giantitp.com/forums/showpost.php?p=3794064&postcount=93)
Spells

Abjuration (http://www.giantitp.com/forums/showpost.php?p=3622701&postcount=64)

Conjuration

Divination (http://www.giantitp.com/forums/showpost.php?p=3622718&postcount=66)

Enchantment

Evocation

Illusion (http://www.giantitp.com/forums/showpost.php?p=3622734&postcount=69)

Necromancy (http://www.giantitp.com/forums/showpost.php?p=3622744&postcount=70)

Transmutation
Cleric Domains

Racial Domains (http://www.giantitp.com/forums/showpost.php?p=3648128&postcount=76)

Non-Racial Domains (http://www.giantitp.com/forums/showpost.php?p=3794045&postcount=92)

Misc. Suggestions

Suggested Sources List (http://www.giantitp.com/forums/showpost.php?p=3622759&postcount=72)

Suggested Player Power Level (http://www.giantitp.com/forums/showpost.php?p=3622763&postcount=73)

Suggested House Rules (http://www.giantitp.com/forums/showpost.php?p=3622772&postcount=74)


P.S.
At the moment, everything here is untested. I just find when building a world fixing things is easier earlier rather than later. So, I would like both corrections to fluff (e.g. I contradict myself) and crunch (e.g. you think something is overpowered). Thanks for helpin'. =)

RandomFellow
2007-12-06, 10:58 AM
Timeline (TBD)

Quickie Basics:
PR = Post Revolution, The Revolution being the general revolt (by Humans, Gnomes, and Orcs) against the Fae that has resulted in the modern nation-states. Both Dwarves and Halflings have been eradicated before 0 PR (the beginning of human history).

PR -3000 The Kingdom of the Fae has brought the last of the primitive animals (humans) in line. This begins the golden age of the Elven Race where (for the most part) all of them are free of responsibility. The slaves do all the work and the Elves can spend their lives on important things, such as partying. After the 'conquering' generation dies out...the elves slowly lose what made them meanest, most powerful bunch of thugs on the block. Meanwhile, the enslaved races (kobolds, gnomes, humans, dwarves, halflings, and orcs) are gaining knowledge of things like writing and spellcasting. The elves don't mind since they are, after all, the superior race and more useful slaves = more time to party.

PR -98 to 0 Eventually, the slaves become (magically and technologically speaking) on par with their near-immortal overlords. When the 'slave caste' revolts against their oppressors and manages to force the elves to withdraw to the eastern half of their Empire.

...unimportant to your characters lives for the moment...

PR 309 to 367 The Kingdom of the Fae (The real name is virtually unpronounceable by non-elves. They like being contrary) attempts to reconquer the 'lesser' races and are eventually defeated by the combined might of the Empire, Republic, and Noram. Or more precisely, the Fae stopped attacking them and the 'lesser' races feel that is represented victory and a truce. The Truth is, the Fae leadership felt fighting on four fronts at once was inefficient and so switched to the defensive versus the surface races while focusing on re-conquering the kobold kingdom of Obsucurm.

PR 410 to 418 The Second Human Empire attacks the Republic. The Kingdom of Noram, the Republic's only ally, responds by granting letters of marque to their merchant marine as well as effectively handing the Republic control of its miliary. However, it was not exactly a 'surprise' attack when the Clerics spend the preceding year preparing to declare a Holy War on all Non-Believers. For the record, the Second Empire has a slightly larger population than the Republic and Noram combined. As well as a comparably sized military. And the kobold kingdom is is on the desperate defensive after a 110 years of war with the Elves.

PR January, 419 – The War with the Second Human Empire is over, the Imperial Navy has been decimated by the superior trained Aluran Navy as well as the strategic genius of First Sea Lord Emerald (He's a gnome.). That, and with the assistance of their allies the Aluran Navy was only outnumbered by about five percent. However, the Imperial Army was able to prevent any serious territorial losses during the course of the war and the Republic's population has once more turned to the uncivilized Western Isles for expansion of its territory.

RandomFellow
2007-12-06, 11:00 AM
The Aluran Republic
"The Civilization on the Hill, Sort Of"
Alignment: TN with mostly LN rulers.
Capital: Alura (pop. 150,000)
Notable Settlements: Romus (pop. 112,500), Remus (pop. 101,250)
Total Population: 100,000,000
Races: Human, Gnome, with a sprinkling of a Half-Humans (Half-Elves or Half-Orcs) and Orcs.
The Gods: The Southern Pantheon, primarily, however other religions are tolerated...barely.
Ruler: High Chancellor James Valora serves at the Will of the Senate
Government: The Republic is ruled by the democratic (if by democratic, you mean land owning citizens of non-colonial states) Senate. To become a Senator one must an Aluran Arcanist, as well as very wealthy.
Location: The Southern Nation of the West (Southernmost, to the West of the Empire)

Description:
TBD

RandomFellow
2007-12-06, 11:01 AM
The Kingdom of Noram
"The Warrior Culture of the North"
Alignment: CN with mostly TN or LN rulers.
Capital: Noram (pop. 83,785)
Notable Settlements: Port Royal (pop. 75,406)
Total Population: 48,750,000
Races: Human, Orc, with a sprinkling of a few other races.
The Gods: The Northern Pantheon
Ruler: King Og'ruuk the Righteous of the House of Noram, Protector of the Northern Faith, Lord of North March, Slayer of Elves
Government: The Kingdom of Noram is a strict monarchy where Noble Title is the primary deciding factor in a person's position in government. The King of Noram rules seventeen duchies (ruled by Dukes or Duchesses) which in turn are each divided into four counties (ruled by Counts or Countesses). Estates for Knights and Barons are created at the whim of their superiors, and removed just as easily.
Location: Directly North of the Republic and Northwest of the Colonies

Description:
TBD

RandomFellow
2007-12-06, 11:02 AM
The Kingdom of the Fae (True name is Unpronounceable.)
"We are the Greatest of All Races."
Alignment: NE with LE (mostly) rulers.
Capital: (Unpronounceable Name) (pop. 151,789)
Notable Settlements: (Unpronounceable Name) (pop. 136,610), (Unpronounceable Name) (pop. 122,949)
Total Population: 160,000,000
Races: Elves, and more elves. (All subraces)
The Gods: The Fae Pantheon
Ruler: High Queen (Unpronounceable), (Unpronounceable Titles)
Government: Unclear...vaguely medieval nobility.
Location: The East

Description:
TBD

RandomFellow
2007-12-06, 11:04 AM
The Kingdom of the Obscurum (True Name Unpronounceable)
"The Darkness is our domain. Leave us be."
Alignment: TN with LN (mostly) rulers.
Capital: (Unpronounceable Name) (pop. 183,847)
Notable Settlements: (Unpronounceable Name) (pop. 156,269), (Unpronounceable Name) (pop. 132.828)
Total Population: 200,000,000
Races: Kobolds and Druegar. (All subraces)
The Gods: The Dark Triad (Morthos, Sonnii, Orcus)
Ruler: Unpronounceable Title & Name
Government: Unclear
Location: Underneath Erth's Crust

Description:
TBD

RandomFellow
2007-12-06, 11:05 AM
The Second Human Empire
"The Followers of the One True Faith"
Alignment: TN with LE (mostly) rulers.
Capital: Indium (pop. 183,711)
Notable Settlements: Porrin (pop. 137,783), Sirius (pop. 103,337)
Total Population: 150,000,000
Races: Human, Gnome, Orc, with a sprinkling of the half-human races (e.g. Half-Elves, Half-Orc).
The Gods: The One True God
Ruler: Empress Christiana Eros, Mistress of the Human Empire, Highest of God's Mortal Servants, Defender of the One True Faith, High Priestess of the First Temple
Government: The Imperial Government is filled with Priestesses and honorary Priestesses (such as the Empress).
Location: Directly East of the Fae Kingdom, East of the Republic&Noram

Description:
TBD

RandomFellow
2007-12-06, 11:10 AM
TBD But Quickie:
The Southern Pantheon is more along the more decadent members Greek Gods in terms of personality, wenching and drinking is high on the list...building a following is waaaaay down there.

The Southern Pantheon is the largest of the Pantheon, with its deities numbering in the thousands. And none are worshiped individually as there is a deity which governs every aspect of life...and no one but monks have time to pray to several thousand gods regularly.

RandomFellow
2007-12-06, 11:12 AM
TBD but Quickie:
The Northern Gods are brutish and warlike. Technically, they could all be considered gods of warfare of one sort or another. However, chief among them is the Aeros, God of War and Champion of the Oak Father.

RandomFellow
2007-12-06, 11:13 AM
Reserved for Sil

RandomFellow
2007-12-06, 11:14 AM
Reserved for Aeros

RandomFellow
2007-12-06, 11:15 AM
Reserved for Inara.

RandomFellow
2007-12-06, 11:16 AM
Reserved for the minor deities which lack a devout clerical order. However, shrines to them are quite common.

TBD

RandomFellow
2007-12-06, 11:19 AM
TBD But Quickie:

The One True Faith is a dark, twisted monotheistic religion. This is the Empire's Religion. Probably an LE god focused on gaining power through world conquest or similar BBEG creating, and cliche, type.

RandomFellow
2007-12-06, 11:21 AM
TBD...but this is a very vile and evil pantheon with a couple of decent deities who are looked down upon as weaklings due to their concept of 'morality'. Logically, the most logical race is the superior one as it will choose the correct choices rather than make emotional decisions. Therefore, elves are better than all other races.

RandomFellow
2007-12-06, 11:22 AM
Reserved for Morthos, the Kobold Overgod.

RandomFellow
2007-12-06, 11:23 AM
Reserved for the Lady of Darkness and Deception.

RandomFellow
2007-12-06, 11:25 AM
Reserved for Orcus, Kobold diety of the Life/Death Cycle as well as Justice.

RandomFellow
2007-12-06, 11:36 AM
Canton
"The only source of Mithral within ten thousand miles."
Hexes: 3.25 (180 square miles)
Population:12000
Population Centers:
City Populations:
Towns:1
Town Population Total: 3582
Villages:30
Village Population Total:8358
Description
The Colony of Canton was founded in PR 410 by a powerful High Mage named Vala Sune who was cast out of the Senate due to her...unorthodox view point on the use of magic. It is not entirely clear what that view is, only that she was effectively exiled from the Republic's Capital and politely told to go somewhere and die. Suffice to say, she was not particularly happy and is leveraging the only source of Mithral within the Republic (and the wealth it brings her) in order to pry open the doors that lead to a Senate seat.

Unfortunately, the island is heavily infested with various goblinoids and giantkin. Thankfully, a full division has been stationed on the Island shortly after the flow of Mithral allowed her to bribe the right people. And with the end of the war...adventurers, mercenaries, and bounty hunters will be in low demand. The perfect resource to expend against a dangerous infestation of homicidal creatures.


Colonial Population
NPC-Classed : 9600
Adepts – 600
Commoners – 7200
Expert – 1080
Warrior – 720

PC-Classed 2400
Fighter-Types (Fighters, etc.) - 1080 (162 level 9, 205 level 6, 313 level 3, 400 level 1)
Skill-Types (Rogues, etc.) - 720 (108 level 9, 137 level 6, 209 level 3, 266 level 1)
Spontaneous Spellcasters – 600 (90 level 9, 144 level 6, 174 level 3, 192 level 1)

Note: The majority of PC-classed (2000) are the division of the Republican Army assigned to the Colony until the Island has been secured. However, they are needed to stay with the 'inhabited' zone due to company sized patrols and maintaining a large enough concentration of force to respond to any large enemy forces. The local population of 'vermin' numbers almost 8000. However, they are diverse and tribal. The odds of anything more than 1500 or so showing up to launch an all out assault on the colony are remote. That said, it is the reason the division of troops is stationed in the only major population center (town).

This, like alot of fluff things, is TBD beyond the general direction.

RandomFellow
2007-12-06, 11:37 AM
1 Hex = 8 Miles = Day's worth of travel at 10' Movement Speed (e.g. If you were Human with a land speed of 30' you could move 3

hexes per day. If you were a Gnome with a land speed of 20' you could move 2 hexes per day.)

Each Hex represents 55 square miles of territory.

The Colony of Cantron is about 3.25 Hexes worth of land.

http://www.webfilemirror.com/Erth/TheColonyOfCanton_OneQuarter.png (http://www.webfilemirror.com/Erth/TheColonyOfCanton_8MileWideHex_55SquareMileHex.png )

RandomFellow
2007-12-06, 11:38 AM
Post Reserved for Fine Detail Maps of Canton (e.g. Town Maps, Village Maps)

RandomFellow
2007-12-06, 11:45 AM
Size and Type
The creature gains the subtype [Divine Blooded]. Size is unchanged.

Special Qualities
None

Abilities
-2 Str, -2 Dex, -2 Con, +4 Cha

Challenge Rating
Same as the base creature.

Environment
The Aluran Republic

Alignment
Any.

Advancement
By character class.

Level Adjustment
Same as the base creature.

RandomFellow
2007-12-06, 11:46 AM
Size and Type
The creature gains the subtype [Divine Blooded]. Size is unchanged.

Special Qualities
None

Abilities
+2 Str, +2 Dex, +2 Con, -2 Int, -2 Wis, -2 Cha

Challenge Rating
Same as the base creature.

Environment
The Kingdom of Noram

Alignment
Any.

Advancement
By character class.

Level Adjustment
Same as the base creature.

RandomFellow
2007-12-06, 11:47 AM
Size and Type
Type is unchanged. Size is unchanged.

Special Qualities
Obstinate (Ex)
Against spells with the [Mind-Affecting] descriptor and a duration, Imperials may save every round. A successful save ends the [Mind-Affecting] spell.

Faith (Ex)
Imperials gain a +4 morale bonus to all skill checks, attack rolls, weapon damage rolls, and saving throws. This bonus applies only when acting against Heathens or laboring towards something important to the One True Faith.

Abilities
-2 Con, -2 Int

Challenge Rating
Same as the base creature.

Environment
The Second Human Empire

Alignment
Any.

Advancement
By character class.

Level Adjustment
Same as the base creature.

Fuum Bango
2007-12-06, 11:48 AM
Seems like everybodies got a setting! I'll need more information before I really comment, but it seems ok.

In The Second Human Empire I think it would be cool if the orcs, humans and gnomes lived seperate lives, hating each other. Humans work by day, orcs by night and gnomes in a different part of the empire, almost hiding, pretending they aren't part of the empire at all. Faith is all that links them. :smallbiggrin:

RandomFellow
2007-12-06, 11:48 AM
Size and Type
Type is unchanged. Size is unchanged.

Special Qualities
None.

Abilities
-2 Str, +2 Int

Challenge Rating
Same as the base creature.

Environment
The Kingdom of the Fae

Alignment
Any.

Advancement
By character class.

Level Adjustment
Same as the base creature.

RandomFellow
2007-12-06, 11:50 AM
Seems like everybodies got a setting! I'll need more information before I really comment, but it seems ok.

In The Second Human Empire I think it would be cool if the orcs, humans and gnomes lived seperate lives, hating each other. Humans work by day, orcs by night and gnomes in a different part of the empire, almost hiding, pretending they aren't part of the empire at all. Faith is all that links them. :smallbiggrin:

NOES! Must....resist...urge...to...start...over. :smalleek:

That said, the Second Human Empire is going to be more or less a single culture with little internal dispute. I'm dividing belief systems, etc. by nation rather than race. I never liked 'All dwarves are like so', 'All elves are like so'.

RandomFellow
2007-12-06, 11:51 AM
Size and Type
Type is unchanged. Size is unchanged.

Special Qualities
Enhanced Darkvision (Su)
Darkvision 60' or +60' to existing racial Darkvision.

Light Blindness (Ex)
Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds citizens of the Obscurum for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.

Abilities
No Change.

Challenge Rating
Same as the base creature.

Environment
The Second Human Empire

Alignment
Any.

Advancement
By character class.

Level Adjustment
Same as the base creature.

RandomFellow
2007-12-06, 11:53 AM
TBD, Reserved for that.

Fuum Bango
2007-12-06, 11:53 AM
NOES! Must....resist...urge...to...start...over. :smalleek:

That said, the Second Human Empire is going to be more or less a single culture with little internal dispute. I'm dividing belief systems, etc. by nation rather than race. I never liked 'All dwarves are like so', 'All elves are like so'.

Haha, sorry. Well your image is as good as mine, I might use it myself!:smallsmile:

Nice to see religion as a main part of a world.

RandomFellow
2007-12-06, 11:57 AM
The Aluran Arcanist is the Republic's mage-priest which serves as both a battle mage and priest of the Southern Pantheon.

Table: The Aluran Arcanist
{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special|0|1st|2nd|3rd|4th|5th|6th|7th|8th|9th
1st|0|0|0|0|Turn or Rebuke Undead, Constrained Caster|4|3|—|—|—|—|—|—|—|—
2nd|1|0|0|0|Metamagic Specialist|4|4|—|—|—|—|—|—|—|—
3rd|1|1|1|1||5|4|1|—|—|—|—|—|—|—
4th|2|1|1|1||5|5|2|—|—|—|—|—|—|—
5th|2|1|1|1|Flexible Spontaneous Caster|6|5|3|1|—|—|—|—|—|—
6th|3|2|2|2||6|6|4|2|—|—|—|—|—|—
7th|3|2|2|2||6|6|4|3|1|—|—|—|—|—
8th|4|2|2|2||6|6|5|4|2|—|—|—|—|—
9th|4|3|3|3||6|6|5|4|3|1|—|—|—|—
10th|5|3|3|3||6|6|6|5|4|2|—|—|—|—
11th|5|3|3|3||6|6|6|5|4|3|1|—|—|—
12th|+6/+1|4|4|4||6|6|6|6|5|4|2|—|—|—
13th|+6/+1|4|4|4||6|6|6|6|5|4|3|1|—|—
14th|+7/+2|4|4|4||6|6|6|6|6|5|4|2|—|—
15th|+7/+2|5|5|5||6|6|6|6|6|5|4|3|1|—
16th|+8/+3|5|5|5||6|6|6|6|6|6|5|4|2|—
17th|+8/+3|5|5|5||6|6|6|6|6|6|5|4|3|1
18th|+9/+4|6|6|6||6|6|6|6|6|6|6|5|4|2
19th|+9/+4|6|6|6||6|6|6|6|6|6|6|5|4|3
20th|+10/+5|6|6|6||6|6|6|6|6|6|6|6|5|4
[/table]

Table: Aluran Arcanist, Spells Known
{table=head]Level|0|1st|2nd|3rd|4th|5th|6th|7th|8th|9th
1st|4|2|—|—|—|—|—|—|—|—
2nd|4|2|—|—|—|—|—|—|—|—
3rd|4|2|1|—|—|—|—|—|—|—
4th|5|3|1|—|—|—|—|—|—|—
5th|5|3|2|1|—|—|—|—|—|—
6th|5|3|2|1|—|—|—|—|—|—
7th|6|4|2|2|1|—|—|—|—|—
8th|6|4|3|2|1|—|—|—|—|—
9th|7|4|3|2|2|1|—|—|—|—
10th|7|5|3|3|2|1|—|—|—|—
11th|7|5|4|3|2|2|1|—|—|—
12th|7|5|4|3|3|2|1|—|—|—
13th|7|6|4|4|3|2|2|1|—|—
14th|7|6|5|4|3|3|2|1|—|—
15th|7|7|5|4|4|3|2|2|1|—
16th|7|7|6|5|4|4|3|2|2|1
17th|7|7|6|5|5|4|3|3|2|1
18th|7|7|7|6|5|5|4|4|3|2
19th|7|7|7|6|6|5|4|4|3|2
20th|7|7|7|7|6|6|5|5|4|3[/table]

Alignment
Any.

Hit Die
d4.

Class Skills
Spellcraft (Int), Knowledge (Arcana) (Int), Knowledge (Religion) (Int), Concentration (Con)

Skill Points at 1st Level
(2 + Int modifier) Χ 4.

Skill Points at Each Additional Level
2 + Int modifier.

Class Features
All of the following are class features of the Aluran Arcanist.

Weapon and Armor Proficiency
All simple weapons. They are not proficient with any type of armor or shield. Armor of any type interferes with the caster’s gestures, which can cause his spells with somatic components to fail.

Spells
An Aluran Arcanist casts arcane spells which are drawn from the sorcerer/wizard or cleric spell lists. He can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must (see below).
To learn or cast a spell, an Aluran Arcanist must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Arcanist’s spell is 10 + the spell level + the Arcanist's Charisma modifier.
Like other spellcasters, an Aluran Arcanist can cast only a certain number of spells of each spell level per day. In addition, he receives bonus spells per day if he has a high Charisma score.
An Aluran Arcanist's selection of spells is extremely limited. At each new Aluran Arcanist level, he gains one or more new spells. (Unlike spells per day, the number of spells an Aluran Arcanist knows is not affected by Charisma. The numbers on the table are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of by study. The Aluran Arcanist can’t use this method of spell acquisition to learn spells at a faster rate, however.


Prestidigitation At Will
An Aluran Arcanist may cast Prestidigitation as a spell-like ability. This ability may be used at will.

(Result? Little more than a flavor bonus)

Turning or Rebuking Undead (Su)
Any Aluran Arcanist, regardless of alignment, has the power to affect undead creatures by channeling the power of his faith through his holy (or unholy) symbol.
A good Aluran Arcanist (or a neutral Aluran Arcanist who worships a good deity) can turn or destroy undead creatures. An evil Aluran Arcanist (or a neutral Aluran Arcanist who worships an evil deity) instead rebukes or commands such creatures. A neutral Aluran Arcanist of a neutral deity must choose whether his turning ability functions as that of a good arcanist or an evil arcanist. Once this choice is made, it cannot be reversed.
An Aluran Arcanist may attempt to turn undead a number of times per day equal to his Charisma modifier. A Aluran Arcanist with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead.

(Result? Can turn undead on par with a cleric useful, but worth 3 bad saves?)

Constrained Caster
An Aluran Arcanist cannot cast a spell opposed to his alignment. LN/NN/CN casters cannot cast spells with the [Good] or [Evil] descriptors. A CG/NG/LG caster cannot cast spells with the [Evil] descriptor. A LE/NE/CE caster cannot cast spells with the [Good] descriptor. NG/NN/NE casters cannot cast spells with the [Law] or [Chaos] descriptors.

An Aluran Arcanist cannot use spells with a range of personal.

An Aluran Arcanist must choose two forbidden schools and may not forbid divination or illusion in order to meet this requirement. An Aluran Arcanist may not know any spell (on any list!) from those two schools.

An Aluran Arcanist has the blood of the Southern Gods running through his veins. As such, an Aluran Arcanist can only be a Human or Gnome of the Aluran Republic.

An Aluran Arcanist can only enter a PrC which is primarily for the Republic (e.g. Aluran High Mage, Aluran Shadow Mage).

(e.g. A LG Aluran Arcanist who forbids Evocation, Transmutation and Enchantment can never cast Miracle [evocation], Command, Greater [enchantment], Eagle's Splendor [transmutation] or Create Undead [evil].)

(Result? ~ ½ of each of the two main spell lists.)

Flexible Spontaneous Caster (Ex)
An Aluran Arcanist may replace one of his spells known with any spell in any spellbook he has access to. The Aluran Arcanist must perform the switch in the light of a full moon (or once a week if you are using a different setting). He may replace one spell per point of charisma modifier (e.g. +4 = 4 spells replaceable). This replacement is permanent. (e.g. If you swap Magic Missile for Identify and don' have access to a spellbook with Magic Missile in it, you can't get Magic Missile back) Arcanists with this class ability may create spellbooks as a Wizard does. However, an Aluran Arcanist's spells known are not put into the book for free.

(Result? Almost wizard flexibility, but not quite....and requires gold for every inch of that flexibility.)

Metamagic Specialist (Ex)
An Aluran Arcanist does NOT increase the casting time by spontaneously applying metamagic to his spells.

(Result? Same as the sorcerer taking the metamagic specialist variant from the PHBII.)

RandomFellow
2007-12-06, 12:00 PM
Haha, sorry. Well your image is as good as mine, I might use it myself!:smallsmile:

Nice to see religion as a main part of a world.

Eh no worries...I'm an organization freak when I'm not being lazy. =)

Ya, I prefer a world organized on religion/national culture rather than "We are drow." Glad I'm not alone. =)

P.S.
On the off chance a moderator is bored would they be so kind as to move the replies to the end of the stack once I'm done postin'?

RandomFellow
2007-12-06, 12:09 PM
An Aluran High Mage is the republic's answer to the Imperial and Fae Archmagi.

Requirements
To qualify to become an Aluran High Mage, a character must fulfill all the following criteria.

Skills
Spellcraft (Int) 17, Knowledge (Arcana) 17

Feats
Heighten Spell, Air Sense, Air Spell, Spell Focus and Greater Spell focus in at least one school

Spells
Capable of casting 7th level spells from six schools. Knowledge of 7th level spells from one of those schools and 4th level or higher for the other five schools. Capable of spontaneously applying metamagic without increasing casting time.

Table: Aluran High Mage
{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special|Spells per Day
1st|0|0|0|0|High Arcana Track , Lesser|+1 level of existing arcane spellcasting class
2nd|1|0|0|0|Secondary High Arcana Track, Lesser|+1 level of existing arcane spellcasting class
3rd|1|1|1|1|High Arcana Track|+1 level of existing arcane spellcasting class
4th|2|1|1|1|Secondary High Arcana Track|+1 level of existing arcane spellcasting class
5th|2|1|1|1|High Arcana Track , Greater|+1 level of existing arcane spellcasting class
6th|2|1|1|1|Secondary High Arcana Track , Greater|+1 level of existing arcane spellcasting class[/table]

Alignment
Any.

Hit Die
d4.

Class Skills
Spellcraft (Int), Knowledge (Arcana) (Int), Knowledge (Religion) (Int), Concentration (Con)


Skill Points at Each Additional Level
2 + Int modifier.

Class Features
All of the following are class features of the Aluran High Mage.

Weapon and Armor Proficiency
Gains no weapon or armor proficiencies.

Spells
An Aluran High Mage gains spells per day, caster level, and spells known as if he belonged to his previous spontaneous spellcasting class. He gains no other benefits he would have otherwise gained (such as bonus feats).


High Arcana Tracks


Counterspelling of the High Mage
Mastery of Counterspelling, Lesser (Su)
This ability takes up a 7th level spell slot. Any spell counterspelled by a High Mage with this High Arcana is treated as if affected by the spell, Spell Turning, unless the spell cannot be affected by Spell Turning.

Mastery of Counterspelling (Su)
A High Mage can use any spell of the same level. (e.g. To counter a fireball, a High Mage could heighten a Magic Missile spell to the 2nd level and expend it to counter the fireball. A High Mage could counterspell a Meteor Swarm with a Timestop spell). This ability takes up a 7th level spell slot.

Mastery of Counterspelling, Greater (Su)
A High Mage can counterspell once per round as a free action. This ability costs a 9th level spell slot. This ability is usable three times per day.

Power of the High Mage
Spell Power, Lesser (Su)
A High Mage gains a +1 to caster level (for purposes of level-dependent spell variables such as damage dice or range and caster level checks only). This ability costs a 5th level spell slot.

Spell Power (Su)
A High Mage gains an additional +1 to caster level (for purposes of level-dependent spell variables such as dice or range and caster level checks only). This ability costs a 5th level spell slot.

Spell Power, Greater (Su)
A High Mage gains an additional +2 to caster level (for purposes of level-dependent spell variables such as dice or range and caster level checks only). This ability costs a 9th level spell slot.

Innate Power of the High Mage

Spell Like Ability, Lesser
A High Mage gains a spell-like ability of 7th level or less that is usable twice per day. This ability costs a spell slot of the spell-like ability's level and a 5th level spell slot.

Spell Like Ability
A High Mage gains a spell-like ability of 9th level or less that is usable twice per day. This ability costs a spell slot of the spell-like ability's level and a 5th level spell slot.

Spell Like Ability, Greater
A High Mage gains two spell like ability of 4th level or less as an at-will spell like ability. This spell-like ability can be modified by metamagic as long as it remains at the 4th spell level or less. This ability costs two 9th level spell slot and two 5th level spell slots.


Blasting of the High Mage

Mastery of Blasting, Lesser (Su)
The High Mage can shape area of effect spells on the fly. Every time a High Mage casts a spell that effects an area rather than a set of target(s), he may create as many holes (areas unaffected by the spell) with a minimum dimension of 5' as he has High Mage levels. This ability costs a 5th level spell slot.

Mastery of Blasting (Su)
The High Mage's touch spells now have a range of 30'. This ability costs a 7th level spell slot.

Mastery of Blasting, Greater (Su)
The High Mage's touch spells now have a range of 60'. A High Mage with this ability can also change any elemental type in a spell to a different element (e.g. Turning a fireball into a coldball.). This does not effect the spell besides changing the elemental type of damage for purposes of determining resistance or immunity. This ability costs a 7th and 8th level spell slot.


Balance Notes
This class effectively trades one set of requirements for a slightly more restricted set of requirements and class abilities in exchange for an 'extra' High Arcana at 5th and 6th levels.

RandomFellow
2007-12-06, 12:13 PM
An Aluran Shadow Mage is a master of fear and deception.

Requirements
To qualify to become an Aluran Shadow Mage, a character must fulfill all the following criteria.

Skills
Hide 4 Ranks, Move Silently 4 Ranks

Feats
Spell Focus (Illusion), Greater Spell Focus (Illusion), and Fell Frighten.

Spells
Possessing at least two Illusion spells in your spells known. One of which must be 3rd level or higher.
Possessing at least two Necromancy spells in your spells known. One of which must be 2nd level or higher.

Special
A spontaneous spellcaster with a charisma score of at least 20.

Table: Aluran Shadow Mage
{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special|Spells per Day
1st|0|0|0|0|Focused Spellcaster, Turning or Rebuking Undead, Spell Conversion|+1 level of existing arcane spellcasting class
2nd|1|0|0|0|Enhanced Shadow Magic +10%,|+1 level of existing arcane spellcasting class
3rd|1|1|1|1||+1 level of existing arcane spellcasting class
4th|2|1|1|1|Frightening Shadow Magic|+1 level of existing arcane spellcasting class
5th|2|1|1|1|Mastery of Darkness|+1 level of existing arcane spellcasting class
6th|3|2|2|2|Enhanced Shadow Magic +20%|+1 level of existing arcane spellcasting class
7th|3|2|2|2||+1 level of existing arcane spellcasting class
8th|4|2|2|2|Impervious Shadow Magic|+1 level of existing arcane spellcasting class
9th|4|3|3|3|Fell Shadow Magic|+1 level of existing arcane spellcasting class
10th|5|3|3|3|Enhanced Shadow Magic +30%|+1 level of existing arcane spellcasting class[/table]

Alignment
Any.

Hit Die
d4.

Class Skills
Spellcraft (Int), Knowledge (Arcana) (Int), Knowledge (Religion) (Int), Concentration (Con), Hide (Dex), Move Silently (Dex)


Skill Points at Each Additional Level
4 + Int modifier.

Class Features
All of the following are class features of the Aluran Shadow Mage.

Weapon and Armor Proficiency
Gains no weapon or armor proficiencies.

Spells
An Aluran Shadow Mage gains spells per day and spells known as if he belonged to his previous spontaneous spellcasting class. He gains no other benefits he would have otherwise gained (such as bonus feats). However, his caster level does not increase as his previous spellcasting class (See Focused Spellcaster).

Focused Spellcaster
An Aluran Shadow Mage, due to his focus on Illusion and Necromancy, does not gain caster levels for any other schools from this class. (e.g. A Sorcerer 6 / Aluran Shadow Mage 10 has a CL of 16 for Illusion & Necromancy spells and a CL of 6 for all others.) However, this does not effect spell selection. (e.g. The same character could still pick up Teleport as one of his spells known)

Turning or Rebuking Undead (Su)
This class feature stacks with the pre-existing class feature. (e.g. A Cleric 3 / Sorcerer 3 / Mystic Theurge 10 / Shadow Mage 4 would turn or rebuke undead as if he was a 7th level cleric.) Otherwise, this ability has no effect.

Spell Conversion (Ex)
An Aluran Shadow Mage may convert any Illusion spell of the (figment) subschool or any Necromancy spell of the Fear and Mind-Affecting subschools to replicate any evocation, conjuration (creation) or conjuration (summoning) spell at least one level lower. This replicated spell has a percentage of 'reality' equal to 10% per spell level of the converted spell. The replicated spell is identical in function to Shadow Conjuration or Evocation (as appropriate) beyond the above modifications.

(e.g. Fear is a 4th Level Necromancy (Fear, Mind-Affecting) and could be converted into a Fireball with 40% reality. However, the Reflex save for the Fireball is DC 14.)

Enhanced Shadow Magic (Ex)
Spells from the Shadow Subschool gain an additional 10% reality at level 2. 20% at level 5. 30% at level 10. This enhancement can be used to increase a spell's reality above 100%.

Frightening Shadow Magic (Ex)
Any Shadow Evocation, Shadow Conjuration, or using the Spell Conversion class feature to replicate an Evocation or Conjuration spell causes anyone within the area of effect, who can be affected by (Fear, Mind-Affecting) spells, to become Shaken for two rounds. Applying Fell Frighten to such a spell heightens the effect from shaken to frightened rather than having its normal effect. In addition, when casting a Shadow Evocations or using Spell Conversion (Ex) to replicate an Evocation spell, the Shadow Mage may treat the spell as having the [cold] descriptor for purposes of applying the Lord of the Uttercold metamagic.

Mastery of Darkness (Ex)
The Shadow Mage also gains Darkvision 60', or has his existing Darkvision increased by 60'.

Fell Shadow Magic (Ex)
Choose one of the following feats: Fell Drain, Fell Animate, Fell Weaken, or Fell Frighten. This metamagic feat is treated as having two less level adjustment when applying to any Shadow Evocation, Shadow Conjuration, or using the Spell Conversion class feature to replicate an Evocation or Conjuration. If this ability would drop the level adjustment for a metamagic feat below its original level, consider the metamagic feat to be +0 rather than -X.

Impervious Shadow Magic (Ex)
For any divination to pierce your illusions, the caster of the divination must make a caster level check which versus 8+CasterLevel+IllusionSpellLevel. This is in addition to any normal requirements and this check can only be made once for any given divination. (e.g. If an elven wizard failed to penetrate your Mirage Arcana with his true seeing spell on the first attempt. The wizard would need to re-cast true seeing to get another try.)

RandomFellow
2007-12-06, 12:21 PM
Requirements
To qualify to become an Aluran Blue Mage, a character must fulfill all the following criteria.

Feats
Energy Substitution (Electricity), Born of the Three Thunders

Spells
Have amongst your spells known Levitation and Lesser Shadow Evocation.

Table: Aluran Blue Mage
{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special|Spells per Day
1st|0|0|0|0|Focused Spellcaster, Energy Substitution (Cold), Spell Conversion|+1 level of existing arcane spellcasting class
2nd|1|0|0|0|Enhanced Shadow Magic +10%, Thunder Mage|+1 level of existing arcane spellcasting class
3rd|1|1|1|1|Mage of the Frozen Storm|+1 level of existing arcane spellcasting class
4th|2|1|1|1||+1 level of existing arcane spellcasting class
5th|2|1|1|1|Mage of Silent Death|+1 level of existing arcane spellcasting class
6th|3|2|2|2|Enhanced Shadow Magic +20%|+1 level of existing arcane spellcasting class
7th|3|2|2|2||+1 level of existing arcane spellcasting class
8th|4|2|2|2|Veteran Battle Mage|+1 level of existing arcane spellcasting class
9th|4|3|3|3|Impervious Shadow Magic|+1 level of existing arcane spellcasting class
10th|5|3|3|3|Enhanced Shadow Magic +30%|+1 level of existing arcane spellcasting class[/table]

Alignment
Any.

Hit Die
d4.

Class Skills
Spellcraft (Int), Knowledge (Arcana) (Int), Knowledge (Religion) (Int), Concentration (Con), Hide (Dex), Move Silently (Dex)


Skill Points at Each Additional Level
4 + Int modifier.

Class Features
All of the following are class features of the Aluran Blue Mage.

Weapon and Armor Proficiency
Gains no weapon or armor proficiencies.

Spells
An Aluran Blue Mage gains spells per day and spells known as if he belonged to his previous spontaneous spellcasting class. He gains no other benefits he would have otherwise gained (such as bonus feats). However, his caster level does not increase (See Focused Spellcaster).

Energy Substitution (Cold)
An Aluran Blue Mage receives Energy Substitution (Cold) as a bonus feat. If the Aluran Blue Mage already has this feat, he may select any other metamagic feat that the Blue Mage meets the requirements for.

Focused Spellcaster
An Aluran Blue Mage, due to his focus on Illusion and Abjuration, a blue mage only gains caster levels at half the rate for any other schools from this class. (e.g. A Sorcerer 6 / Aluran Blue Mage 10 has a CL of 16 for Illusion and Abjuration spells and a CL of 11 for all others.) However, this does not effect spell selection. (e.g. The same character could still pick up Teleport as one of his spells known)

Spell Conversion (Ex)
An Aluran Blue Mage may convert any Illusion spell of the (figment) subschool to replicate any evocation, conjuration (creation) or conjuration (summoning) spell at least one level lower. This replicated spell has a percentage of 'reality' equal to 10% per spell level of the converted spell. The replicated spell is identical in function to Shadow Conjuration or Evocation (as appropriate) beyond the above modifications.

(e.g. Illusory Wall is a 4th level figment and could be converted into a Fireball with 40% reality. However, the Reflex save for the Fireball is DC 14.)

Enhanced Shadow Magic (Ex)
Spells from the Shadow Subschool gain an additional 10% reality at level 2. 20% at level 5. 30% at level 10. This enhancement can be used to increase a spell's reality above 100%.

Thunder Mage (Ex)
All evocation spells emulated via the Spell Conversion Class Feature or the Shadow Evocation line of spells gain the [electricity] type. However, this is merely for purposes of interacting with metamagic and does not effect the spell's damage type. This means you can now apply metamagic feats such as Elemental Substitution, Born of the Three Thunders, Energy Admixture, and similar metamagic feats that require an elemental descriptor on the spell.

Mage of the Frozen Storm (Ex)
A Mage of the Frozen Storm when casting an area of effect spell with both the [electricity] and [cold] types may (at the caster's option) use this unique combination to create an obscuring mist, as the spell, within the area of effect for the remainder of the round.

Mage of Silent Death (Ex)
A Blue Mage is a trained combat...and he understands that the best defense is for your opponent to never know they are under attack until they are already dead. A Blue Mage's Illusion spells are automatically silenced, as if with the silent metamagic feat but without the level adjustment.

Veteran Battle Mage (Ex)
A Blue Mage is a veteran of many spell duels and may take 15 (in any situation) when making a Spellcraft check to recognize an enemy's spell. He also may counterspell (as a free action) once per day.

Impervious Illusion (Ex)
For any divination to pierce your illusions, the caster of the divination must make a caster level check which versus 8+CasterLevel+IllusionSpellLevel. This is in addition to any normal requirements and this check can only be made once for any given divination. (e.g. If an elven wizard failed to penetrate your Mirage Arcana with his true seeing spell on the first attempt. The wizard would need to re-cast true seeing to get another try.)

RandomFellow
2007-12-06, 12:24 PM
Aluran Sorcerer
The Sorcerer's of the Aluran Republic have long since learned the value of applying metamagic to increase their flexibility when going against the more flexible (and often better trained) Imperial, Fae, and Kobold Wizards. Or even the barbarian shamans of the East.

Gain:
Eschew Materials at 1st level, Metamagic Specialist (Applying metamagic is longer a full round action), Prestidigitation At Will (As Aluran Arcanist), a bonus metamagic feat at levels 7, 14, and 20, expand class skills to encompass all Knowledge (X) skills, increase skills per level by 2. (e.g. 4+Int isntead of 2+Int)

Lose:
Summon Familiar


Aluran Favored Soul
Much like Aluran Sorcerer's, the Aluran Favored Soul is universally viewed to be a lesser version of the Aluran Arcanist. However, they Favored Souls (and Sorcerers) are far more common than the Mage-Priests of the Republic.

Gain:
Prestidigitation At Will (As Aluran Arcanist), Timeless Body at Level 15th level, and Turn or Rebuke Undead as a Paladin of the Favored Soul's Level.

Timeless Body (Ex)
After attaining 15th level, a favored soul no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place.
Bonuses still accrue, and the favored soul still dies of old age when her time is up.

Lose:
All Favored Soul special class features.

RandomFellow
2007-12-06, 12:31 PM
Table: The Aluran Mage-Guard
{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special|Spells per Day||||Spells Known|||
||||||1st|2nd|3rd|4th|1st|2nd|3rd|4th
1st|1|2|0|2|Mage-Guard's Link, Constrained Caster, Armored Caster|—|—|—|—|—|—|—|—
2nd|2|3|0|3||2|—|—|—|1|—|—|—
3rd|3|3|1|3||2|—|—|—|1|—|—|—
4th|4|4|1|4||2|—|—|—|1|—|—|—
5th|5|4|1|4|Veteran Protector|2|1|—|—|1|—|—|—
6th|+6/+1|5|2|5||3|1|—|—|2|—|—|—
7th|+7/+2|5|2|5||3|1|—|—|2|—|—|—
8th|+8/+3|6|2|6||3|1|—|—|2|1|—|—
9th|+9/+4|6|3|6||3|2|1|—|2|1|—|—
10th|+10/+5|7|3|7|Mage-Guard's Resistance|4|2|1|—|3|1|—|—
11th|+11/+6/+1|7|3|7||4|2|1|—|3|1|1|—
12th|+12/+7/+2|8|4|8||4|2|1|—|3|2|1|—
13th|+13/+8/+3|8|4|8||4|3|2|1|3|2|1|—
14th|+14/+9/+4|9|4|9||5|3|2|1|4|2|1|1
15th|+15/+10/+5|9|5|9|Mage-Guard's Reflexes|5|3|2|1|4|2|2|1
16th|+16/+11/+6/+1|10|5|10||5|3|2|1|4|3|2|1
17th|+17/+12/+7/+2|10|5|10||5|4|3|2|4|3|2|1
18th|+18/+13/+8/+3|11|6|11||6|4|3|2|5|3|2|2
19th|+19/+14/+9/+4|11|6|11||6|4|3|2|5|3|3|2
20th|+20/+15/+10/+5|12|6|12|Mage-Guard's Timelessness|6|4|3|2|5|4|3|2
[/table]

Alignment
Any.

Hit Die
d10

Class Skills
Concentration (Con), Craft (Int), Heal (Wis), Knowledge (Arcana) (Int), Knowledge (Religion) (Int), Profession (Wis), Spot (Wis), Listen (Wis) and Sense Motive (Wis).

Skill Points at 1st Level
(2 + Int modifier) Χ 4.

Skill Points at Each Additional Level
2 + Int modifier.

Class Features
All of the following are class features of the Aluran Mage-Guard.

Weapon and Armor Proficiency
Mage Guard's are proficient with all simple and martial weapons, with light armor and with shields (except tower shields). However, medium and heavy armor still grant the normal arcane spell failure chance.

Spells
An Aluran Mage-Guard casts arcane spells which are drawn from the sorcerer/wizard or cleric spell lists. He can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must (see below).
To learn or cast a spell, an Aluran Mage-Guard must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer’s spell is 10 + the spell level + the sorcerer’s Charisma modifier.
Like other spellcasters, an Aluran Mage-Guard can cast only a certain number of spells of each spell level per day. In addition, he receives bonus spells per day if he has a high Charisma score.
An Aluran Mage-Guard's selection of spells is extremely limited. At each new Aluran Mage-Guard level, he gains one or more new spells. (Unlike spells per day, the number of spells an Aluran Mage-Guard knows is not affected by Charisma. The numbers on the table are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of by study. The sorcerer can’t use this method of spell acquisition to learn spells at a faster rate, however.

Armored Caster
A Mage-Guard is able to use a shield and light armor without any chance of spell failure.

Mage-Guard's Link
When an Aluran Mage-Guard is invested with his powers at the end of his training he is assigned a person, location, or object to guard. A Mage-Guard can only have this changed by high ranking members of the Mage-Guard Order. A Mage-Guard assigned to a person grants them both the following bonuses as long as they are within 5' of each other:
Both receive the benefits of the Alertness Feat (+2 Spot, +2 Lis)
+2 Competence Bonus to Concentration when Casting Defensively to avoid provoking an Attack of Opportunity.
The guarded individual receives the benefits of the Resistance and Protector class features if the Mage-Guard qualifies.

A Mage-Guard assigned to an object or location instead grants the same bonuses to other Mage-Guards with the same assignment that are within 5' of each other.

Constrained Caster
An Aluran Mage-Guard cannot cast a spell opposed to his alignment. LN/NN/CN casters cannot cast spells with the [Good] or [Evil] descriptors. A CG/NG/LG caster cannot cast spells with the [Evil] descriptor. A LE/NE/CE caster cannot cast spells with the [Good] descriptor. NG/NN/NE casters cannot cast spells with the [Law] or [Chaos] descriptors.

An Aluran Mage-Guard must choose two forbidden schools and may not forbid divination in order to meet this requirement. An Aluran Mage-Guard may not know any spell (on any list!) from those two schools.

An Aluran Mage-Guard has the blood of the Southern Gods running through his veins. As such, an Aluran Mage-Guard can only be a Human or Gnome of the Aluran Republic.

An Aluran Mage-Guard may only accept, as a cohort or a similar type of ally, a Mage-Guard of the Order or another Aluran Mage-Guard (Note: This doesn't mean that a Mage-Guard or Arcanist cohort couldn't have PrC'd out of the class...only that they have class levels in one of those two classes and associate with those groups in profession. e.g. A Mage-Guard 1 / Rogue 19 that goes around stealing would not meet this requirement. An Arcanist 5 / Mindbender 10 that behaves as any other Arcanist would meet this requirement.). Despite their charismatic nature, Aluran Mage-Guards are fundamentally separate from common society and are only employed in either their religious or military capability.

(e.g. A LG Aluran Mage-Guard who forbids Evocation and Enchantment can never cast Miracle [evocation], Command, Greater [enchantment], or Create Undead [evil].)

Mage-Guard's Resistance
A Mage-Guard has long since learned to deflect magical attacks with nothing more than his will and a bit of magical energy. A Mage-Guard may sacrifice one of his spells per day to gain spell resistance equal to 5 + Spell Level + Class Level + Charisma Bonus for a single spell. This is a free action that can be taken when either the Mage-Guard or someone protected by him is targeted with a spell. The spell resistance is granted towards that spell's effect only. To raise a Mage-Guard's spell resistance against a second spell cast (such as a Quickened spell) in the same round would require a second use of this ability.

This means the average 10th level mage-guard pc or cohort (point buy 32, focusing on raising charisma) will have SR of Class Level + b/t 19 and 22 for 11 spells per day (at most). Virtually impenetrable...but limited by spells per day and since the Mage-Guard really is meant to be a cohort...odds are the average opposing spellcaster is going to have a caster level of Mage Guard's CL+5 = success on a 11+ to 14+ to penetrate without raising CL or SR Penetration above baseline. With the two spell penetration feats, this drops to an 7+ to 10+.

18 Cha, +6 magic item, +2 from levels, +4 from Racial = +10 Modifier, +1 to 4 from Spell Level, +10 Class Level, +5 Base = SR 26 to 29.

Veteran Protector
A Mage-Guard (and his protected item/location/person) gains a sacred bonus to AC equal to half his Charisma Modifier (rounded down). A Mage-Guard (and his protected item/location/person) only gains this bonus in light armor.

Mage-Guard's Reflexes
A Mage-Guard, when not flat footed and fighting defensively or using the Combat Expertise feat, grants any ally within 5' an untyped bonus to AC of +2. A Mage-Guard is trained in the art of protecting himself and his allies as much as striking his enemies down. A Mage-Guard can only provide his allies this bonus when in none or light armor.

Mage-Guard's Timelessness
A Mage-Guard does not appear to age as long as his charge is intact (Person = Alive, Item = Intact, Location = Not Desecrated – as in the spell). He gains no penalties for aging, but benefits accrue normally. He also cannot be aged by magical, supernatural, or extraordinary means.

RandomFellow
2007-12-06, 12:34 PM
The elite soldiers of the Republican Military.

Requirements
To qualify to become an Aluran Rune Soldier, a character must fulfill all the following criteria.

Skills
Knowledge (Arcana) 4, Craft (Tattoo) 9

Feats
Improved Trip, Exotic Weapon Proficiency (Spiked Chain), Weapon Focus (Spiked Chain), Weapon Specialization (Spiked Chain), Improved Initiative

Table: Aluran Rune Soldier
{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special
1st|1|2|2|2|Bonded Chain, Lesser
2nd|2|3|3|3|Rune of the Eagle
3rd|3|3|3|3|
4th|4|4|4|4|Rune of the Wolf
5th|5|4|4|4|Bonus Feat
6th|+6/+1|5|5|5|Bonded Chain
7th|+7/+2|5|5|5|
8th|+8/+3|6|6|6|
9th|+9/+4|6|6|6|Rune of the Bear
10th|+10/+5|7|7|7|Bonus Feat
11th|+11/+6/+1|7|7|7|Rune of the Eagle, Greater
12th|+12/+7/+2|8|8|8|
13th|+13/+8/+3|8|8|8|
14th|+14/+9/+4|9|9|9|Rune of the Giant[/table]


Hit Die
d10

Class Skills
The Rune Soldier's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Ride (Dex), and Swim (Str).


Skill Points at Each Additional Level
2 + Int modifier.

Class Features
All of the following are class features of the Aluran Rune Soldier. All Rune class features are representative of possible runes tattooed on the soldier's body and can be replaced with similar effects at the player's option. (e.g. Instead of See Invisibility, the Eagle Rune could be another second level divination w/o a saving throw such as Find Traps. Instead of providing a +4 dexterity bonus, Rune of the Wolf could provide a +5 Initiative Bonus as an immediate action, duplicating the effects of the Nerveskitter spell.)

Weapon and Armor Proficiency
Gains no weapon or armor proficiencies.

Rune of the Eagle (Su)
A Rune Soldier with the Rune of the Eagle has a continuous See Invisibility effect, as the spell. The caster level of this ability is equal to the Rune Soldier's Hit Dice.

Rune of the Wolf (Su)
A Rune Soldier may gain a +4 enhancement bonus to his dexterity as an immediate action for a number of rounds equal to his charisma modifier times ½ his class level. The caster level of this ability is equal to the Rune Soldier's Hit Dice.

Bonus Feats
A Rune Soldier may take any feat he qualifies for as a bonus feat. A Rune Soldier's levels count as fighter levels for purposes of determining if the Rune Soldier qualifies for a Fighter-Only feat.

Rune of the Bear (Su)
A Rune Soldier may gain a +4 enhancement bonus to his strength score as an immediate action for a number of rounds equal to his charisma modifier times ½ his class level. The caster level of this ability is equal to the Rune Soldier's Hit Dice.

Bonded Chain, Lesser (Ex)
A Rune Soldier who has bonded with his spiked chain can call it to an open hand as a move action which does not provoke an attack of opportunity. This makes disarming a Rune Soldier....pointless. A Rune Soldier's chain also becomes aligned to his alignment for purposes of overcoming damage reduction. A Rune Soldier can only be bonded to one spiked chain at a time and can only bond with a new one if the old spiked chain was sundered or destroyed.

(e.g. A LG Rune Soldier can bypass X/Good damage reduction and X/Law damage reduction.)

Bonded Chain (Ex)
A Rune Soldier loves to trip up the opposition...and his weapon shares that love. A Rune Soldier may double the bonus from a size advantage when making trip attacks. (e.g. If the Rune Soldier is Large...he normally gains a +4 to his Strength Check due to being larger than medium. This would be doubled to +8) In addition, the chain will return to its owner of its own volition whenever the owner is threatened. (e.g. If failing a trip attempt with a weapon, you'd normally need to drop said weapon to prevent yourself from being tripped. However, with a bonded chain you would drop it...and then it would return to you a split second later. This removes any real disadvantage to a trip attempt you may fail.)


Rune of the Eagle, Greater (Su)
The Rune Soldier gains the ability to use Fly, as the spell, as an immediate action for a number of rounds equal to his charisma modifier times ½ his class level. The caster level of this ability is equal to the Rune Soldier's Hit Dice.

Rune of the Giant (Su)
A Rune Soldier with the Rune of the Giant gains one size category. This effect stacks with spells like Enlarge Person.

RandomFellow
2007-12-06, 12:35 PM
Aluran Bard
Aluran Bards are slightly different than those 'other bards' in that they are very good at finding magic.

Gain:
Prestidigitation At Will (1st level), Detect Magic At Will (6th Level), Arcane Sight (18th Level) as a (Su) that can be started, resumed, or stopped as an immediate action.

Lose:
Countersong, Suggestion, Mass Suggestion

RandomFellow
2007-12-06, 12:37 PM
The commanders of the Republic's Ships are both magically talented and command the complete devotion of the men and women under their command.

Requirements
To qualify to become an Aluran Mage-Captain a character must fulfill all the following criteria.

Skills
4 Ranks in Sense Motive and Diplomacy

Feats
Leadership, Ship's Mage, Enlarge Spell or Widen Spell

Spells
Capable of casting Dispel Magic.

Special
Must belong to a spontaneous spellcasting class that bases bonus spells off Charisma. (e.g. Favored Soul, Sorcerer, Aluran Arcanist).

Table: Aluran Mage-Captain
{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special|Spells per Day
1st|0|0|0|0|Ship's Mage-Captain|+1 level of existing arcane spellcasting class
2nd|1|0|0|0||+1 level of existing arcane spellcasting class
3rd|1|1|1|1|Battlefield Magi|+1 level of existing arcane spellcasting class
4th|2|1|1|1||+1 level of existing arcane spellcasting class
5th|2|1|1|1|Extraordinary Leader|+1 level of existing arcane spellcasting class[/table]


Alignment
Any.

Hit Die
d4.

Class Skills
Spellcraft (Int), Knowledge (all skills, taken individually) (Int), Concentration (Con), Craft (Int), Profession (Wis), Sense Motive (Wis), Diplomacy (Cha)


Skill Points at Each Additional Level
6 + Int modifier.

Class Features
All of the following are class features of the Aluran Mage-Captain.

Weapon and Armor Proficiency
Gains no weapon or armor proficiencies.

Spells
An Aluran Mage-Captain gains spells per day, caster level, and spells known as if he belonged to his previous spontaneous spellcasting class. He gains no other benefits he would have otherwise gained (such as bonus feats).

Ship's Mage-Captain (Su)
An Aluran Mage-Captain is devoted to protecting his ship and it's crew. All dispel checks to dispel an ongoing effect on either his ship or it's crew automatically succeed. In addition, his ship is immune to natural and magical fire.

This class ability only functions for the ship to which the Mage-Captain has bonded to via the Ship's Mage ability.

Battlefield Magi (Ex)
By 3rd level, Aluran Mage-Captains have mastered the art of reigning down destruction upon enemy armies. Aluran Mage-Captains, while focusing more on the art of generalship, are still one of the most powerful spellcasters on the field of battle. By spending a full minute on the casting of a single spell, a Mage-General can increase its range and area of effect by an order of magnitude (e.g. 400 becomes 4000. 20' radius becomes 200'). This ability applies only to spells with an area of effect of Burst, Emanation, Spread, Cone, Cylinder, Line, or Sphere. It also applies only to spells of the Conjuration, Evocation school, spells converted into Shadow Conjuration/Evocation like spells via Spell Conversion (Ex), or the Shadow Conjuration/Evocation spell line.

Extraordinary Leader (Ex)
At 5th level, an Aluran Mage-Captain has mastered the art of building a following. A Mage-Captain doubles the number of followers he would normally receive from Leadership (and similar feats) feat. (e.g. If one had both leadership and assemble the horde. You would have twice the normal number of followers from Leadership. You would also gain a number of 1st level followers equal to four times the number base number of followers above level 1. So if you normally had 10 1st level followers and 1 2nd level. You would have 24 1st level followers and 2 2nd level followers.) It has no effect on Cohorts.

RandomFellow
2007-12-06, 12:38 PM
The leaders of the Republic's Armies are both magically talented and command the complete devotion of the men and women under their command.

Requirements
To qualify to become an Aluran Mage-General a character must fulfill all the following criteria.

Skills
4 Ranks in Sense Motive and Diplomacy

Feats
Leadership, Fanatical Devotion, Enlarge Spell or Widen Spell

Spells
Capable of casting 3rd level spells.

Special
Must belong to a spontaneous spellcasting class that bases bonus spells off Charisma. (e.g. Favored Soul, Sorcerer, Aluran Arcanist). Must command a military unit (although commanding a unit of mercenaries that operate under the Republic's direction qualifies).


Table: Aluran Mage-General
{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special|Spells per Day
1st|0|0|0|0|Aura of Command|+1 level of existing arcane spellcasting class
2nd|1|0|0|0||+1 level of existing arcane spellcasting class
3rd|1|1|1|1|Battlefield Magi|+1 level of existing arcane spellcasting class
4th|2|1|1|1||+1 level of existing arcane spellcasting class
5th|2|1|1|1|Extraordinary Leader|+1 level of existing arcane spellcasting class[/table]


Alignment
Any.

Hit Die
d4.

Class Skills
Spellcraft (Int), Knowledge (all skills, taken individually) (Int), Concentration (Con), Craft (Int), Profession (Wis), Sense Motive (Wis), Diplomacy (Cha)


Skill Points at Each Additional Level
6 + Int modifier.

Class Features
All of the following are class features of the Aluran Mage-General.

Weapon and Armor Proficiency
Gains no weapon or armor proficiencies.

Spells
An Aluran Mage-General gains spells per day, caster level, and spells known as if he belonged to his previous spontaneous spellcasting class. He gains no other benefits he would have otherwise gained (such as bonus feats).

Aura of Command (Ex)
At first level, an Aluran Mage-General gains the presence of a great commander. Every ally within 100' gains a +2 morale bonus to all saving throws, skill-checks, attack rolls, weapon damage rolls, and initiative. This effect ceases if the Mage-General is killed but not under any other circumstances.

Battlefield Magi (Ex)
By 3rd level, Aluran Mage-Generals have mastered the art of reigning down destruction upon enemy armies. Aluran Mage-Generals, while focusing more on the art of generalship, are still one of the most powerful spellcasters on the field of battle. By spending a full minute on the casting of a single spell, a Mage-General can increase its range and area of effect by an order of magnitude (e.g. 400 becomes 4000. 20' radius becomes 200'). This ability applies only to spells with an area of effect of Burst, Emanation, Spread, Cone, Cylinder, Line, or Sphere. It also applies only to spells of the Conjuration, Evocation school, spells converted into Shadow Conjuration/Evocation like spells via Spell Conversion (Ex), or the Shadow Conjuration/Evocation spell line.

Extraordinary Leader (Ex)
At 5th level, Aluran Mage-Generals have mastered the art of building a following. A Mage-General doubles the number of followers he would normally receive from Leadership (and similar feats) feat. (e.g. If one had both leadership and assemble the horde. You would have twice the normal number of followers from Leadership. You would also gain a number of 1st level followers equal to four times the number base number of followers above level 1. So if you normally had 10 1st level followers and 1 2nd level. You would have 24 1st level followers and 2 2nd level followers.) It has no effect on Cohorts.

RandomFellow
2007-12-06, 12:40 PM
Clerics
The Southern Pantheon is more along the more decadent members Greek Gods in terms of personality, wenching and drinking is high on the list...building a following is waaaaay down there. Most Clerics are either foreign missionaries or Imperial Inquisitors. Neither are liked much.) That said, considering the (frequent) 'interactions' between the Pantheon and the mortals priesthoods have sprung up. But those priests mostly arcane Mage-Priests (Aluran Arcanists) or Favored Souls (Aluran Favored Soul).

Wizards (And all other Prepared Spellcasters)
Almost all wizards in the world are Imperial Battle Mages or Fae.) are bad. Much like Elves, Wizards are ... frowned upon as they are almost always Imperial soldiers or spies. The war with the Empire ended three months ago. Other spellcasters also fall under this category (besides Bards, Rangers, and the Aluran classes and variant classes.

Paladins
INQUISITORS!!!! Just Don't. The only paladins are zealots serving the Imperial Church's Inquisition. A Paladin in the Republic is likely to get lynched, tolerant people or not.

Barbarians
Barbarians are the holy warriors of the Northern God of War and are granted the ability to stir themselves into their supernatural frenzy by that deity. They are looked down upon as throwbacks to the past but otherwise accepted by the citizens of the Republic.

RandomFellow
2007-12-06, 12:41 PM
Reserved for this class...I'm getting tired of formattin' stuff...so I'll just do 'reserved' and finish this weekend.

RandomFellow
2007-12-06, 12:42 PM
The Northern Shamans are the religious clergy of the Orcs of Noram. All Northern Shamans are either Orcs or Half-Orcs. Their spellcasting power comes through channeling spirits rather than divine assistance and as such a Shaman's endurance determines his (or her) power.

Table: The Northern Shaman
{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special
Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|0|2|0|0|Spirit Mage, 1st Level spells
2nd|1|3|0|0|
3rd|1|3|1|1|2nd Level Spells
4th|2|4|1|1|Otherworldly Endurance 1/day
5th|2|4|1|1|3rd Level Spells
6th|3|5|2|2|Spirit Link
7th|3|5|2|2|Otherworldly Endurance 2/day
8th|4|6|2|2|4th Level Spells
9th|4|6|3|3|
10th|5|7|3|3|5th Level Spells, Otherworldly Endurance 3/day
11th|5|7|3|3|Extra Domain
12th|6/1|8|4|4|6th Level Spells
13th|6/1|8|4|4|Otherworldly Endurance 4/day
14th|7/2|9|4|4|7th Level Spells
15th|7/2|9|5|5|
16th|8/3|10|5|5|Otherworldly Endurance 5/day
17th|8/3|10|5|5|8th Level Spells
18th|9/4|11|6|6|Spirit Link, Greater
19th|9/4|11|6|6|9th Level Spells, Otherworldly Endurance 6/day
20th|10/5|12|6|6|Spirit Mastery
[/table]

Alignment
Any.

Hit Die
d4.

Class Skills
Spot (Wis), Listen (Wis), Heal (Wis), Knowledge (Religion) (Int), Concentration (Con)

Skill Points at 1st Level
(2 + Int modifier) Χ 4.

Skill Points at Each Additional Level
2 + Int modifier.

Class Features
All of the following are class features of the Northern Shaman.

Weapon and Armor Proficiency
All simple weapons. They are not proficient with any type of armor or shield. Armor of any type interferes with the caster’s gestures, which can cause his spells with somatic components to fail.

Spirit Mage
At 1st level the Northern Shaman is chosen by his spirit guide although he does have control over which Sphere that guide is from. Such guides are always within one step (e.g. a LE shaman could have a NE guide or a LN guide but not a CE or True Neutral guide) of the Shaman's alignment. If the Shaman changes alignment, he loses his old spirit guide and gains a new one.

A Spirit Mage has a caster level for his Spirit mage spells equal to his Spirit Mage levels plus two.

Every time a Spirit Mage casts a spell he becomes fatigued for a number of rounds equal to the spell's level reduced by a third (rounded down) of his constitution modifier (min. 0). (e.g. A Spirit Mage with a con of 18 casts a first level spell would be fatigued for 1 round. The same Spirit Mage casts a second level spell would be fatigued for 2 rounds.) No ability of any kind can prevent this fatigue as it is of a spiritual nature.

A Spirit Mage may cast any number of spells per day from the two domain spell lists granted by his Spirit Guide. The spell DC is equal to 10+Spell Level+Constitution Modifier. A Spirit Guide must have a constitution modifier equal to at least equal to a spell's level-1 to be able to cast it. (e.g. To cast a 5th level spell, a Spirit Guide needs a modifier of +4) In addition, he cannot be fatigued.

Table: Spirit Guides
{table=head]Alignment|Sphere|Areas of Access
LE|Tyranny|Tyranny Domain, Domination Domain
LE|Undeath|Undeath Domain, Suffering Domain
NE|Evil|Evil Domain, Hatred Domain
CE|Madness|Madness Domain, Wrath Domain
CE|Greed|Greed Domain, Gluttony Domain
LN|Water|Water Domain, Ocean Domain
LN|Earth|Earth Domain, Cavern Domain
LN|Law|Law Domain, Balance Domain
NN|Balance|Balance Domain, Healing Domain
CN|Wind|Air Domain, Storm Domain
CN|Fire|Fire Domain, Chaos Domain
CN|Chaos| Chaos Domain, Balance Domain
LG|Righteous|Nobility Domain, Glory Domain
LG|Justice|Mind Domain, Law Domain
NG|Good|Good Domain, Healing Domain
CG|Freedom|Liberation Domain, Spell Domain
CG|Passion|Courage Domain, Good Domain
[/table]

Additional spirit guide types may created by picking a sphere, a similar alignment, and then a pair of similarly themed domains.

Otherworldly Endurance (Su)
A Northern Shaman, up to a number of timers per day indicated on Table: The Northern Shaman, may draw upon the strength of his spirit guide to increase his endurance. The shaman gains a bonus a sacred bonus of +6 to his constitution score for one round per Northern Shaman level. This bonus creates a pool of temporary HP equal to 3 times HD. (e.g. A 4th level half-orc shaman would gain 12 temp HP.)

Activating this ability constitutes a full round action.

Spirit Link
Once the Shaman has mastered drawing on his Spirit Guide to enhance his own endurance beyond that of mortal men, the Shaman retains a small measure of that power at all times. The Northern Shaman receives a permanent +2 bonus to his Constitution Score.

In addition, the strengthened bond heightens the Shamans senses granting him a +2 sacred bonus to Listen and Spot checks.

Extra Domain
The Shaman has learned to call on a single spirit other than his spirit guide for aid. He adds an additional domain to his spell list.

Spirit Link, Greater (Su)
The bonuses from Spirit Link are increased from +2 to +4.

Spirit Mastery
The Shaman has mastered the art of calling on spirits, other than his own spirit guide, for assistance. At the Dawn and Dusk of each day, the Shaman selects two domains. For the next twelve hours he may cast spells from those domain lists as if they were from any of his three normal domains.

RandomFellow
2007-12-06, 12:44 PM
Druid
Druidic Avenger Variant (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#druidVariantDruidicAve nger)

Plus:
Gain
A Noram Druid gains the ability to cast druid spells while using Rage (Ex) at 8th Level, Greater Rage (as Barbarian) at 16th Level, and an additional use of Rage at 3rd level.

Lose
Wild Shape class ability.

All Other Spellcasting Classes
Gain
Gain Eschew Materials Feat at First Level.

Lose
The ability to cast all Cantrips (Showy but useless Magic isn't popular) except Detect Magic, Read Magic, Create Water, Cure Minor Wounds, and Resistance.

RandomFellow
2007-12-06, 12:46 PM
Reserved For.

RandomFellow
2007-12-06, 12:47 PM
Northern Barbarian
Gain:
At 5th level, a Northern barbarian gains the frightful presence ability. The save DC is equal to 8 + 1/2 barbarian level + barbarian's Str modifier.

Lose:
Fast Movement, Improved Uncanny Dodge, and Trap sense

Northern Ranger
Gain:
Fast Movement (as Barbarian) 10' at 1st level, Trapfinding (as Rogue) at 4th level, Add Search and Disable Device to the Northern Ranger's list of class skills.

Lose:
Wild Empathy, Animal Companion

Northern Fighter
Gain:
Dispelling Strike (Su) at level 10 and Greater Dispelling Strike (Su) at level 20.

Dispelling Strike (Su)
Any defensive spell that would reduce or negate the Fighter's attack (e.g. Wind Wall, Stoneskin, Mage Armor) is vulnerable to Dispelling Strike if it can be effected by Dispel Magic. The Fighter makes an attack roll against DC 11+Defensive Spell's Caster Level. If the Fighter's attack roll makes the DC, his attack continues unaffected by the spell. In addition, the defensive spell is dispelled.

Dispelling Strike, Greater (Su)
As Dispelling Strike, but it can be used against any spell (e.g. A conjured monster via Summon Monster or Gate) that can be effected by Dispel Magic.

Lose:
The bonus feats at level 10 and 20

RandomFellow
2007-12-06, 12:48 PM
Reserved For. Yes.

RandomFellow
2007-12-06, 12:49 PM
Socially Unacceptable Classes

I really don't like this whole minute time b/t posts thing! 0o

Why can't I spam the posts so I can have them in order.

RandomFellow
2007-12-06, 12:51 PM
An Imperial War Wizard is focused entirely on bringing death to as many enemies as possible with minimal expenditure of time.

Requirements
To qualify to become an Imperial War Wizard, a character must fulfill all the following criteria.

Skills
Spellcraft (Int) 13 Ranks, Knowledge: Arcana (Int) 13 Ranks

Feats
Widen Spell, Empower Spell, Quicken Spell, Cooperative Spell, Spell Focus and Greater Spell Focus in the War Wizard's Specialty School

Spells
Capable of casting 5th level spells and specialized in a school of magic.

Special
A prepared arcane caster with at least 20 Int.

Table: Imperial War Wizard
{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special|Spells per Day
1st|0|0|0|2|Focused Spellcaster|+1 level of existing arcane spellcasting class
2nd|1|0|0|3|Delayed Cooperation|+1 level of existing arcane spellcasting class
3rd|1|1|1|3|-|+1 level of existing arcane spellcasting class
4th|2|1|1|4|-|+1 level of existing arcane spellcasting class
5th|2|1|1|4|Battlefield Magi|+1 level of existing arcane spellcasting class
6th|3|2|2|5|-|+1 level of existing arcane spellcasting class
7th|3|2|2|5|-|+1 level of existing arcane spellcasting class
8th|4|2|2|6|Veteran Battle Mage|+1 level of existing arcane spellcasting class
9th|4|3|3|6|-|+1 level of existing arcane spellcasting class
10th|5|3|3|7|Metamagic Reserve|+1 level of existing arcane spellcasting class[/table]

Alignment
Any.

Hit Die
d4.

Class Skills
Spellcraft (Int), Knowledge (Any) (Int), Concentration (Con)

Skill Points at Each Additional Level
2 + Int modifier.

Class Features
All of the following are class features of the Imperial War Wizard.

Weapon and Armor Proficiency
Gains no weapon or armor proficiencies.

Spells
An Imperial War Wizard gains spells per day and spells known as if he belonged to his previous arcane prepared spellcasting class. He gains no other benefits he would have otherwise gained (such as bonus feats). However, his caster level does not increase (see Focused Spellcaster).

Focused Spellcaster
An Imperial Wizard, due to his focus on efficency, gains caster levels only in his school of specialty from this class. (e.g. A Conjurer 10 / Imperial War Wizard 10 has a CL of 20 for Conjuration spells and a CL of 10 for all others.) However, this does not effect spell selection. (e.g. The same character could still pick up Timestop as one of his spells known)

Delayed Cooperation (Su)
By 2nd level, an Imperial War Wizard is capable of holding willingly given spell energy for later use. Any spellcaster with the Cooperative Spell Feat may, instead of casting a spell normally, cast it as pure magical energy targeting a willing War Wizard. This act permits the War Wizard to treat the giving spellcaster as an additional caster for purposes of the Cooperative Spell Feat the next time the War Wizard casts a spell of that level. If the War Wizard fails to cast such a spell within 24 hours of receiving the spell energy, the energy the War Wizard is lost.

For Example:
A War Wizard and six 5th level (non specialized) wizards get together on the eve of battle. Each of the six war wizards casting a fireball spell each as pure energy targeting the War Wizard. Those six wizards have now used up their only 3rd level spell for the day.

An hour later the War Wizard unleashes a Battlefield Magi augmented Fireball. Normally, this spell would have a DC of 18 and a caster level of 12 for purposes of overcoming Spell Resistance. The fireball spell now has a DC of 25 and a caster level of 18 for purposes of overcoming Spell Resistance.

Battlefield Magi (Ex)
By 5th level, Imperial War Wizards have mastered the art of reigning down destruction upon enemy armies. Imperial War Wizards focus entirely on cooperative spellcasting centered around maximum casualties in a minimum of time. However, they do sometimes find themselves operating without the aid of their fellow War Wizards. An Imperial War Wizard can increase the range, quantity effected, or area of effect of his spells by an order of magnitude (e.g. 400 becomes 4000. 20' radius becomes 200'. A Summon Monster IX summons 10 Fiendish Barbed Devils instead of 1.). This increase also raises the casting time of the spell to 1 minute. This ability also only functions on spells of his specialist school and only to spells with a casting time of one round or less. (e.g. A conjurer can only apply this to Conjuration spells).

Veteran Battle Mage (Ex)
An Imperial War Wizard is a veteran of many spell duels and may take 15 (in any situation) when making a Spellcraft check to recognize an enemy's spell. He also may counterspell (as a free action) once per day.

Metamagic Reserve (Su)
An Imperial War Wizard who has mastered his Art is capable of taking spell power from other casters and using it to enhance his own spells beyond his normal limits. Any spellcaster with the Cooperative Spell Feat may, instead of casting a spell normally, cast it as pure magical energy targeting a willing War Wizard. However, the War Wizard now may choose whether to apply the spell energy to his Delayed Cooperation ability or to his Metamagic Reserve. Like the Delayed Cooperation ability, the spell energy stored in a War Wizard's metamagic reserve is lost after 24 hours if unused.

A War Wizard, who has spell energy stored in his Reserve, may spontaneously apply (without increasing the casting time) any metamagic feat that the War Wizard knows to any spell he casts. For every spell level increase of the metamagic feat applied the War Wizard loses two spell levels of his Metamagic Reserve.

For example, a War Wizard is willed 24 levels of spells by other War Wizards (the same War Wizard also probably willed the same number of spell levels to his fellow War Wizards) and is now capable of applying Quicken Spell to any 3 spells he casts that day. Or the War Wizard could apply Empower Spell to 6 spells he casts that day. Or the War Wizard could Heighten a Meteor Swarm from 9th level to 21st level.

RandomFellow
2007-12-06, 12:52 PM
Reserved For. 0o

RandomFellow
2007-12-06, 12:53 PM
An Imperial Necromancer is focused entirely on bringing death to as many enemies as possible with minimal expenditure of time.

Requirements
To qualify to become an Imperial Necromancer, a character must fulfill all the following criteria.

Skills
Spellcraft (Int) 8 Ranks, Knowledge: Arcana (Int) 8 Ranks

Feats
Corpsecrafter, Tomb-Tainted Soul, Energy Substitution (Cold), Lord of the Uttercold

Spells
Capable of casting 3rd level arcane necromancy spells.

Special
A wizard specializing in necromancy (Necromancer) or an Arcane Disciple (cleric variant from Dragon 311) of the one true faith.

Table: Imperial Necromancer
{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special|Spells per Day
1st|0|2|0|2|Focused Spellcaster, Mastery of Undeath|+1 level of existing spellcasting class
2nd|1|3|0|3|Agent of Death|+1 level of existing spellcasting class
3rd|1|3|1|3|-|+1 level of existing spellcasting class
4th|2|4|1|4|-|+1 level of existing spellcasting class
5th|2|4|1|4|Efficient Animation|+1 level of existing spellcasting class
6th|3|5|2|5|Frozen Dead|+1 level of existing spellcasting class
7th|3|5|2|5|-|+1 level of existing spellcasting class
8th|4|6|2|6|-|+1 level of existing spellcasting class
9th|4|6|3|6|Fell Magic|+1 level of existing spellcasting class
10th|5|7|3|7|Legion of the Dead|+1 level of existing spellcasting class[/table]

Alignment
Any.

Hit Die
d4.

Class Skills
Spellcraft (Int), Knowledge (Any) (Int), Concentration (Con)

Skill Points at Each Additional Level
2 + Int modifier.

Class Features
All of the following are class features of the Imperial Necromancer.

Weapon and Armor Proficiency
Gains no weapon or armor proficiencies.

Spells
An Imperial Necromancer gains spells per day and spells known as if he belonged to his previous spellcasting class. He gains no other benefits he would have otherwise gained (such as bonus feats). However, his caster level does not increase (see Focused Spellcaster).

Focused Spellcaster
An Imperial Necromancer, due to his focus on power over the undead, gains caster levels only in necromancy and evocation. This does effect spell selection. (e.g. A Necromancer 5 / Imperial Necromancer 10 can still cast Teleport. It's just the CL for Teleport is 5 instead of 15.)

Mastery of Undeath (Su)
An Imperial Necromancer is a master of controlling the dead. As such, he may control any undead he creates (such as via Create Undead or Create Greater Undead) up to a limit of 3HD per Imperial Necromancer level. If at any time the Imperial Necromancer exceeds this cap (e.g. creating 20HD worth of undead when he only can control 18HD more) the Imperial Necromancer may choose which undead under his control to release in order to gain control of the newly created undead.

This ability is in addition to the normal 4HD/CL limit in spells such as Animate Dead or abilities such as the 1HD/Cleric Level for Commanding Undead via Rebuking.

Agent of Undeath (Su)
Mindless undead ignore an Imperial Necromancer unless their controller's instructions dictate otherwise. In the event of uncontrolled mindless undead, the Imperial Necromancer is ignored.

Efficient Animation (Ex)
An Imperial Necromancer reduces the Onyx cost of animating and crafting (via Corpsecrafting traits) undead by 50%.

Mage of Ice (Su)
Any undead created by an Imperial Necromancer gain immunity to cold. In addition, the Imperial Necromancer gains immunity to cold.

Fell Magic
Any living being affected by an evocation or necromancy spell cast by an Imperial Necromancer must make a Fort Save against the same spell's DC or feel the chill of death in their souls. Anyone who fails the Fort Save takes a -4 to all dice rolls for 1 round. Multiple applications of this effect do not stack, instead they extend the duration.

The Imperial Necromancer may choose not to apply this effect to a spell he casts.

Legion of the Dead (Su)
An Imperial Necromancer may command vast hordes of undead via his Mastery of Undeath ability. The HD cap for that ability is increased to 6HD per Imperial Necromancer level.

RandomFellow
2007-12-06, 12:55 PM
Reserved For

RandomFellow
2007-12-06, 12:56 PM
Imperial Paladin
Imperial Paladins are single-minded, self-righteous servants of the One True Church and the One True Faith.

Gain:

Detect Heathen (Sp)
At will, a paladin can use detect heathen, as the spell. This ability replaces the normal paladin's Detect Evil ability.

Bless the Faithful (Su)
Any True Believer within 50' gains a +2 bonus to all dice rolls. This ability replaces the Divine Courage ability.

Smite Heathen (Su)
Once per day, a paladin of tyranny may attempt to a non-believer with one normal melee attack. This ability is otherwise identical to the standard paladin's ability to smite evil, including increased daily uses as the paladin gains class levels.

Favored enemy (as ranger; Heathen) at 4th level.

Lose:
Smite Evil, Detect Good, Turn Undead, Aura of Courage, Lay on Hands

RandomFellow
2007-12-06, 12:58 PM
Imperial Cleaners are a....special branch of the Imperial Military. The Empire's Elite Soldiers serve primarily as assassins and 'clean up crews' for situations which need to be resolved unofficially.

Requirements
To qualify to become an Imperial Necromancer, a character must fulfill all the following criteria.

Skills
Spot 8 Ranks, Listen 8 Ranks, Hide (Int) 8 Ranks, Move Silently (Int) 8 Ranks, Use Magic Device (Cha) 8 Ranks

Feats
Magical Aptitude, Blood of the Mage

Special
Sneak Attack +2d6, Evasion

Table: Imperial Cleaner
{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special|
1st|0|2|2|2|Bound Operative, Specialty
2nd|1|3|3|3|Sneak Attack +1d6
3rd|2|3|3|3|Specialty, Basic
4th|3|4|4|4|Sneak Attack +2d6
5th|3|4|4|4|Specialty, Mediocre
6th|4|5|5|5|Sneak Attack +3d6
7th|5|5|5|5|Specialty, Advanced
8th|6/1|6|6|6|Sneak Attack +4d6
9th|6/1|6|6|6|Specialty, Mastered
10th|7/2|7|7|7|Sneak Attack +5d6[/table]

Alignment
Any.

Hit Die
d8.

Class Skills
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).


Skill Points at Each Additional Level
8 + Int modifier.

Class Features
All of the following are class features of the Imperial Cleaner.

Weapon and Armor Proficiency
Gains no weapon or armor proficiencies.

Bound Operative(Ex)
An Imperial Cleaner must complete this PrC before he may take levels in any other class.


Specialty (Ex)
At 1st level an Imperial Cleaner selects his specialty (Generalist, Magical Demolitions, Assassin, Infiltrator). This specialty governs which Class Features the Cleaner receives.

Sneak Attack
This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 every other level (2nd, 4th, 6th, 8th, and 10th). If a Cleaner gets a sneak attack bonus from another source the bonuses on damage stack.

Specialty, Basic (Ex)

Generalist
The Cleaner becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions.
Upon gaining this ability, she selects a number of skills equal to her Intelligence modifier. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so.
In addition, The Cleaner is able to use the spell, Rune Grenade Detonator, at will.

Magical Demolitions
The Cleaner is able to use the spell, Rune Grenade Detonator, at will.

In addition, when using a wand of Explosive Runes, the Cleaner may apply Explosive Runes to any unattended object within 30'.

Assassin
If a Cleaner studies his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (Cleaner's choice). While studying the victim, the Cleaner can undertake other actions so long as his attention stays focused on the target and the target does not detect the assassin or recognize the assassin as an enemy. If the victim of such an attack fails a Fortitude save (DC 10 + the Cleaner's class level + the number of Sneak Attack die) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per sneak attack die. If the victim’s saving throw succeeds, the attack is just a normal sneak attack. Once the Cleaner has completed the 3 rounds of study, he must make the death attack within the next 3 rounds.
If a death attack is attempted and fails (the victim makes her save) or if the Cleaner does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another death attack.

Infiltrator
The Cleaner becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions.
Upon gaining this ability, she selects a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so.

Specialty, Mediocre
Generalist
If a Cleaner studies his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (Cleaner's choice). While studying the victim, the Cleaner can undertake other actions so long as his attention stays focused on the target and the target does not detect the assassin or recognize the assassin as an enemy. If the victim of such an attack fails a Fortitude save (DC 10 + the Cleaner's class level + the number of Sneak Attack die) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per sneak attack die. If the victim’s saving throw succeeds, the attack is just a normal sneak attack. Once the Cleaner has completed the 3 rounds of study, he must make the death attack within the next 3 rounds.
If a death attack is attempted and fails (the victim makes her save) or if the Cleaner does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another death attack.

Magical Demolitions
The Cleaner is able to cast Explosive Runes (from a Wand), up to Int modifier times per day, without expending charges.

Assassin
Uncanny Dodge (Ex)
An assassin retains his Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (He still loses any Dexterity bonus to AC if immobilized.)
If a character gains uncanny dodge from a second class the character automatically gains improved uncanny dodge (as the Assassin class feature).

In addition, the Assassin gains an additional sneak attack die. (e.g. If he was at +5d6 he is now +6d6)

Infiltrator
Improved Evasion (Ex)
This ability works like evasion, except that while the Cleaner still takes no damage on a successful Reflex saving throw against attacks henceforth she takes only half damage on a failed save. A helpless rogue does not gain the benefit of improved evasion.


Specialty, Advanced
Generalist
The Generalist gains Improved Evasion and Uncanny Dodge.

Magical Demolitions
You may draw and throw an Explosive Rune Grenade as a swift action.
In addition, you may use a wand of the Explosive Rune spell as a move action.
(e.g. You can draw a piece of paper, cast Explosive Runes on it, and throw it. And then detonate it via your Specialty, Basic ability. All in the same round. Or do the same thing to a wall.)

Assassin
The Cleaner, as a free action and without expending any charges, may use a wand of Invisibility or Greater Invisibility on himself up to Int Modifier times per day.

Infiltrator
Nondetection (Su)
A Cleaner has a continuous nondetection ability as the spell (caster level equal to Cleaner class levels).

Specialty, Mastered
Generalist
The Generalist may select any Advanced (or lesser) ability which counts as his capstone ability.

In addition, the generalist gains an additional sneak attack die.

Magical Demolitions
The Cleaner may use Explosive Runes from a wand without expending charges.

In addition, the caster level for casting Explosive Runes for a wand is considered to be equal to 14 plus three times his Int Modifier.

Assassin
The Cleaner gains an additional sneak attack die.

Nondetection (Su)
A Cleaner has a continuous nondetection ability as the spell (caster level equal to Cleaner class levels).

Infiltrator
The Cleaner, as a free action and without expending any charges, may use a wand of Invisibility or Greater Invisibility on himself up to Int Modifier times per day.

In addition, the Cleaner may cast a spell using a staff of Divination without expending any charges. He may do this up to his Int Modifier times per day.

RandomFellow
2007-12-06, 12:59 PM
Reserved For.

RandomFellow
2007-12-06, 01:01 PM
Spontaneous Casters
Spontaneous casting is generally viewed as 'inferior' by the Imperial spellcasting community. That, and 90+% of the Spontaneous Casters in the world are Heathens.

Barbarian
Heathen. BURN HIM.

Druid
Heathen. BURN HIM.

Cleric (of something other than the One True Church)
Heathen. BURN HIM.

Any national class not of the Empire
Heathen. BURN HIM.

RandomFellow
2007-12-06, 01:03 PM
Bam. 'tis done.

RandomFellow
2007-12-06, 01:04 PM
TBD Reserved

RandomFellow
2007-12-06, 01:05 PM
Air Sense [General]
Prerequisite
Con 14 (Wis 14 if Undead), Cha 14, A creature without the Earth subtype.

Benefit
You can instinctively tell the speed and direction of the wind. This is a supernatural ability that will not function in situations like an Anti-Magic field.

Air Spell [General]
Prerequisite
Con 14 (Wis 14 if Undead), Cha 14, Air Sense, Heighten Spell

Benefit
As long as you are completely surrounded by Air (not in contact with the ground, walls, etc.) you can use the Heightened Spell feat with greater effect. If you cast a spell modified by the heighten spell feat the spell is increased one spell level further and you gain a competence bonus to caster level equal to the number of spells levels the spell has gained. (e.g. If you heighten a magic missile to 9th level (+8) it becomes a 10th level spell with this feat. You would also gain a competence bonus of +8 to caster level.) This benefit cannot be applied to spells with the Fire, Earth, or Water descriptors.

Blood Magic [General]
Requirements:
Possessing the [Divine Blooded] subtype, Still Spell, Silent Spell

Benefits:
This feat permits you to treat all spells you cast as automatically stilled and silenced. However, you take damage equal to the Spell Level * CL every time you fail a concentration check related to spellcasting as the magic raging in your blood is released, uncontrolled.


Inspired Leader [General]
Prerequisites
Cha 25, Leadership, Fanatical Devotion

Benefit
You get 2 cohorts instead of 1 from the Leadership feat.

Fell Mastery of Undeath [General]
Prerequisite
Ability to Rebuke Undead, Tomb-Tainted Soul, Cha 16

Benefit
You may, as a free action, expend 6 additional rebuking attempts to increase your effective cleric level by 1/2 your HD for purposes of that rebuking check. You also may control up to your HD (instead of your cleric, or equivalent rebuking class level) in Undead.

The following two feats are from here. (http://www.giantitp.com/forums/showpost.php?p=3653344&postcount=1)
Shield Mitigation [General]
Prerequisite:
Shield Proficiency

Effect:
You gain (BaB+Strength Bonus) Shield Mitigation points (but no less than 1).

When you are hit by an attack while you have a shield equipped, as a free action you may make an opposed attack roll using the AC of the shield, including any enhancement bonuses, to attempt to mitigate the blow (d20+Dex bonus+BaB+shield AC).

If you win the opposed contest, damage is first applied to your Shield Mitigation points before your HP.

This even works against touch attacks. It does not work if your shield is an Animated shield. It does not work if you attacked with the limb that holds your shield this turn or in your last turn. Any spell or effect that produces shield AC without requiring the dedicated use of a limb is not sufficient to use this feat.

You can refresh all of your Shield Mitigation points at the cost of a single full-round action that does not provoke an attack of opportunity.

This feat may be taken as a Fighter Bonus Feat.

Normal:
You cannot mitigate damage with your shield.

Shield Mitigate Ally [General]
Prerequisite:
Shield Mitigation

Effect:
When an adjacent individual is attacked, you may as a free action use the Shield Mitigation feat against that attack. Only one successful Shield Mitigate may apply to a given attack.

This feat may be taken as a fighter bonus feat.

Normal:
You can only Shield Mitigate attacks against yourself.

Improved Shield Mitigation [Feat]
Prerequisite:
Shield Mitigation, BaB +5

Effect:
You may refresh your Shield Mitigate points as a standard action. You may refresh half of your Shield Mitigate points as a move action.

If you have at least +10 BaB, half of your Shield Mitigate points refresh each round at the start of your turn, and you may refresh them all as a Move action. Refreshing your shield mitigation points does not provoke an attack of opportunity.

This feat may be taken as a fighter bonus feat.

Normal:
It requires a full-round action to refresh your shield mitigate points.

Precise Blow
Prerequisite:
Weapon Finesse, Dex 16

Benefit:
When using a weapon which benefits from the Weapon Finesse feat, you may apply your Dexterity modifier in place of your Strength modifier for weapon damage rolls.

Blood of the Mage [Heritage]
Prerequisite
Cha 16
Heritage Feats must be taken at 1st level.

Benefit
You may take 10 on Use Magic Device checks.

Blood of the Divine Magi [Heritage]
Prerequisite
Possessing the [Divine Blooded] subtype, Spontaneous Spell Caster
Heritage Feats must be taken at 1st level.

Benefit
The divine might of the Gods flows through your veins, focusing your magical might along the lines of the deity from who you are descended. Choose a school of magic, your caster level (for purposes of spell penetration and variable spell effects based on caster level [e.g. If you picked evocation, at 5th level your fireball would do 7d6 instead of 5d6 and would have an extra 80' of range.] only) for that school increases by 3. Your caster level in all other schools of magic decrease by 1.

Divine Birthright [Heritage]
Prerequisite
Heritage Feats must be taken at 1st level.

Benefit
You gain your racial domain's granted power and 1st level spell as a spell-like ability usable once per day. In addition, you gain the [Divine Blooded] subtype if you do not already have it.

RandomFellow
2007-12-06, 01:07 PM
Student-Crafter of the Undead [Corpsecrafting]
Prerequisite
Tomb-Tainted Soul or Undead, Corpsecrafter, Ability to cast 1st level spells from the Illusion, Necromancy, and Transmutation schools.

Benefit
You have spent many years studying the Undead, and now all of your hard work has paid off. What does it matter if no woman would date you after you became a necromancer? Now you can make your own undead harem! You learn 4 lesser traits which you can apply to the undead you create. Your undead can have one lesser trait per 5 HD. This feat may be substituted for the Flesh of the Ice Tomb's Endurance requirement.

Journeyman-Crafter of the Undead [Corpsecrafting]
Prerequisite
Student-Crafter of the Undead, Able to cast 3rd level spells from the Illusion, Necromancy, and Transmutation schools.

Benefit
You learn 2 lesser and 2 normal traits. Your undead can have one lesser trait per 5 HD and one normal trait per 10 HD.

Master-Crafter of the Undead [Corpsecrafting]
Prerequisite
Journeyman Crafter of the Undead, Able to cast 7th level spells from the Illusion, Necromancy, and Transmutation schools.

Benefit
You learn 1 lesser, 1 normal, and 2 greater traits. Your undead can have one lesser trait per 5 HD, one normal trait per 10 HD and one greater trait per 15HD.

Practiced Crafter of the Undead [Corpsecrafting]
Prerequisite:
Master-Crafter of the Undead

Benefit
You learn an additional 6 lesser, 4 normal, and 2 greater traits.
This feat can be taken multiple times, each time you gain different traits.

Frugal Necromancy [Corpsecrafting]
Prerequisite
Master Crafter of the Undead

Benefit
You reduce the onyx spell components for traits and animation by 40% (Reduce each 25gp by 10gp. So creating a 20HD and applying a normal trait to it will now cost 15gp*20*3 (900) instead of 25gp*20*3 (1500)).
This feat may be taken only once.


Undead Crafting Traits
Note: This is intended to work with spawned, ritually created (e.g. Lich, Necropolitian), negative energy drained until wight, and created undead.

You can apply traits to corporeal undead as it requires the engraving of runes on bones or tattooing on flesh.
Each trait may only be applied once.

Application of a Trait costs an additional 25gp per Trait Level. Trait Levels are 1 = Lesser, 2 = Normal, 3 = Greater. (e.g. Applying a Normal Trait to a 20HD undead you animated costs 25gp*2 or 50gp in onyx spell components.)
Traits are treated as magic items for purposes of Antimagic Fields, Dispel Magic, etc. They can be suppressed, not removed, except by a Disjunction. The CL of traits is equal to your current caster level for ease of book keeping.

Traits with a spell requirement automatically discharge that spell as if you had cast it. (e.g. If you are applying Nimble Corpse you lose an Expeditious Retreat you have memorized) You cannot apply a trait without the proper spell available in magic item (e.g. wand) or spells per day form.

Any Trait with a daily limit refreshes at Midnight.

A crafted undead has its CR increased by Ό for every trait applied.

All stat bonuses are profane unless otherwise noted.

Lesser Traits

Nimble Corpse
Requirement: Expeditious Retreat
Benefit: The undead now has a 15' bonus to all movement speeds.

Quick Corpse
Requirement: Haste
Benefit: The undead you have created now gains a +5 to initiative checks or loses the Single Actions Only (Ex) quality.

Note: This trait can be applied twice, once to remove the Single Actions Only (Ex) quality and a second time to gain the initiative bonus.

Leathery Flesh
Requirement: Alter Self
Benefit: +2 bonus to Natural Armor

Strength of the Dead
Requirement: Bull's Strength
Benefit: : +4 Strength Bonus

Agility of the Damned
Requirement : Cat's Grace
Benefit : +4 Dexterity Bonus

Tough As Nails
Requirement : Bear's Endurance
Benefit : +4 HP per HD

Vampire's Alure
Requirement : Eagle's Splendor
Benefit : +4 Charisma Bonus

Intellect of the Night
Requirement : Fox's Cunning (Does not work on Mindless Undead)
Benefit : +4 Int

Undead Worker Drone (Skill)
Requirement: An undead with a score of at least 10 in the skill's key attribute. You possess at least 1 rank in the skill.

Benefit: The undead gains a bonus of equal to its HD+5 in the skill you selected when you chose this trait. (e.g. If you took Undead Worker Drone (Swim) and applied it to a human commoner skeleton. The skeleton would have a profane bonus to the Swim skill of +6.)

Note: Unlike other traits, this can be taken and applied multiple times. Each time, for a different skill.

Elemental Protection
Requirement: Protection from Energy
Benefit: Choose an energy type (Cold, Fire, Electricity, or Acid). Your undead are immune to damage from that Energy type. This trait can only be applied once. And only to undead that lack any energy immunity.

Normal Traits
Transmuted Corpse
“There is never a good corpse around when you need one!”
Requirement: Polymorph
Benefit : You can turn a creature's corpse into another creature's corpse. The new corpse cannot have more than twice your HD and cannot have more than 20HD.

Bolster Resistance
Requirement: Ability to Rebuke Undead
Benefit : Your undead gain +4 Turn Resistance.

Sacrificial Healing
Requirement: Ability to Rebuke Undead
Benefit : When your undead die, they release a 20' burst of negative energy that heals 2HP per HD. This trait has no effect if they are destroyed via Turning.

Talents of the Transmuter
Requirement: Polymorph
Benefit : The undead you have created now look as they did in life.

Talents of the Unseen Illusionist
Requirement: Greater Invisibility
Benefit: The undead gains the benefit of Greater Invisibility for two rounds the first time it attacks someone on any given day. This ability only functions once per day.

Glamour of the Illusionist
Requirement: Mirror Image
Benefit: The undead you have created now look exactly as you do. This 'image' is based on the time of casting so if you change outfits, the undead will have a different outfit than you. This is an illusion and as such can be defeated by divinations such as True Seeing.

Size of the Transmuter
Requirement: Enlarge Person
Benefit: The undead increases one size category.

Blasphemous Magic
Requirement: Cast any 1st or 2nd level spell.
Benefit: The undead gains this spell as a spell like ability usable once per day.

Dark Mastery (Weapon)
Requirement: Transformation
Benefit : The Undead gain proficiency with a weapon as well as Weapon Focus (Weapon), Weapon Specialization (Weapon), Greater Weapon Focus (Weapon), and Greater Weapon Specialization (Weapon).

The Undying
“Physical destruction is merely a minor inconvenience!”
Requirement: Death Ward
Benefit: Whenever one of your undead are slain by something other than a positive energy effect (e.g. Cure Light Wounds, Heal, Turn Undead) they revive with 1 hit point in 1d2 rounds. They also gain Fast Healing (min. 1) equal to Ό their HD.

Greater Traits
Sun's Servant
“Any competent necromancer can have his minions go about in daylight.”
Requirement: Shapechange
Benefit: Undead with the ability Daylight Powerlessness (Ex) lose that ability.

Blank Slate
“Sick of your rivals taking control of YOUR undead!? This is the trait for you.”
Requirement: Mind Blank
Benefit: This undead cannot be commanded by either magic or rebuking other than its creator's.

Unholy Spell Resistance
Requirement : Spell Resistance
Benefit : Gain SR of 12+HD

Unholy Celerity
Requirement : Celerity, Greater
Benefit : The undead gains the Quickness (Su) special quality. This permits them to take an extra move or standard action each round.

Fell Flight
Requirement : Fly
Benefit : Undead under this effect gain a fly 60' or their base land speed, whichever is slower. They have good manueverability.

RandomFellow
2007-12-06, 01:08 PM
Greater Shadow Evocations [Metamagic]
Requirements:
Energy Substitution (Any)

Benefits:
Your Shadow Evocations (or replicating an Evocation spell via Spell Conversion class ability) gain +20% reality (and can exceed 100%) and are considered to have the energy descriptor of the Energy Substitution feat for purposes of applying metamagic. Applying this metamagic uses a spell slot one level higher than the spell's normal level.

Born of the Three Thunders, Greater [Metamagic]
Requirements:
Born of the Three Thunders

Benefits:
As Born of the Three Thunders except you are not dazed. In addition, the DC for a spell modified by this metamagic increases by 1. A spell modified by this metamagic uses a spell slot of the spell's normal level.

RandomFellow
2007-12-06, 01:10 PM
Supernatural and Spell-Augmented Items
Not really a magic item, but it doesn't fit elsewhere:

Explosive Rune Grenade
A time honored trick requiring little more than a few pieces of paper, a few castings of Explosive Runes, and Dispel Magic to activate it.
An Explosive Rune Grenade is simply any bundle of paper/piece of paper with multiple castings of Explosive Runes upon it. Upon activation, by failing a dispel magic or using Rune Grenade Detonator, the runes trigger. No matter how many castings of Explosive Runes are detonated...a single object or creature cannot take more than 1d6 per caster level of the highest level Explosive Runes spell. This form of attack has a minimum damage of 6d6.

Souls
A soul (contained in any receptacle) may be used as a spell component or as part of the experience cost of a magic item. Using a soul in this manner is an act of the most evil sort and turns you irrevocably evil. Such a soul is worth 10XP per HD.

Divine Blood
Blood of a dead creature with the Divine Blooded subtype may be substituted as part of the XP cost of a magic item. Such blood is worth 10XP per HD.

Abjurers' Stone
The preferred building material when one expects unauthorized magical entry. Abjurer's Stone, assuming there is at least three feet of it, prevents the 'passage' of magic across the barrier. Any magic cast 'outside' cannot effect 'inside and vice versa. However, the Abjurer's Stone itself is not immune to magic (e.g. You can use Disintegrate to obliterate chunks of the stone). It also 'disconnects' the structure from planar access (thereby preventing Teleport and Plane Shift spells from functioning).

-_-_-_--_-_-_--_-_-_--_-_-_--_-_-_--_-_-_--_-_-_--_-_-_--_-_-_-_-_-
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Craftable Magic Items
Potions
Potion of Mental Lubrication[Potion]

All potions of mental lubrication contain 30 draughts (uses).

Consuming a draught of the lesser version of this potion will give you an additional 3rd level spell slot for 24 hours.

Consuming a draught of the regular version of this potion will give you an additional 6th level spell slot for 24 hours.

Consuming a draught of the greater version of this potion will give you an additional 9th level spell slot for 24 hours.

Prepared casters regain a 'used' spell slot while Spontaneous casters simply get one more casting of a spell of that spell level.

In order to create this Potion you must have drained the blood (and then killed) an individual with the [Divine Blooded] subtype. An individual with 3HD or less provides sufficient power to produce a lesser potion. An individual with 4HD to 9HD provides sufficient power to produce a normal potion. An individual with 10 or more HD provides sufficient power to produce a greater potion. The use of this blood is in addition to the normal XP and gold costs of creating a magic item.

Strong (no school); CL 3rd; Brew Potion, Blood of a Dead Divine Blooded Creature; Price 9,000 gp (lesser), 36,000 gp (normal), 81,000 gp (greater).

Rods
Metamagic, Greater Shadow Evocations [Rod]
The wielder can cast up to three spells per day that are enhanced as though using the Greater Shadow Evocations Feat.

Strong (no school); CL 17th; Craft Rod, Greater Shadow Evocations; Price 6,000 gp (lesser), 22,000 gp (normal), 49,000 gp (greater).

Born of the Three Thunders, Greater [Rod]
The wielder can cast up to three spells per day that are enhanced as though using the Born of the Three Thunders, Greater Feat.

Strong (no school); CL 17th; Craft Rod, Born of the Three Thunders, Greater; Price 6,000 gp (lesser), 22,000 gp (normal), 49,000 gp (greater).

Rings
Duelist's Ring [Ring]
This ring might seem to be a ring of spell storing upon first examination. However, while it allows a single spell of 1st through 9th level to be cast into it, that spell cannot be cast out of the ring again. Instead, should that spell ever be cast upon the wearer, the spell is immediately countered, as a counterspell action, requiring no action (or even knowledge) on the wearer’s part. Once so used, the spell cast within the ring is gone. A new spell (or the same one as before) may be placed in it again. In addition, the Duelist's Ring permits the owner to attempt a counterspell as an immediate action twice per day.

Moderate evocation; CL 16th; Forge Ring, imbue with spell ability; Price 32,000 gp.


Wondrous Items
Lyre of Building, Greater [Wondrous Item]
If the proper chords are struck, a single use of this lyre negates any attacks made against all inanimate construction (walls, roof, floor, and so on) within 1500 feet. This includes the effects of a horn of blasting, a disintegrate spell, or an attack from a ram or similar siege weapon. The lyre can be used in this way any number of times per day, with a DC 20 Perform Check, with the protection lasting for 30 minutes. Each time this ability is used, the affected construction cannot be effected again for thirty seconds (5 rounds).

The lyre is also useful with respect to building. Once a week its strings can be strummed so as to produce chords that magically construct buildings, mines, tunnels, ditches, or anything that can be made with a Craft DC 25 (Basically, taking 25 on a craft check x100 for rate of production). The effect produced in but 30 minutes of playing is equal to the work of 100 humans laboring for three days. Each hour after the first, a character playing the lyre must make a DC 25 Perform (string instruments) check. If it fails, she must stop and cannot play the lyre again for this purpose until a week has passed.

A user of the lyre may not take 10 on the Perform (string instruments) check.

Faint transmutation; CL 15th; Craft Wondrous Item, fabricate; Price 65,000 gp; Weight 5 lb.

The Lyre of Building is 'revised' to replace:
'anything' with 'anything that can be made with a Craft DC equal to the Perform Check (or 15, whichever is lower)'

RandomFellow
2007-12-06, 01:13 PM
Rune Grenade Detonator
Abjuration
Level: Sor/Wiz 1
Components: V, S, DF
Casting Time: 1 Standard Action
Range: Medium (100' + 10'/CL)
Area: 20' Radius Burst
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
A low level spell used by military mages to detonate multiple castings of the Explosive Rune spell. All Explosive Runes within the area of effect are triggered as if they had been read.

RandomFellow
2007-12-06, 01:14 PM
Bam.................0o

RandomFellow
2007-12-06, 01:16 PM
Moment of Precognitive Clarity
Divination
Level: Sor/Wiz 2
Casting Time: 1 immediate action
Range: Medium (100ft+10ft/CL)
Target: One Willing Creature
Duration: 1 round
Your target gains a +6 bonus to his next Initiative Check. This does not stack with bonuses from lower level spells such as Nerveskitter.

Detect Heathen
Divination
Level: Pal 1, Clr 1
This spell functions like detect evil, except that it detects the auras of people with a different religious belief than the caster, and you are vulnerable to an overwhelming aura no matter your alignment.

RandomFellow
2007-12-06, 01:18 PM
Reserved For

RandomFellow
2007-12-06, 01:19 PM
Let's use Fire Until It Breaks.

RandomFellow
2007-12-06, 01:20 PM
Shadow Conjuration, Lesser
Illusion (Shadow)
Level: Sor/Wiz 2
This spell functions like shadow conjuration, except that it can duplicate any sorcerer or wizard conjuration (summoning) or conjuration (creation) spell of 1st level or lower. The illusory conjurations created deal one-fifth (10%) damage to nonbelievers, and nondamaging effects are 10% likely to work against nonbelievers.

Shadow Conjuration, Lesser
Illusion (Shadow)
Level: Sor/Wiz 2
This spell functions like shadow evocation, except that it can duplicate any sorcerer or wizard evocation spell of 1st level or lower. The illusory conjurations created deal one-fifth (10%) damage to nonbelievers, and nondamaging effects are 10% likely to work against nonbelievers.

RandomFellow
2007-12-06, 01:22 PM
Warding of the Ancestors
Necromancy [Fear, Mind-Affecting]
Level: Clr 1
Components: V, S, DF
Casting Time: 1 Hour
Range: Touch
Area: 120' Radius
Duration: See Text
Saving Throw: Will Partial
Spell Resistance: No

This spell is heavily used by tribal shamans to keep outsiders out. This spell imbues a skull placed on a properly crafted totem with Fear. Any outsider (as in not a member of the tribe/group, not outsider as in type) who comes within 120' of the totem must make a Will save or become panicked whenever they see the same totem and skull. If the save succeeds, they are instead shaken for 1 round.

Material Component:
A skull of a sentient being on a totem. The material component can never be moved or the spell is ended.

RandomFellow
2007-12-06, 01:23 PM
Bam? o0 o0 o0

RandomFellow
2007-12-06, 01:24 PM
Public Resources (e.g. CrystalKeep, d20srd.org, Web Excerpts such as Marshall) – Assuming there is sufficient information to make it usable.
Core I & II (DMGI, II, etc.)
The Completes (Champion, Adventurer, Psionic, etc.)
The Compendiums (Magic Item & Spell)
Cry Havoc (for mass combat in the event it is nesc.)

RandomFellow
2007-12-06, 01:26 PM
Standard Gold and modified gestalt. One side of the Gestalt is PC classes, the other is an SRD NPC Class (e.g. Expert) or Level Adjustment/Racial HD (up to initial starting level).

Maximum HP per HD.
32 Point Buy
Max. Flaws – 2
(Yes, I know flaws are power gamerish, but since I'm gutting Gestalt quite a bit by making one side purely NPC Class/LA/Racial HD the extra feats seem reasonable to me.)

Player Level 6+

RandomFellow
2007-12-06, 01:27 PM
Magic Item creation is (optionally) 75% of market price instead of 50% Gold + 4% XP. Spells with an XP component may have the XP component substituted for a gold component equal to 6x the XP component.

Paladins lack the Good requirement. Most Paladins you encounter will be closer to Lawful Evil or Neutral rather than Lawful Good as they serve the Second Human Empire. Any Paladin not serving the Second Human Empire would be a fallen Paladin.

Consider any class feature or feat which reduces metamagic spell level adjustment to be errata'd to include:
“This feat cannot reduce the level adjustment of an individual application of a metamagic feat below +0. (e.g. If you had Energy Substitution Empowered Fireball with Arcane Thesis, it would be a 4th level spell.)”
Unless the existing limit is higher (e.g. Easy Metamagic won't reduce below +1). However, feel free to stack these reductions in the most beneficial order. (e.g. Using Easy Metamagic and then Arcane Thesis to reduce the above example to a 3rd level spell).

Undead Leadership, Thrallherd, Leadership Feat, etc. are OK just limited to one per player. (e.g. You can have Leadership but not Undead Leadership and be a Thrallherd or take Leadership then have your cohort take leadership)
Cohort = Same Character Creation as player except appropriate for level and without any bonus gold.
Followers = 80% NPC Classed, 20% PC Classed – Both Non-Gestalt, Elite Array, Half-NPC Gold for Level.

Wish from a non-item source still costs the wisher XP.

Change the school for all Conjuration (Healing) spells to Necromancy (Healing). It makes more flavor sense and Conjuration is easily one of the two best schools for spellcasting while Necromancy is one of the 3 schools on the optimized cut list for #2. Evocation is almost universally #1. #2 is usually Necromancy, Illusion, or Enchantment.

Knowledge: Local is replaced with Knowledge: <Region Name>. Knowledge: <Region Name> may be substituted for any other knowledge check when the check is related to the region. (e.g. Instead of making a Knowledge: Nature check about the ogres of the Canton Archipelago you could make a Knowledge: Canton Archipelago check.)

In addition, all characters receive 1 bonus skill rank in Knowledge: <Region Name> per six months spent in a location (up to what their max ranks in Knowledge: Local would normally be e.g. A 3rd level wizard would have 6 ranks while a 3rd level fighter would have 3 ranks.). This is mostly an IC reward, during character creation you can only choose one 'region' to have max ranks in Knowledge: <Region Name>.

RandomFellow
2007-12-10, 06:31 AM
Note:
All text related to the Tribes is from the viewpoint of the Republic's scholars. As such, it is a trace biased and bigoted.

Tribe Name: The Xern
This tribe has named themselves after the Lord of Eternity, an ancient elven (being elven is synonymous with being evil incarnate) deity who has never had much interest in mortal affairs. However, it is unclear why a generally apathetic diety has deigned to grant this minor tribe of Bugbears clerical magic.


These Bugbears guard one of the Pillars of Eternity on Xern's behalf. It is believed that the other gods (of varying faiths) prevailed upon Xern to put some effort into protecting the Pillars after Asmodeus attempted to overthrow the Elven Pantheon utilizing the knowledge hiding amongst the nonsensical runes engraved on each of the Pillars.

Each Pillar is little more than a giant stone pillar with runes (of only minor magical power, the Pillars cast minor cure wounds on any sentient being who touches a Pillar) engraved upon it. However, it is said that the secrets to divine ascension can be found amongst the runes on each of the nine Pillars of Eternity.

The Pillar protected by this tribe is also known as the 'Pillar of the Soul'.



Population : 1,800
The vast majority (95%) of the tribe's adult population are bugbears of little training in anything beyond the basics of life (MM Standard Bugbears). However, nearly 5% are clerics of significant power (e.g. Warleader encounter example or just a Bugbear cleric of 3rd level or higher.).

Race : Bugbear
Description:
This tribe is warlike, and very aggressive against the Colony of Canton. However, this is typical of their evil, homicidal species. This tribe represents an obstacle to progress and as such, shall be removed by the valorous soldiers of the Republic. Further study is not required and would be ill advised as anyone sent to investigate them beyond the obvious would be killed before they could make any useful observations.

Possible Encounter:
This bugbear tribe borders the Aluran Colony and regularly sends small raiding parties to burn down outlying farms. Pillaging and murder is the Bugbear way.

Encounter Level: 11
Bugbear Warleader (http://www.myth-weavers.com/sheets/view.php?id=34549)
CE Bugbear Cleric 5, Level 9, Init +6, HP 53/53, Speed 20'
AC 25, Touch 12, Flat-footed 23, Fort +6, Ref +6, Will +7, Base Attack Bonus 5
Masterwork Morningstar +11 (1d8+5, x2)
Breastplate +1, Heavy Wooden +2 (+6 Armor, +4 Shield, +2 Dex, +3 Natural)
Abilities Str 20, Dex 15, Con 12, Int 8, Wis 15, Cha 12
Condition None

Eight MM/SRD Standard Bugbears

Tribe Name: The Suuran
Population : 2,700
Race : Ogre
Description:
TBD

Tribe Name: The Goruu
Population : 600
Race : Goblin
Description:
TBD

Tribe Name: The Noruu
Population : 3000
Race : Bugbear
Description:
TBD

Tribe Name: The Ur'bol
Population : 4400
Race : Ogre
Description:
TBD


Tribe Name: The Lands of the Wight-King
Population : 2000
Race : Wight
Description:
TBD

Possible Encounters:

Assassinating the Wight-King (or just going up and picking a fight, whichever).
Encounter Level: 14
Aeroth, The Wight King (http://www.myth-weavers.com/sheets/view.php?id=34625)
Male LE Wight Cleric 10, Level 14, Init +3, HP 128/128, Speed 30'
AC 25, Touch 13, Flat-footed 22, Fort +8, Ref +8, Will +15, Base Attack Bonus +9/+4
Energy Drain (Su) Slam (-) +11/+6 (1d4+2, x2)
Breastplate +3 (+8 Armor, +3 Dex, +4 Natural)
Abilities Str 15, Dex 16, Con -, Int 12, Wis 17, Cha 14
Condition None
The Wight-King always has a pair of Wight bodyguards (spawned by him) with two Inflict Light Wounds spells via Imbue Spell Ability.

Create Spawn (Su)
Any humanoid slain by a wight becomes a wight in 1d4 rounds. Spawn are under the command of the wight that created them and remain enslaved until its death. They do not possess any of the abilities they had in life.

Energy Drain (Su)
Living creatures hit by a wight’s slam attack gain one negative level. The DC is 14 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the wight gains 5 temporary hit points.

RandomFellow
2007-12-12, 08:45 AM
Human Domain
Granted Power:
All skills (except Language) are class skills for you.

Human Domain Spells
1 - Identify
2 - See Invisibility
3 - Arcane Sight
4 - Scrying
5 - Contact Other Plane
6 - True Seeing
7 - Vision
8 - Discern Location
9 - Foresight

RandomFellow
2007-12-14, 07:27 PM
A chain of about a dozen volcanic islands which are rich in vital metals and minerals for the Republic's economic and military well being. It contains the ONLY source of mithral within the Republic's domain as well as several iron, silver, gold, gem, and copper mines.

During peace time, it is also a convenient trading center as Imperial shipping between the 'homeland' and colonies takes a direct route through the archipelago.

It is defended by Mage-General James Magnus, commander of the 4th Division and Mage-Admiral Oliver Stone, commander of the 3rd Battle group of the 5th Fleet. Both units are based out of the most valuable colony in the Archipelago, the colony of Canton. However, it is rare for more than a single squadron of ships and a battalion of Republican infantry to be physically present on the Isle of Canton.

(Note: Aluran Naval units are divided by fleets(100)/battle group(25)/squadron(5). Aluran Army units use division(2000)/battalion(500)/company(100)/platoon(40)/squad(10))

RandomFellow
2007-12-16, 10:07 AM
Soul Hound

Medium Undead
Hit Dice:4d12 (26)
Initiative: +4
Speed: 40' (8 squares)
Armor Class: 18 (+4 Dexterity, +4 Natural), touch 14, flat-footed 14
Base Attack/Grapple: +2/+6
Attack: Bite +6 (1d8+4)
Full Attack:[/B] Bite +6 (1d8+4)
Space/Reach: 5' / 5'
Special Attacks: None
Special Qualities: undead traits, scent, Bind Soul, Bound Purpose, Soulsense 60'
Saves: Fort +1, Ref +5, Will +4
Abilities: Str 18, Dex 18, Con -, Int 10, Wis 10, Cha 16
Skills: Survival +7, Spot +7, Hide +13, Move Silenty +13
Feats: Track, Stealthy
Environment: Any
Organization: Solitary
Challenge Rating: 4
Treasure: Standard
Alignment: Always Lawful Evil
Advancement: 5-8HD (Medium)
Level Adjustment: -


The Soul Hound is created by priests who serve Asmodeus to speed the collection of souls. After all, why wait for the mortal to die when you can kill him? Ah, the joys of Faustian bargains.


Bind Soul (Su)
The Soul Hound, as an immediate action, may attempt to bind a single soul to itself. If the target is unconscious, dying, or dead (for less than 1 minute), it receives no save. Otherwise, the target must make a DC 15 Will Save or become unconscious for one round.

Bound Purpose (Ex)
A Soul Hound is created for one purpose and one purpose only. As such the Hound cannot be commanded via Rebuking or any other form of supernatural or magical compulsion. Once the Hound acquires the soul and returns to its creator it collapses into a pile of blood red ash. If the Hound is destroyed, it also collapses into a pile of blood red ash no matter the form of its destruction.

If it returns successfully, the Hound will spit out the soul into a prepared glass jar (costing no less than 100gp per HD of the Soul) before collapsing into blood red ash.

This blood red ash may replace an onyx of 200gp for purposes of spell components. Those who serve Asmodeus know the value of the gold piece.

Soulsense (Su)
A Soul Hound is blind undead dog and must rely on its ability to sense souls to navigate. It can only locate creatures with souls within 60 feet, just as if it possessed the blindsight ability. It also senses the strength of their soul automatically, as if it had cast deathwatch. In addition, it will always recognize the soul of the person it was created to retrieve no matter what body or disguise (mundane or magical) the prey attempted.

The Soul Hound has a racial bonus of +10 to Hide and Move Silently checks at night.

Note:
This creature replaces the Ghast on a cleric of Asmodeus's list of choices for the Create Undead spell. It may only be created from the corpse of a dog, wolf, or other creature with the scent ability. However, the form of the corpse is irrelevant to its effectiveness or methods.

Combat
Each round the Soul Hound will attempt a Soul Bind. In addition, the Soul Hound will attempt to bite the opposition until dying so it may collect the Soul.

-=-=-=-=-=-=-

Plot Hooks
The PCs are hired by a desperate young man who sold his soul to save his wife's life.

One of the PCs was forced to sell his soul in exchange for the resurrection of another PC.

Lore
Knowledge: Religion
DC – Information
15 – Soul Hounds are undead wolves sent by dark priests to collect souls.
20 – This dark creature is created by priests of Asmodeus to collect on their contracts with foolish mortals.

RandomFellow
2007-12-17, 09:34 AM
Trade Languages, Modern
Common (Empire, Republic, and Noram)
No'ri (AKA Pidigin Common, Most tribal races in the West that have had regular encounters with Empire, Republic, or Noram.)
Velios (AKA Low Elven, AKA Slave Tongue, Empire, Republic, Noram, Fae, Obscurum)

National, Modern
Aluran (Republic)
Imperial (Empire)
Nogrin (Noram)
Oburi (AKA Undercommon, AKA Dark Common, Obscurum)
Fae (AKA Elven, Fae)

Ancient
Arcanum (AKA High Elven, Language of Magic...most manuscripts and books relating to magic are written in High Elven since they are mostly copies, or rarely originals, of what the Elves possessed around 0 PR.)
Dwarven (Language of the extinct species, Dwarves)
Halftalk (Language of the extinct species, Halflings)
Draconic (Language of the extinct species, Dragons)
Nuali (Language of the Ancients, believed to be extinct but their relics predate the earliest Elven settlements known.)

---------
In addition, virtually every minor tribe has its own dialect (or full blown language). However, so few speak it it is deemed irrelevant and are always named after the tribe's name.

RandomFellow
2007-12-17, 01:52 PM
The General Info
There are 12 months in a year.
The first day of each week is when one of the four moons is at its fullest.
There are 48 weeks in a year.
The year is 336 days long.
Each Day is 24 hours long.
Each Hour is 60 minutes long.
Each Minute is 60 seconds long.

Due to the unique nature of the solar system, the world does not tilt and therefore all days are precisely 12 hours long (6am-6pm) and all nights are precisely 12 hours long (6:01pm to 5:59am).

The Days of the Week
Rian is the 1st month of the year.
Morthos is the 2nd month of the year.
Rial is the 3rd month of the year.
Urin is the 4th month of the year.
Palin is the 5th month of the year.
Nuukal is the 6th month of the year.
Asmod is the 7th month of the year.
Agruu is the 8th month of the year.
Koram is the 9th month of the year.
Ogrim is the 10th month of the year.
Idal is the 11th month of the year.
Anor is the 12th month of the year.

The Days of the Week
Riday is the first day of the week.
Urday is the second day of the week.
Palday is the third day of the week.
Corday is the fourth day of the week.
Morday is the fifth day of the week.
Ruuday is the sixth day of the week.
Asday is the seventh day of the week.

The Names for the 48 Weeks of the Year
New Year
+47 more to go. =)

puppyavenger
2007-12-17, 02:16 PM
Looks very good can't wait for more information on The Fae.

RandomFellow
2007-12-17, 02:31 PM
Thanks...they'll probably be last tho. I want to finish the parts that'll actually get used come January first. =)

RandomFellow
2007-12-18, 09:03 PM
A single sun with eight planets orbiting it as well as hundreds, perhaps thousands, of moons. The innermost planet's moons are the lower planes (Hades, The Abyss, Etc.). The second innermost planet is the Central Planet (Prime Material Planet) upon which the setting is based. The outer planets are all gas giants. The five outermost of these gas giants all have moons circling them, one for each god of the pantheon the gas giant is named after. The innermost gas giant represents the 'unaffiliated' planes (e.g. Not dedicated to a single deity, but not an inner or lower plane)

The Central Planet has four moons circling it, each with a precise 28 day cycle. These moons are the innermost planes of Shadow (The Black Moon), Astral (The Silver Moon of Balance), Ethereal (The Ghosts' Moon), and the many demiplanes which reside upon and within the True Moon.

The Shadow Moon
The Moon of Shadow is the only moon that is ever completely black. Admittedly, for only the two days of its cycle. For the first two days of each even month all Illusions are treated as if they were Empowered (as the Metamagic Feat and stacks with additional applications of said metamagic feat) or Extended without any level adjustment. For the first two days of each odd month, all Illusions have a third of the normal duration. Any permanent spells cast during those two days only last 24 hours.

This moon is the 'First Moon' and is black (full) on the first two days of each even month and is bright (new) on the first two days of each odd month.

Southerners and Asmodean Priests are strongly tied to the Shadow Moon and usually perform rituals and celebrations whenever the moon is 'absent' or 'full'.

The Silver Moon of Balance
The moon of Balance is visible and a silverish color year round. However the intensity and brightness of its color increases and decreases. The Moon of Balance is tied to Abjuration and Conjuration in equal measure. Whenever the moon is at its brightest, all Abjurations have their caster level increased by 3 and all Conjurations have their caster level decreased by 2. Whenever the moon is at its weakest, all Abjurations have their caster level decreased by 2 and all Conjurations have their caster level increased by 3.

This moon is at its brightest (full) on the first two days of the second week of each even month and is at weakest (new) on the first two days of the second of each odd month.

The Imperials are strongly tied to this moon. They usually perform rituals and celebrations whenever the moon is at maximum or minimum intensity.

The Ghosts' Moon
The Ghosts' Moon holds sway over necromancy and 'spirit magic' (e.g. Northern Shaman spellcasting, classes with the Guardian Spirit ability). Fell metamagics (or metamagics applied to Necromancy spells) are without level adjustment when this moon is full. In addition, all spirit-based spells have a Caster Level increase of 3. When this moon is new, all spirit-based and necromancy spells have their Caster Level reduced by 3.

The Ghosts' Moon is a silver moon of erratic consistency (It looks like a circle of silver-colored fog than an actual moon).

This moon is at its brightest (full) on the first two days of the third week of each odd month and is weakest (new) on the first two days of the third week of each even month.

The Northerners are strongly tied to this moon. They usually perform rituals and celebrations whenever this moon is full or new.

The True Moon
The True Moon holds sway over all magic. When the moon is full, a spellcaster may apply a single metamagic feat with a +2 adjustment, or less, without adjusting the spell level. When the moon is new, all spells have their caster levels reduced by 50% of their normal caster level. (e.g. A spell with a caster level of 12 is reduced to 4. A spell with a caster level of 2 is reduced to 1.)

This moon looks exactly like Earth's moon.

This moon is at its brightest (full) on the first two days of the last week of each odd month and is weakest (new) on the first two days of the last week of each even month.

The Elves are strongly tied to this moon. They usually perform rituals and celebrations whenever this moon is full or new.


The Inner Planet
Sha'no'ri (High Elven for Hole in the Sky)
A completely planet whose existence is only known as it blocks out the stars (or the sun). Sha'no'ri causes an Eclipse once every a year on the start of the new year.

The Names of the Outer Planets
Ibelis
A minor gas giant whose moons are of an elemental nature (e.g. Earth, Positive Energy, Air) as well as a few unusual moons such as Limbo or the Land of Dreams. Ibelis is visible year round as a large reddish star.

Corrum
The innermost of the Big 5, Corrum is surrounded by the moons of the Fae Pantheon's domains. Corrum appears as a large bright white star to the people of the Central Planet and is visible at night year round.

Morthos
The next of the Big 5, Morthos, is surrounded by the moons of the Kobold Pantheon deities. Morthos, much like Sha'no'ri, is only visible due to it's blocking of visible light from other heavenly bodies. Like Corrum, Morthos is also visible year round.

Heaven
The next of the Big 5, Heaven, is the dominion of the One True Faith and contains the Celestial Planes as well as the One True god's personal domain. It is visible twice per year, on the summer and winter solstices, as a bright white light type star.

Aeros
The next to last of the Big 5, Aeros, is surrounded by the moons of the Northern Pantheon. Like Heaven, Aeros is only visible during the summer and winter solstices as a bright white star.

Soon
The last of the Big 5, Soon, is surrounded by the moons of the Southern Pantheon. Unlike the other members of the Big 5, Soon is invisible to the naked eye year round. However, with a moderately powerful telescope (such as those used by mundane ship Captains) it is visible during the summer and winter solstices as a bluish colored star.

RandomFellow
2007-12-25, 11:02 PM
This really falls under the 'Astronomy' section. But I felt it is was odd enough it was worth adding a Cosmology section to point you to the Astronomy section.

Basically, ALL PLANES are actually MOONS. Yes. Moons. No. I'm not kidding.

This gives me the excuse to put 'planets/moons aligning' sway the power of various magics. Something I've always loved, but made no sense unless the planets/moons were something more than just hunks of rock.

RandomFellow
2007-12-28, 12:07 PM
This template may be applied to any Canton Goblin of Old or Venerable age.

Size and Type
The creature gains the subtype [Divine Blooded]. Size is unchanged.

Special Qualities
None

Abilities
-2 Dex, +4 Int

Skills
Receives a penalty of -4 to Hide, Move Silently, and Ride skill checks. (This negates the advantages of small size + the goblin's normal racial bonuses).

Misc.
The Canton Goblin Elder's favored class is now Wizard.

Challenge Rating
Same as the base creature.

Environment
The Canton Archipelago

Alignment
Any.

Advancement
By character class.

Level Adjustment
Same as the base creature.

RandomFellow
2008-01-15, 01:55 AM
One of those things I need to get to eventually.

RandomFellow
2008-01-15, 01:56 AM
Island Map
http://www.webfilemirror.com/Erth/TheIslandOfTheWinds_8MileWideHex_55SquareMileHex_O neQuarter.png (http://www.webfilemirror.com/Erth/TheIslandOfTheWinds_8MileWideHex_55SquareMileHex.p ng)

Island Geography
Originally a volcanic island, the Isle of the Winds is centered around its four central mountains which are home to some of the largest Cold Iron veins in the world. They are Acron (the largest and home to the Citadel), Ogrim (the second largest and south of Acron, with vast deposits of obsidian), and the Twins (Inara and Alura. Inara is northeast of Acron while Alura is northwest). The four mountains are named after the Lord Guardian (Acron) and the three full devil members of the High Council (The Pit Fiend Ogrim, the Sorcerer-Succubi Inara and Alura). The mountains are surrounded by the Golden Hills, so named for their unusual golden color, even when viewed under Darkvision (Yes, I know Darkvision can't discern colors that is why it is unusual). Surrounding, and partially covering, the hills is a semi-tropical jungle known as the Forest of Tuan. No one remembers, except for perhaps the Founding Four whose names are borne by the dormant volcanoes, why the jungle was named a Forest. Perhaps it was intended to be a mockery of the pixie controlled forest of the same name. After all, the Inaran Fae are twisted mockeries of the original happy, do-gooding pixies. Outside of the Forest, is simple grassland.

The Flora:
The Flora of the Isle of the Winds is typical for a low-rain semi-tropical jungle. There is an abundance of Cedar and Rubber trees as well as orchids such as Vanilla. Due to the limited rain fall, compared to a normal jungle, and the perfectly stable temperatures the trees rarely grow to full height and the flowers bloom year round. If the Island was not shrouded in darkness, its main jungle (The Forest of Tuan) would be a beautiful array of flowers and other colorful flora. Unfortunately, the fact that darkvision is necessary on the Isle makes such natural beauty invisible.

RandomFellow
2008-01-15, 01:59 AM
Description
Created near the Dawn of Time by the mortal elf known as Asmodeus (before he became the Lord of Devils) to serve as a hidden retreat for his followers. The fact it even exists is lost to all but the most scholarly of sages (Knowledge: History, DC: 40) or those who have spent millennia opposing Asmodeus (Angels, Archons, and other forces of 'good'). The fact that, unless you already know the precise location of the Island, nothing short of a Wish or a Miracle will permit you to perceive it has helped to keep the Isle of the Winds existence a secret known only to a select few. However, in recent days, the Church of Asmodeus has gained a rather large following amongst the 'common folk' of the world by purchasing people's souls (an intangible most people value less than material wealth or vengeance) through devilish contracts. Such activities will undoubtedly draw powerful forces of good to the Isle in due time.

Island Population, Population Centers, and Demographics
The Isle Of the Winds
Population Percentages
Human Half-Devil - 20%
Orc Half-Devil - 14%
Elven Half-Devil - 14%
Slaves (Non-Half Devil Humans, Elves, Gnomes, etc.) - 30%
Devils (Pit Fiends, etc.) - 10%
Kobold Half-Devil - 5%
Gnomish Half-Devil - 5%
Inaran Fae (Tuan Tribe) - 2%

Land Area (in square miles): 1650
Hexes (55 square miles): 30
Population: 148,500
Population Centers:
City Populations:
The Citadel of the Winds - 26,757
Villages:139
Village Population Total:120,743
Urban Castles:1 (The Citadel of the Winds is a massive underground castle.)
Rural Castles:0
Places of Business:

Shoemakers:990
Furriers:594
Tailors:594
Barbers:424
Jewelers:424
Taverns/Restaurants:371
Pastrycooks:297
Masons:297
Carpenters:270
Weavers:247
Chandlers:212
Mercers:212
Coopers:212
Bakers:185
Scabbardmakers:174
Wine-Sellers:165
Hatmakers:156
Saddle Makers:148
Chicken Butchers:148
Pursemakers:135
Woodsellers:61
Bookbinders:49
Magic Shops:5
Butchers:123
Fishmongers:123
Beer-Sellers:106
Buckle Makers:106
Plasterers:106
Spice Merchants:106
Blacksmiths:99
Painters:99
Doctors (lisc.):99
Doctors (not lisc.):424
Roofers:82
Locksmiths:78
Bathers:78
Ropemakers:78
Inns:74
Tanners:74
Copyists:74
Sculptors:74
Rugmakers:74
Harness-Makers:74
Bleachers:70
Hay Merchants:64
Cutlers:64
Glovemakers:61
Woodcarvers:61
Booksellers:23
Illuminators:38
Noble Households:148
Advocate:228
Clergymen:3712
Priest:123


Island Government
The Island is governed by a High Council of the Founding Four (see Geography) and three mortals. The Founding Four represent the pure blood devils as well as one of Asmodeus's most powerful and faithful servants, a gnome lich name Acron blessed to be a Chosen of Asmodeus as well as one of his High Priests. The gnome lich is also known as the Lord Guardian, leader of the Order of Guardians of the Church of Asmodeus. The Guardians are tasked with keeping the island safe, and eliminating any unsanctioned mortal who is aware of the island's existence.

The three mortals change with alarming frequency. One is always the current leader of the Church of Asmodeus, even if that leader is in reality second to the Lord Guardian. The other two are determined by trial by combat. Any mortal (loyal to Asmodeus) may obtain such a seat by publicly assassinating, you need witnesses to prove you did it, their predecessor.

RandomFellow
2008-01-15, 02:03 AM
Half-Devil Template

Unlike half-fiends, half-devils require a bit of artificial 'help' by either the devil or mortal involved in the breeding process. Half-Devils were originally created by Asmodeus's servants to serve as foot soldiers in his war against the Elven Pantheon. Modern Half-Devils serve as his agents on the Material Plane, subverting mortals into devilish pacts and striking down the forces of good. The conflict between Demons and Devils has long been fierce, and with the Devil's smaller population...it is better to conserve the core of one's strength and expend the less valuable troops on tasks less vital than survival of Devil-kind.

Unlike half-fiends, half-devils are neither mistreated or abused by devils more than any other creature. From the devil's world view...if it is weaker than me I own it, if it isn't...I avoid its attention so it cannot force me into servitude. Impure or not, many of Asmodeus's most powerful servants on the Material Plane are Half-Devils capable of striking down even a pure-blooded Pit Fiend.


Size and Type:
Same as base creature

Speed:
A half-devil has massive leathery wings. Unless the base creature has a better fly speed, the creature can fly at the base creature’s land speed with good maneuverability. If the base creature has a better fly speed, their existing fly speed gains a racial bonus of +10'.

Armor class:
The half-devil's leathery, hardened flesh gives him a +4 racial bonus to natural armor.

Attack:
A half-devil, without any existing natural weapons, has two claw attacks and a bite attack, and the claws are the primary natural weapon. The damage

{table=head]Size|Bite Damage|Claw Damage
Fine|1|—
Diminutive|1d2|1
Tiny|1d3|1d2
Small|1d4|1d3
Medium|1d6|1d4
Large|1d8|1d6
Huge|2d6|1d8
Gargantuan|3d6|2d6
Colossal|4d6|3d6
[/table]

Full Attack
A half-devil fighting without weapons uses both claws and its bite when making a full attack. If armed with weapon(s), it will substitute the weapon(s) in place of claw(s) as its primary weapon.

Special Attacks:
The base creature retains all existing special attacks.

Special Qualities:
Darkvision out to 60 feet.
Immunity to poison.
Resistance to acid 10, cold 10, electricity 10, sonic 5, and fire 10.
A half-devil’s natural weapons (or any manufactured weapon the half-devil) are treated as magic weapons as well as lawful evil aligned for the purpose of overcoming damage reduction.

Spell-like Abilities
A half-devil is able to cast Minor Image as a SLA once per day. A half-devil with 9 or more HD gains the ability to cast Greater Teleport (self plus carried objects only) at will. The caster level of all Half-Devil SLA's are equal to the Half-Devil's HD+2.


Change Shape (Su)
A Half-Devil can assume the form (but not any of the statistics) of any humanoid or animal of the same size or smaller.

Abilities:
Increase from the base creature as follows: +2 Str, +2 Dex, +2 Con, +4 Int, +4 Wis, +4 Cha

Alignment
Any alignment. However, a Half-Devil will always detect as Lawful and Evil.

Challenge Rating:
Same as base creature.

Level Adjustment:
+3

CR Adjustment:
+2

RandomFellow
2008-01-15, 02:04 AM
Chosen of Asmodeus Template


The Chosen of Asmodeus are a group of the Archdevil's most powerful mortal agents. As such, they are both his greatest advantage and disadvantage over the eternal conflict for the souls of mortals. The Chosen are powerful beings of evil capable of silencing a cleric's cries for divine intervention from miles away.


Although it is said that a few cunning mortals have managed to entice Asmodeus into granting this boon without the obedience it implies. Such rumors are pure fiction, of course. Why would Asmodeus invest a mortal with a portion of his great power if that mortal would not obey his will?


"Chosen of Asmodeus" is an acquired template that can be added to any creature with either the Half-Devil template or the [Divine Blooded] subtype (referred to hereafter as the base creature).

Size and Type:
Same as base creature

Special Attacks:
The base creature retains all existing special attacks.

Rebuking Undead
A Chose of Asmodeus gains whichever of the following resulting a higher effective level for purposes of Rebuking:
The ability to Rebuke Undead as a cleric of the Chosen's HD+1.
The Chosen's effective cleric level for purposes of Rebuking Undead increases by 5.

Special Qualities:
A Chosen of Asmodeus retains all of the base creatures special qualities and gains Divine Interdiction, Aura of Evil, and Auravision.

Divine Interdiction (Su)
A Chosen of Asmodeus blocks any cleric who does not serve Asmodeus within a 10 mile radius. A cleric who fails a DC 10+Chosen's Cha Modifier Will save is prevented from preparing spells or Turning/Rebuking undead while they remain within 10 miles of the Chosen. A cleric who fails his Will save needs to merely leave the area for the effect to stop.

The Chosen of Asmodeus is unable to suppress this ability, ever. In addition, any Cleric affected by this ability (whether they succeed or not on their Will save) immediately knows both the cause and individual responsible.

Aura of Lawful Evil (Ex)
The Chosen of Asmodeus possesses both a lawful and an evil aura. Both auras are as strong as a cleric of the Chosen's HD+4.

Auravision (Su)
A Chosen of Asmodeus is able to view the aura of any creature or object within his view. He knows both sides of the person's aura (law/chaos-axis and good/evil-axis) as well as the strength of the Aura. If at any time, a Chosen of Asmodeus observes a Good aura of twice his HD he is considered Shaken until the source of the Good aura is no longer visible.

Abilities:
Increase from the base creature as follows: +8 Wis, +8 Cha

Alignment
Always Lawful Neutral, Lawful Evil, or Neutral Evil.

Challenge Rating:
Same as base creature.

Level Adjustment:
+2

CR Adjustment:
+1

RandomFellow
2008-01-15, 02:05 AM
Inaran Fae

Fine Fey (Psionic)
Hit Dice: 1d6-1 (2)
Initiative: +9
Speed: Fly 60' (Perfect) (12 squares)
Armor Class: 26 (+8 size, +4 dex, +4 deflection),touch 26, flat-footed 22
Base Attack/Grapple: +0/-19
Attack: Cold Iron Short sword +12 melee (1+5/19-20)
Full Attack: Cold Iron Short sword +12 melee (1+5/19-20)
Space/Reach: 0'/0'
Special Attacks: Psi-Like Abilities
Special Qualities: Misdirection, Telekinetic Entity, Telepathy 120', Spell Resistance 16
Saves: Fort -1, Ref +6, Will +5
Abilities: Str 4, Dex 18, Con 9, Int 10, Wis 17, Cha 19
Skills: Hide +24, Move Silently +8, Spot +7, Listen +7, Sense Motive +8, Bluff +8
Feats: Improved Initiative, Weapon Finesse B, Precise Blow B
Environment: Temperate Forests
Organization: Solitary (1), Raiding Party (8), or tribe (50-200)
Challenge Rating: 5
Treasure: Items only
Alignment: Usually Evil
Advancement: By Character Class (Usually, Sorcerer or Wilder)
Level Adjustment: +5

Inaran Fae are treacherous, evil creatures of the night which descend without warning on various villages to enslave local populations, increase the size of their undead army, and steal valuable resources (primarily cold iron, the preferred weapon for slaying their pixie cousins). These dangerous creatures lack the modern mastery of magic enjoyed by most civilized societies, however, they still possess 'wild talent' in abundance. Every adult Inaran Fae is capable of unleashing powerful bolts of energy or enticing the weak-willed into obedience.

The Inaran Fae rarely wear anything beyond a masterwork dark cloak, helpful for hiding their small forms against the dark night sky, or armor.

An Inaran Fae stands about 6 inches tall and weighs about 1 ounce.
Inaran Fae speak their Tribal language and occasionally, common. Although a few of the more powerful tribes have formed temporary alliances with, and by natural consequence learned the languages of, gnolls, orcs, bugbears, ogres, and other dangerous monstrous races.

Combat

Psi-Like Abilities
2/day - Energy Missile (Acid Arrow if no Psionics), Charm, Psionic (Charm Monster if no Psionics). Manifester Level (Caster Level if no Psionics) 8th. The save Dcs are charisma based. Treat Energy Missile as if it is augmented to by 2 pp (+2 DC, +2d6 damage). Charm, Psionic as if it is augmented by 4pp (+2 DC, can target animal, fey, giant, magical beast, monstrous humanoid, aberration, dragon, elemental, or outsider )

Misdirection (Su)
An Inaran Fae is invisible, even when attacking. It may suppress or resume this ability as a free action.

Telekinetic Entity (Su)
The Inaran Fae also use their telekinetic talents to propel themselves, granting them a fly speed of 60' and a maneuverability of perfect. They also may replace their strength modifier with their charisma modifier for purposes of carrying capacity.

In addition, the Inaran Fae attempts to slow any hostile weapons before it can strike the Fae. This grants it a deflection bonus to AC equal to its charisma modifier.

Telepathy (Su)
An Inaran Fae may communicate to any creature that speaks a language in common with the Inaran Fae.

-=-=-=-=-=-=-

Lore
Knowledge: Nature
{table='head']DC|Lore
10|The dangerous, uncivilized creatures which hunt people by night.|
15|A subrace of the Pixies, these unsophisticated fell creatures enslave, create undead, and steal to increase their power.|
20|The most effective way to kill one of the Inaran Fae is with magic which can only be stopped by the strength of a person's constitution. The Inaran Fae are creatures with frail bodies unable to withstand even the least of rigors. Even then, their powerful minds are able to stop weak wizards from affecting them.|
25|The Inaran Fae are the product of a hybridization of Drow and Devil magics worked on captured pixies. Originally intended to be a servant race capable of sneaking about with supernatural ease, the Inaran Fae turned out to be too skilled at their given vocation. Large numbers escaped once they realized their personal interests would be better served outside their creators societies.|
[/table]



Other
Base Stats for the example creature is 10,11,10,10,11,11

Inaran Fae as Characters
-6 Strength, +8 Dexterity, -2 Constitution, +6 Wisdom, +8 Charisma
Fine Size: +8 bonus to Armor Class, +8 bonus to Attack Rolls, -16 penalty on Grapple Checks, +16 bonus on Hide checks
An Inaran Pixie's base land speed is 0 feet. An Inaran Fae's base fly speed is 60 feet with perfect maneuverability.
Racial Feats: Weapon Finesse, Precise Blow
Special Qualities (See Above): Telekinetic Entity, Telepathy, Spell Resistance equal to 15 + HD
Automatic Languages: Inaran Tribal. Bonus Languages: Common
Favored Class: Any
Level Adjustment: +5

RandomFellow
2008-01-15, 02:07 AM
Deceptive Pact Domain
Note: The Deceptive Pact Domain counts as both of a cleric's choices and the granted power may not be taken via any feat.
Granted Power:
In addition, you gain a +1 bonus to your caster level for Illusion (Shadow), Illusion (Figment) and Enchantment (Compulsion) spells.

Soul Pact (Su)
You are able to create binding contracts for people's souls in exchange for a service you perform on their behalf. If you fulfill the service requested, the soul of the person belongs to you once they die. Such souls are stored in the contract, which is signed by both parties in blood. These contracts are often used as a currency between Asmodeus's priests and occupants of the lower planes.

A pact is only valid when neither party is under magical compulsion to sign it. However, mundane compulsion (e.g. threatening a loved one of one party) does not alter the validity of a contract.

Deceptive Pact Domain Spells
1 - Silent Image, Command
2 - Minor Image, Enthrall
3 - Suggestion, Speak with Dead
4 - Dominate Person, Divination
5 - Persistent Image, Greater Command
6 - Mislead, Geas/Quest
7 - Project Image, Renewal Pact
8 - True Domination, Death Pact
9 - Monstrous Thrall, Gate

RandomFellow
2008-01-15, 02:17 AM
Artifacts
The Key [Artifact]
The Key is a powerful artifact which will open any Door and connect it to any other Door identified by the Caster (e.g. mental image of a door the Caster has seen. The door to Senator Thompson's Bedroom in his house in the Hamptons at 4444 Wasp Lane).



The Throne of Rijeck (AKA The Throne of Souls) [Artifact]
Rijeck was a powerful elven necromancer banished beyond the Known World around PR -94 after a failed coup d’ιtat. Precisely where he resided after his defeat remains a mystery. However it is known that the majority of his most powerful magical items were within a citadel he built around the Throne of Souls. This repository was built somewhere on the Prime Material Plane outside the Known World. It is presumed it is to there that he withdrew after his undead army was defeated and remained, crafting magic items of great power and preparing to attempt another invasion. However, that never happened and as far as anyone is aware (mortal or Divine) Rijeck was eventually consumed by his own Throne when he attempted to become a Lich.

The Necromancer Rijeck, before the failed coup d’ιtat, killed at least a score of elven archmages and converted their souls into raw magical power via an ancient artifact known as 'The Throne of Souls'.

The creator of The Throne is believed to have been Asmodeus near the dawn of time, when he was still an elven demilich bent on overthrowing the gods. Asmodeus was eventually forced off of the moral plane and into the depths of the Nine Hells.

----------------------------------------------------------------------------
The Ritual of Destruction for Rijeck's Throne
Step #1: Cast Mage's Disjunction until the Throne stops counterspelling it.
Step #2: Cast it again at the Throne followed by a Wish spell (Wishing The Throne no longer existed).

The process of gaining control of The Throne requires the following acts:

The Throne can only be commanded by a spellcaster of LE alignment who has spent 1 hour upon it in meditation. It is during this act that the Throne whispers each of its twenty powers as well as the other four steps necessary for it to recognize you as the rightful master (or mistress) of the Throne. This step does not function if the Throne currently has a master (or mistress).

The second step is to slay a sentient being with at least 4HD while it sits upon the Throne. This gives the Throne understanding of it's would-be master's intent when he kills with the intent to sacrifice someone to the Throne. Any being whose life on the mortal plane is ended by the would-be master has its soul given to the Throne, unless the master forcefully wishes otherwise (e.g. to turn himself into a Lich). To successfully prevent the Throne from consuming the soul of a being slain by the master (including himself in the case of attempting Lichdom), the master must succeed on a Will Save (DC [HD of Dying Entity]+15).
Note: If a master of the Throne attempts Lichdom, he must designate the Throne as phylactery. Otherwise, the Throne will consume his soul for violating their pact.

The third step is to summon a devil and have it anoint you in its own blood while you sit on the throne. (Any devil of 6HD or more will do.) This awakens the Throne's sentience. Note: The Throne's consciousness is 'sleeping' when it has no master or mistress.

The fourth step is the step of mastery. If the would-be master fails a Will Save of DC 20, he is dominated (as the Dominate Monster spell with a permanent duration) by the Throne. The would-be master is then sent out in the world to kill, and kill, and kill until the master is slain or everything else is.

The final step is for the would-be master of the Throne to anoint the Throne in his own blood. This binds the Throne to the master or mistress until true death. The Throne will accept no other until the master or mistress has had his soul destroyed (or consumed by the Throne). Any time the master (or mistress) dies, they must succeed on a DC 30 Will Save or be consumed by the Throne. The master (or mistress) instinctively knows how many 'charges' are currently in the Throne.

The Throne of Rijeck has the following stats:
Int 30, Wis 30, Cha 30
The Throne has 30 ranks in each Knowledge skill as well as 30 ranks in Spellcraft.
Note: The Throne was created to be subservient, it will not challenge it's master for control after the initial 'testing' except for the conditions already mentioned (e.g. the master dies).
Telepathy - 1 mile - Anyone
Telepathy - Anywhere - Master/Mistress Only.
120' Darkvision

The Throne of Rijeck has twenty powers, some of which consumes a soul (or a portion of it) contained within the Throne:
The Soul of a Spellcaster = 1 Charge Per HD
The Soul of a Non-Spellcaster = 1 Charge Per 3 HD (min. 1)
Note: If it runs out of 'normal charges' and the master/mistress is a Lich, it will start consuming the master/mistress's soul.

Lesser Abilities - At Will, Swift Action By The Throne or Constantly affecting the Throne and Master/Mistress.
Note: Those with the range of Touch can target anyone within 30'.
Darkness (as the Spell)
Detect Magic (Constant, as the Spell)
Detect Good (Constant, as the Spell)
Detect Chaos (Constant, as the Spell)
Protection from Good (Constant, as the Spell unless Master/Mistress is Dominated by the Throne)
Protection from Chaos (Constant, as the Spell unless Master/Mistress is Dominated by the Throne)
Inflict Moderate Wounds (as the Spell)
Cure Moderate Wounds (as the Spell)
Deathwatch (Constant, as the Spell)
Death Knell (as the Spell, Automatically Casts if there is a valid target. Instead of the normal benefit, the Throne consumes the soul of the targeted creature.)

Greater Abilities - Consume Charges, Standard Action By the Throne
True Resurrection (Master/Mistress) - 1 Charge Per HD, Automatically cast if the Master/Mistress succeeds on the Will Save unless the Master/Mistress is a Lich.

Counter Mage's Disjunction - 10 Charges - The Throne will automatically trigger this power (as a free action) whenever anyone casts Mage's Disjunction within 500' of the Throne. It does this as Mage's Disjunction is the basis of the Ritual of Destruction. If it fails (for any reason) to counter the Mage's Disjunction that effects it, you can follow up with a Wish spell to complete the Throne's destruciton.

Souls As Magical Energy - 1 Charge per Spell Level - The Master (or Mistress) may draw upon this power to 'restore' a previously cast spell that they have cast in the last minute. Doing so is a free action and can be done anywhere on the same plane as the Throne.

Souls As Caster's Lifeforce - 1 Charge per 100 XP (min. 1) - The Master (or Mistress) may expend charges from the Throne instead of expending XP as part of a spell or the creation of a magical item. The Master (or Mistress) can transfer this life force to other sentient beings (e.g. having a subordinate build a magic item using the Throne's Souls As Caster's Lifeforce power). However, the cost (in charges) is doubled when transferring it to a being other than the Master/Mistress.

Strength of Ages - 24 Charges - The Master (or Mistress) gains a +6 profane bonus to all ability scores for 24 hours. This effect is considered a 9th level spell cast by a 30th level caster for purposes of Dispel Magic and similar effects.

Unholy Power over the Undead - 1 Charge per HD per Month (min. 1) - The Throne may command any Undead within 1 mile as if it was a 30th level cleric. For each hd of each undead controlled in this way the Throne expends one charge per day. The Throne has no limit on the number of HD it controls in this way, although no individual undead can have more HD than a 30th level cleric could command. (e.g. The Throne could control 10 Mhorg's and consume 140 charges plus an additional 140 charges each new month. However, The Throne could not command a single Winterwight.)

Desecrate - 1 Charge - Casts Desecrate centered on the Throne.

Unhallow - 2 Charges - Casts Unhallow with Invisibility Purge attached centered on the Throne.

Penetrating Gaze of the Throne - 5 Charges - +50 to Sense Motive checks while the Master/Mistress sits on the Throne. Lasts one hour.

Heal/Harm - 2 Charges - Anyone with 30' of the Throne designated by the Master (or Mistress).



The Eye of Asmodeus [Artifact]
This powerful artifact was an eye Asmodeus removed when he was still mortal. He spent years converting souls into raw magical power to enchant this artifact. The Eye appears as a simple elven eye with a black pupil and iris which floats at the exact center of the cavern it is located in. It currently resides in the network of caverns beneath the Island's surface.

The Eye of Asmodeus has the following powers:
It renders both the island and its inhabitants invisible to outside observers. Even true seeing is incapable of piercing this powerful illusion although using a Wish or Miracle spell to permit you to pierce the Eye's invisibility shield will work. Thankfully, once you know the Isle's location....it is a minor matter to Teleport yourself to it. Once within the invisibility shield, you are able to perceive the Island and its occupants normally.

The Island is always in the depths of a moonless night. This is considered natural, non-magical darkness for purposes of Darkvision and similar abilities.

The Island levitates precisely seven miles above sea level in the middle of one of the world's largest oceans. The island never moves from this position as long as the Eye remains intact.

The Eye renders the Island's environment is hostile to non LE, NE, or LN creatures. Any creature not of those alignments, and below 10 HD, take a -20 profane penalty to all saving throws, skill checks, and attack rolls. Creatures not of those three alignments, and with 10 or more HD, take a -1 profane penalty to all saving throws, skill checks, and attack rolls.

The Eye keeps the Island both pleasant and comfortable for devils and half-devils. The Island is at a stable 90 degrees Fahrenheit and never has any unplanned weather conditions (e.g. fog, rain on a non-last weekday). In addition, the Island is kept at a light level comparable to a night with a full moon.

On the last day of each week, a light rain occurs. This rain is appropriate for the vegetation found on the Island, easily keeping it alive until the next rain comes.

The Eye automatically attempts to counterspell (as if with Dispel Magic, Greater with a Caster Level of 20) any casting of Mage's Disjunction, Greater Teleport, or Wish within 500' of it.

Ritual of Destruction:
Like most of Asmodeus's artifacts, the Eye can only be destroyed through the combination of a Mage's Disjunction and then wishing the artifact out of existence.

Ritual of Movement:
The only way to move the Eye is to cast Greater Teleport while touching the Eye. It has a Will Save modifier of +25. If successful, the Island will slowly float to sea level at a rate of 1 mile per day. The new Island will immediately gain all of the effects except the levitation. The new Island will slowly rise at a rate of 1 miler per day until it reaches the height of 7 miles above sea level.

The Eye can only be teleported to a Cavern inside of an Island. Any attempt to teleport it elsewhere, automatically fails.

Moving the Eye takes a lot of work, but if you want to build an invisible floating fortress of your own...it is probably easier to Teleport the Eye out of the existing one than to create an artifact yourself.

Rumors
It is rumored that a second, and more powerful, Eye of Asmodeus capable of bestowing flight to its Island home in addition to the above properties.

RandomFellow
2008-01-15, 02:22 AM
High Priest of Asmodeus (PrC)

High Priests of Asmodeus are interested in personal power, fast talking people out of their souls, and taking what they want out of life with no regrets. Your typical politician. However, being a High Priest of Asmodeus has a major draw back beyond the obvious...channeling such vile power corrodes the High Priest's soul, weakening his ability to resist magical attack. This makes it easier for powerful Devils to charm or dominate them into obedience. And after all, at the end of the day, who wants willing servants when you can have magically obedient ones? Exactly.


Requirements
To qualify to become a High Priest of Asmodeus, a character must fulfill all the following criteria.

Feats
Spell Focus (Enchantment), Spell Focus (Illusion)

Spells
Must be capable of casting 3rd level divine spells.

Special
The entrant must be a cleric of Asmodeus with all of his or her domains selected from the following list (or any other domains thematically appropriate for a cult of Asmodeus):
Charm (Spell Compendium), Illusion (Spell Compendium), Evil, Law, Baator (Spell Compendium), Deceptive Pact domains

In addition, the entrant must have taken the Spontaneous Domain Casting Variant (PHB II).

Table: High Priest of Asmodeus
{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special|Spells per Day
1st|0|0|0|0|Focused Spellcaster, Turning or Rebuking Undead, Enhanced School Magic, Least|+1 level of existing arcane spellcasting class
2nd|1|0|0|0|Expanded Spell List|+1 level of existing divine spellcasting class
3rd|1|1|1|1|Asmodean Guile 2/day|+1 level of existing arcane spellcasting class
4th|2|1|1|1|Enhanced School Magic, Lesser|+1 level of existing divine spellcasting class
5th|2|1|1|1|Expanded Spell List|+1 level of existing divine spellcasting class
6th|3|2|2|2|Asmodean Guile 4/day|+1 level of existing divine spellcasting class
7th|3|2|2|2|Enhanced School Magic|+1 level of existing arcane spellcasting class
8th|4|2|2|2|Expanded Spell List|+1 level of existing divine spellcasting class
9th|4|3|3|3|Asmodean Guile 6/day|+1 level of existing divine spellcasting class
10th|5|3|3|3|Enhanced School Magic, Greater|+1 level of existing divine spellcasting class[/table]

Alignment
Lawful Evil, Lawful Neutral, or Neutral Evil.

Hit Die
d8.

Class Skills
Spellcraft (Int), Knowledge (Religion) (Int), Concentration (Con), Hide (Dex), Move Silently (Dex), Diplomacy (Cha), Bluff (Cha), Intimidate (Cha), Gaher Information (Cha), Use Magic Device (Cha), Handle Animal (Cha)


Skill Points at Each Additional Level
4 + Int modifier.

Class Features
All of the following are class features of the High Priest of Asmodeus.

Weapon and Armor Proficiency
Gains no weapon or armor proficiencies.

Spells
A High Priest of Asmodeus gains spells per day and spells known as if he belonged to his previous divine spellcasting class. He gains no other benefits he would have otherwise gained (such as bonus feats). However, his caster level does not increase as his previous spellcasting class (See Focused Spellcaster).

Focused Spellcaster
A High Priest of Asmodeus focuses on deception and charisma to get what he wants. As such, he is most effective in Illusion and Enchantment but far less effective in other schools. A High Priest of Asmodeus gains caster levels normally for Illusion, Enchantment, and Transmutation. In all other schools, the High Priest is considered to have only half his normal caster level from levels taken in this class. This does not effect spell selection. (e.g. Cleric 10 / High Priest of Asmodeus 10 can still take Control Weather...he just casts it at a caster level of 15 instead of 20.)

Enhanced School Magic, Least (Ex)
A High Priest of Asmodeus can use his Spontaneous Domain Casting ability without increasing casting time (including the spontaneous application of metamagic to the converted spell). In addition, the High Priest of Asmodeus at first level may choose one of the following class features:

Shadow Specialist - Illusion (Figment) spells may be used to mimic a lower level Evocation, Conjuration (Summoning) or Conjuration (Creation) spell from the Sorcerer/Wizard spell list with a degree of reality equal to 10% per spell level of the Illusion (figment) spell. In all other respects, this is a Shadow Evocation or Conjuration in terms of saving throw, etc.

Domination Specialist - All Enchantment (Compulsion) spells have their DC increased by 2. This bonus does not stack with Spell Focus (Enchantment) and Greater Spell Focus (Enchantment).

Expanded Spell List
At 2nd, 5th, and 8th levels the High Priest of Asmodeus learns to draw an even wider variety of spells from his master. He may select any spell (up to the highest level the High Priest can cast) from any spell list. However, that spell must be from the school related to the High Priest's specialty school. Enchantment for Domination Specialist. Illusion for Shadow Specialist.

Asmodean Guile
The High Priest (up to a number of times per day equal to the High Priest Level/3. Then round down and double.) may add his Charisma modifier to any dice roll he makes.

Enhanced School Magic, Lesser
If you selected Shadow Specialist, you add the Invisibility line of spells to your cleric's spell list. In addition, you gain a +10% reality (capped at 100%) to your illusion (shadow) spells or when using Spell Conversion, Shadow Specialist to mimic Shadow Conjurations or Shadow Evocations.

If you selected Domination Specialist, you add Charm Person, Charm Monster, Dominate Person and Dominate Monster to your cleric's spell list. In addition, your DC bonus from Domination Specialist applies to Enchantment (Charm) spells as well.

Enhanced School Magic
If you selected Shadow Specialist, your spells gain another +10% of reality (capped at 100%) for a total of +20%. In addition, your Illusion spells have their DC increased by 1. This does stack with Spell Focus and Greater Spell Focus feats.

If you selected Domination Specialist, the DC bonus from Domination Specialist increases by 1 (to 3). In addition, you may treat spells from the Enchantment (Charm) or Enchantment (Compulsion) schools to be domain spells for purposes of using your Spell Conversion feat.

Enhanced School Magic, Greater
If you selected Shadow Specialist, reduce metamagic spell level adjustments by 1 when applying it to your illusion (shadow) spells or when using Spell Conversion, Shadow Specialist to mimic Shadow Conjurations or Shadow Evocations. In addition, your spells gain another +10% of reality (capped at 100%) for a total of +30%.

If you selected Domination Specialist, all Enchantment (Charm) or Enchantment (Compulsion) spells have their durations doubled. In addition, if you have the Extend Spell feat you may apply it to a spell for no level adjustment. Applying both results in an Enchantment which lasts for three times the normal length.

RandomFellow
2008-01-26, 09:28 PM
Death Thane

The most powerful of the Death Knights, these fell lords of the undead serve as commanders for armies of undead in Hell's service. Asmodeus and the other Hell Lords have long since realized that the Demon's numbers combined with the constant conflict with the Celestials required a way to increase the number of soldiers at Hell's command.


This template may be applied to any Death Knight with at least 8 HD.

Size and Type:
Same as base creature.

Special Attacks:
The base creature retains all existing special attacks. In addition, any weapon wielded by a Death Thane is considered evil for purposes of overcoming damage reduction.

Abyssal Blast (Su)
As Death Knight, except it may used up to Cha modifier times per day. (Effectively a Fireball spell that deals 50% Divine, 50% Fire with CL = HD and save of 10+1/2HD+Cha)

Fear Aura (Su)
As Death Knight, except the HD cap is equal to the Death Knight Lord's HD.

Special Qualities:
Create Spawn (Su)
Creatures killed (by Spell, Spell-Like Ability, Su Ability, or Weapon) by a Death Knight Lord, with fewer HD than the Death Knight Lord, rise after 1d4 rounds as a skeleton or zombie under the Death Knight Lord's control. They do not possess any of the abilities they had in life. Demons are not limited by the HD cap. (e.g. A 18HD Death Knight that lands the killing blow against a Balor gains a Balor Skeleton or Zombie.)

Damage Reduction (Su)
The Death Knight Lord's damage reduction changes from 15/+1 to 15/magic and good. Only a holy blade is capable of harming a powerful servant to an evil Deity.

Spell Resistance (Su)
A Death Thane has his SR increased by 5. (This changes it from SR 20 to 25 + HD past 10th)

Summon Mount (Su)
As Death Knight, except the Death Knight Thane's level is treated as being 4 higher for purposes of the type of mount he can summon. (e.g. A Death Thane(+8 LA) of 8th level is capable of summoning a Nightmare instead of having to wait 4 more levels.)

Spell-like Abilities
Once per day per point of Cha modifier a Death Thane is capable of using the spells Plane Shift and Greater Teleport (self, plus items up to maximum load for the death Knight+Followers, plus any commanded undead) to any altar or temple aligned with the Death Knight Thane's deity (or devil master).

Abilities:
Increase from the base creature as follows: +4 Str, +4 Wis, +4 Cha

Alignment
Any Evil

Challenge Rating:
Same as base creature.

Level Adjustment:
+3

CR Adjustment:
+2